Looking for a solid W/MO PVP build

1 pages • Page 1
K
Knowledge Seeker
Pre-Searing Cadet
• #1
Well i sorta just started getting into the pvp portion of the game and i was wondering what a good pvp build for a sword w/mo would be

thx
M
Mister Glue
Academy Page
• #2
Just go to the team arenas and mess around with different skills. I'd advise getting a group of people you know to fight with you so they know you may do horribly one fight and be awsome the next.

I would try to advise you on what skills to use, but I've never played a warrior primary, so I'll not.
O
Ogg
Academy Page
• #3
Outside random pve-arenas, go with smiting. Judges Insight does wonders for your damage.

In Random arenas, stick with healing. Everyone needs to be self-sufficient there. Healing Breeze + rez.

Warrior-skills: sever, gash, galrath, final thrust. And something which helps you catch runners.

Some disruption-skill is useful too, to catch those rezzers.

Load up the Paladin-prebuilt, look at it's skills, and then change them around until you find something which you are happy with.
Hyperion
Hyperion
Academy Page
• #4
hmm im wondering too...i still need to get galrath strike :P
Brother Mhenlo
Brother Mhenlo
Krytan Explorer
• #5
where is judges insight found? elite?
T
The Red Knight
Krytan Explorer
• #6
judges + strength of honor. HOnestly i like w/n more for pvp =/
S
Skyslash
Pre-Searing Cadet
• #7
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]

I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.

If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
Hyperion
Hyperion
Academy Page
• #8
What kind of armour would you reccomend using? also would this build be much different if it was a guild hall gvg match?
Z
ZAFTkirayamato
Frost Gate Guardian
• #9
Sever
Gash
Galrath
Final Thrust
Flurry
Live VIcariously
Strenth of Honor
Judges Insight

You dont need strength since you can use judges insight.
Tellani Artini
Tellani Artini
Krytan Explorer
• #10
Try maintaining two enchantments at all times and making all your other skills adrenaline-based or signets. Life bond on your healer with balthazar's spirit on yourself would be good.
Hyperion
Hyperion
Academy Page
• #11
ok, and recommended attribute distribution? also what kind of armour would one use for these builds
Mango Midget
Mango Midget
Lion's Arch Merchant
• #12
Quote: Originally Posted by Brother Mhenlo
where is judges insight found? elite? Grenditch Courthouse, no.
e
eagle26
Banned
• #13
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
T
The Red Knight
Krytan Explorer
• #14
sever artery
gash
savage slash
final thrust
sprint
warriors endurance
judges insite
strength of honor

basic smite/sword w/mo
Brother Mhenlo
Brother Mhenlo
Krytan Explorer
• #15
Quote: Originally Posted by Skyslash
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]

I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.

If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions. very good choice not to bring healing signet???????????
O
Ogg
Academy Page
• #16
Quote: Originally Posted by Brother Mhenlo
very good choice not to bring healing signet??????????? Look carefully, you'll see reference to his friend who is w/n, and to six others in team.

That build is not for random pve. It's tombs/GvG-build.
Enigmatics
Enigmatics
Jungle Guide
• #17
Sprint is more versatile then hamstring; if you run it's easier to use, and much less costly energy-wise. As for sever artery, it sucks if you dont throw in gash to take 100 health from their max. Might wanna throw in vigorous spirit, which is better then live vicariously. If you want to use a sword for hundred blades, use strength of honor and or judge's insight for the somewhat effective aoe. Otherwise axes generally do more damage.
Brother Mhenlo
Brother Mhenlo
Krytan Explorer
• #18
anyone heard of battle stage or rage or something its an elite warrior skill ill look into that
f
free4all
Krytan Explorer
• #19
Quote: Originally Posted by eagle26
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp.. Haha. Yeah right! Warriors are good for annoying/killing monks. Why wouldn't someone want that?
Red Locust
Red Locust
Site Contributor
• #20
If you're gonna go smiting, scourge healing is a very nice addition. Lasts for 30 seconds, and monks are constantly casting healing spells (especially when they're getting lots of heat).

At 60 damage a pop, it really helps your killing efforts. It will most likely end up doing more damage than judge's insight. If you stick to the called target, your team will most likely cover your hex with others, making sure scourge stays on. If he decides to heal himself, he'll be healing for very low numbers, and you should be able to out-damage him easily.

Oh and you should always bring healing signet, no matter where you're at. There is no substitute.