Looking for a tanking PVP build
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Quote:
Originally Posted by Silent Hunter Xx
hmm well i use a hammer KnockDown build which works very well
BackBreaker {Elite}
Counter Blow
Hammer Bash
Shock
Wild Blow
Flurry
Heal Sig
Rush (For AB)
Res Sig (For TA,RA,HA)
Use Flurry to get your Adrenline up for BackBreaker and all will fall into place after that This is a passable build, but there are a couple things I'd change. First, I don't think 3 KDs is really necessary in an RA build, especially if you're using Backbreaker. You should be able to kill your target or come very close with one combo, as the monk support tends to be very weak. Therefore, I'd drop Hammer Bash and take Mighty Blow to add a little more punch to your chain. Anyway, I wouldn't recommend taking a "lose all adrenaline" skill with Rush, because you need a cancel stance after your chain. Which leads me to the second point...
Drop Flurry for Frenzy (except maybe in AB, which is almost like PvE). Frenzy is crucial for dishing out a truckload of damage in the minimal amount of time so the target doesn't have much opportunity to be healed. It also allows you to apply heavy pressure when you aren't being targetted. It also is more energy efficient than Flurry. The only stipulation is that you need to be able to cancel it at will, which means you need Rush charged, which means you can't use Hammer Bash. Anyway, with Backbreaker, Shock, and Stoneskin Gauntlets, you already have 6 seconds of consecutive KD. That should be enough to ruin someone's day.
If you're worried about blocking/evasion, Irresistible Blow > Wild Blow, especially when you need to charge 10 adrenaline for BB. Even so, I think IB is a little energy intensive on a warrior primary, since you'll already have 3 energy skills even with Rush in place of Sprint. Better to just switch targets if someone has block/evade skills on them. I'd pass on Counter Blow as well.
So, here's what I'd recommend:
W/E or W/N
14-16 Hammer Mastery (let's not go into the superior vs minor debate right now)
10-11 Tactics
9 Strength
leftovers in Air Magic (if W/E)
Backbreaker {E} or Devastating Hammer {E}
Crushing Blow
Mighty Blow or Fierce Blow
Frenzy
Rush
Healing Signet
Shock or Plague Touch
Ressurection Signet
BackBreaker {Elite}
Counter Blow
Hammer Bash
Shock
Wild Blow
Flurry
Heal Sig
Rush (For AB)
Res Sig (For TA,RA,HA)
Use Flurry to get your Adrenline up for BackBreaker and all will fall into place after that This is a passable build, but there are a couple things I'd change. First, I don't think 3 KDs is really necessary in an RA build, especially if you're using Backbreaker. You should be able to kill your target or come very close with one combo, as the monk support tends to be very weak. Therefore, I'd drop Hammer Bash and take Mighty Blow to add a little more punch to your chain. Anyway, I wouldn't recommend taking a "lose all adrenaline" skill with Rush, because you need a cancel stance after your chain. Which leads me to the second point...
Drop Flurry for Frenzy (except maybe in AB, which is almost like PvE). Frenzy is crucial for dishing out a truckload of damage in the minimal amount of time so the target doesn't have much opportunity to be healed. It also allows you to apply heavy pressure when you aren't being targetted. It also is more energy efficient than Flurry. The only stipulation is that you need to be able to cancel it at will, which means you need Rush charged, which means you can't use Hammer Bash. Anyway, with Backbreaker, Shock, and Stoneskin Gauntlets, you already have 6 seconds of consecutive KD. That should be enough to ruin someone's day.
If you're worried about blocking/evasion, Irresistible Blow > Wild Blow, especially when you need to charge 10 adrenaline for BB. Even so, I think IB is a little energy intensive on a warrior primary, since you'll already have 3 energy skills even with Rush in place of Sprint. Better to just switch targets if someone has block/evade skills on them. I'd pass on Counter Blow as well.
So, here's what I'd recommend:
W/E or W/N
14-16 Hammer Mastery (let's not go into the superior vs minor debate right now)
10-11 Tactics
9 Strength
leftovers in Air Magic (if W/E)
Backbreaker {E} or Devastating Hammer {E}
Crushing Blow
Mighty Blow or Fierce Blow
Frenzy
Rush
Healing Signet
Shock or Plague Touch
Ressurection Signet
