Just wondering if that would work...
[skill]Flail[/skill][skill]Energizing Chorus[/skill][skill]Enduring Harmony[/skill][skill]"For Great Justice!"[/skill][skill]Standing Slash[/skill][skill]Dragon Slash[/skill][skill]Final Thrust[/skill][skill]Signet of Return[/skill]
Energizing Chorus would help energy management when using Enduring Harmony and FGJ which make it last for 30 seconds. FGJ becomes quite spammable and helps maintaining adrenaline even after using the attack line. When FGJ isn't available, Flail will help.
However, perhaps you gain too much adrenaline for nothing in this build. Maybe replacing one of the attack skills for another Shout or Chant.
I just wanted you guys opinion on how to ameliorate this build, or even if a W/P is actually worth it or not.
P.S. Haven't tested it much yet, but I guess it would be for PvE use only.
W/p
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The main problem I see with that build is Final Thrust. It shouldn't ever be in a Dslash bar since the power of dslash comes from the fact that you can continuously spam it. Final thrust removes all your adrenaline which ends up cutting down your DPS. The damage you get from 1 final thrust (hitting a target below half health) is equal to two strikes from dragon slash, plus you don't have to build up adrenaline again.
I think W/P is worth it, but the build you have needs a little work. Along with taking out Final thrust I would take out Energizing chorus since energy shouldn't be a problem because your two energy skills aren't being spammed. For Great Justice and Enduring Harmony is a great combo to keep the adrenaline up longer, and a hard res isn't a bad thing usually. Bring something like [skill]"Watch Yourself!"[/skill] for defense or [skill]"Go For the Eyes!"[/skill] for some extra offense
EDIT: If it's PvE only I would definitely bring Save Yourselves somewhere.
I think W/P is worth it, but the build you have needs a little work. Along with taking out Final thrust I would take out Energizing chorus since energy shouldn't be a problem because your two energy skills aren't being spammed. For Great Justice and Enduring Harmony is a great combo to keep the adrenaline up longer, and a hard res isn't a bad thing usually. Bring something like [skill]"Watch Yourself!"[/skill] for defense or [skill]"Go For the Eyes!"[/skill] for some extra offense
EDIT: If it's PvE only I would definitely bring Save Yourselves somewhere.
As explained, Final Thrust is a bad move on a DSlasher.
Energizing Chorus is a complete waste on your current bar - as it is, you're using ~10 energy on shouts every 30 seconds (Enduring + FGJ!).
Personally, I'd go for Enraging Charge over Energizing - the initial adrenaline buff helps you get started faster, and it can cancel Flail in a pinch.
And... as for "Stand Your Ground!" - conditional armour, nasty downtime, even worse Energy cost...
Compare it to "Save Yourselves!" - massive buff for the entire party (+100 armour is roughly 80% damage reduction), up a lot of the time with DSlash...
Or [skill]"watch yourself!"[/skill] - up all of the time in battle, unconditional armour.
And it's easy to see it's pretty lacking by comparison to what the Warrior already has.
Energizing Chorus is a complete waste on your current bar - as it is, you're using ~10 energy on shouts every 30 seconds (Enduring + FGJ!).
Personally, I'd go for Enraging Charge over Energizing - the initial adrenaline buff helps you get started faster, and it can cancel Flail in a pinch.
And... as for "Stand Your Ground!" - conditional armour, nasty downtime, even worse Energy cost...
Compare it to "Save Yourselves!" - massive buff for the entire party (+100 armour is roughly 80% damage reduction), up a lot of the time with DSlash...
Or [skill]"watch yourself!"[/skill] - up all of the time in battle, unconditional armour.
And it's easy to see it's pretty lacking by comparison to what the Warrior already has.
T
Quote:
Originally Posted by exaN
What if I replace [skill]Final Thrust[/skill] with [skill]"Stand Your Ground!"[/skill]? (SYG would last 16.5 sec with 6 Commands) Energizing Chorus would be useful.
Bad. Very bad. I tried using this skill on my D/P, and even she felt the energy hit too much to be practical. Just put your six points in Tactics and bring Watch Yourself!
There's no reason to use SYG when WY does the same thing, but better.
There's no reason to use SYG when WY does the same thing, but better.
Quote:
Originally Posted by Crom The Pale
Your also missing a cancel stance for Flail. [skill]Enraging Charge[/skill] would be my sugestion.
A cancel stance for flail isn't really needed. If anything, enraging should be used as your initial attack so you can get flail up in 1 hit.
Quote:
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Bad. Very bad. I tried using this skill on my D/P, and even she felt the energy hit too much to be practical. Just put your six points in Tactics and bring Watch Yourself! There's no reason to use SYG when WY does the same thing, but better. Agreed. WY costs 4 adrenaline and can be kept up indefinitely. Much better. |
