11 Strength [10+1]
14 Swordsmanship [12+2]
10 Tactics [8+1+1]
Skills:
Healing Signet - Go on, guess.
Galrath Slash - Generic, high-adrenaline attack.
Silverwing Slash - Same thing, Factions edition.
Final Thrust - High-damage adrenaline eater. Use at the end of a fight.
Battle Rage [E] - The backbone of the build. Speed Buff, which is fairly handy, and double adrenaline from attacks, which is the reason it's here, and, combined with the next skill, charges attacks super fast.
"For Great Justice!" - Helps charge adrenal skills.
Purge Conditions - Everyone hates conditions.
Rebirth - Hard res.
This build deals out a lot of damage, and can actually last longer than loads of wammos, chiefly because you don't have any enchantments to be shattered, defiled or otherwise. Enjoy!
Hard-Hitting PvE and PvP Battle Rager
Anger Problems
Katari
In PvP, and most areas of PvE, you'll get more damage out of Sever+Gash than you you would out of Sliverwing+Galrath. Standing Slash is also worth considering.
Compairing your build's toughness to a wammo isn't an important compairison in PvP. The important thing to look at is how you compaire in terms of damage output to more standard warriros who use an IAS stance. I'd consider Dragon Slash to be far more viable in PvP, simply because you can use an IAS stance, and use other non-attack skills without killing adrenaline.
Never, ever bring Rebirth to PvP, ever. Bring a res-sig. In PvE, how often is it for the warrior to be the last guy standing after a wipe? Even in PvE, I wouldn't use Rebirth on a W/Mo.
There's no major breakpoint you're hitting by going 10 tactics as opposed to 9. You'd be better served by using a swordmanship helm instead of a tactics one, and getting 15 swordsmanship.
Compairing your build's toughness to a wammo isn't an important compairison in PvP. The important thing to look at is how you compaire in terms of damage output to more standard warriros who use an IAS stance. I'd consider Dragon Slash to be far more viable in PvP, simply because you can use an IAS stance, and use other non-attack skills without killing adrenaline.
Never, ever bring Rebirth to PvP, ever. Bring a res-sig. In PvE, how often is it for the warrior to be the last guy standing after a wipe? Even in PvE, I wouldn't use Rebirth on a W/Mo.
There's no major breakpoint you're hitting by going 10 tactics as opposed to 9. You'd be better served by using a swordmanship helm instead of a tactics one, and getting 15 swordsmanship.
Anger Problems
Well, I thought it would be assumed to substitute Rebirth for Res Sig if using it for PvP.
It's more PvE-oriented, hence my inclusion of Rebirth.
It's more PvE-oriented, hence my inclusion of Rebirth.
Fallstar
Standing Slash is a better skill for you to spam if you have Battle rage, since you will be in stance.
I like "Sun & Moon Slash" since if you have battle rage up you can effectively get 4 adrenaline from it. But it gimps your damage pretty badly unless your running vamp weapons.
Maybe put IWAY in to help with PvP IAS that can be used when your running Battle Rage?
You have a lot of skills there that would cancel out battle rage. When are you planning to fire off those skills? When I was running a similar build I had problems trying to balance out no-attack skills such as For Great Justice.
I like "Sun & Moon Slash" since if you have battle rage up you can effectively get 4 adrenaline from it. But it gimps your damage pretty badly unless your running vamp weapons.
Maybe put IWAY in to help with PvP IAS that can be used when your running Battle Rage?
You have a lot of skills there that would cancel out battle rage. When are you planning to fire off those skills? When I was running a similar build I had problems trying to balance out no-attack skills such as For Great Justice.
Turbobusa
Update - Wednesday September 20, 2006.
Capped adrenaline gain so that no player ever receives more than double adrenaline from adrenaline-boosting skills.
Capped adrenaline gain so that no player ever receives more than double adrenaline from adrenaline-boosting skills.
Anger Problems
Arf. ¬_¬
Well, bugger that then.
Well, bugger that then.
jesh
Quote:
Originally Posted by Turbobusa
Update - Wednesday September 20, 2006.
Capped adrenaline gain so that no player ever receives more than double adrenaline from adrenaline-boosting skills. Almost sure this got reverted, I've tried FGJ and BR on my hammer warrior recently.
Capped adrenaline gain so that no player ever receives more than double adrenaline from adrenaline-boosting skills. Almost sure this got reverted, I've tried FGJ and BR on my hammer warrior recently.
Turbobusa
I verified it:
FGJ
Battle Rage
disrupting chop
wild blow
since disrupting chop is 6adrenaline, FGJ + battle rage would charge it with 2 hits.
charge battle rage, use it, fgj, wild blow to lose your adrenaline: 3 hits and it's charged, letting me think it has not been reverted.
FGJ
Battle Rage
disrupting chop
wild blow
since disrupting chop is 6adrenaline, FGJ + battle rage would charge it with 2 hits.
charge battle rage, use it, fgj, wild blow to lose your adrenaline: 3 hits and it's charged, letting me think it has not been reverted.