My High DPS PvE Build
Nexus Icon
I call it the "Super Slasher".
16 Sword
13 Strength
Flail
"For Great Justice!"
Standing Slash
Silverwing Slash
Galrath Slash
Sun & Moon Slash
Dragon Slash (E)
Enraging Charge
The important skills here are Enraging Charge and "For Great Justice!", closely followed by Dragon Slash and Sun & Moon Slash.
Hit Enraging Charge to engage the enemy.
At strength 13 this should net you 4 strikes of adrenaline when you hit.
Just before you hit the enemy, activate "FGJ!".
This means that the first hit you land generates 6 strikes of adrenaline, enough to activate Flail and Standing Slash.
After landing those 2, Silverwing, Galrath, Sun & Moon and Dragon Slash should all be ready to roll. When you get to the end, rinse and repeat until "FGJ!" runs out, then go up and down the bar using Sun & Moon to generate 2 strikes a time and Dragon Slash to generate another 5.
When your target's dead, activate Enraging Charge to cancel flail and start it all over again
Yes, I know there's no res in this build, but warriors should be concentrating on hitting things anyway.
The kit I use for this build is as follows:
Elemental 15/-5e, +5AL Sword as long as there is no DP
Elemental 15^50, +5AL Sword if DP is a factor
+30HP always, -2 in stance shield
Sentinel's armour
Things die quickly with this build
Getting a hero or buddy to bring a stance-breaker is a good idea, otherwise the demon of "evade" rears it's ugly head.
If you really must have a res or some other utility in there, drop either Silverwing or Galrath Slash.
Otherwise, happy slashing!
16 Sword
13 Strength
Flail
"For Great Justice!"
Standing Slash
Silverwing Slash
Galrath Slash
Sun & Moon Slash
Dragon Slash (E)
Enraging Charge
The important skills here are Enraging Charge and "For Great Justice!", closely followed by Dragon Slash and Sun & Moon Slash.
Hit Enraging Charge to engage the enemy.
At strength 13 this should net you 4 strikes of adrenaline when you hit.
Just before you hit the enemy, activate "FGJ!".
This means that the first hit you land generates 6 strikes of adrenaline, enough to activate Flail and Standing Slash.
After landing those 2, Silverwing, Galrath, Sun & Moon and Dragon Slash should all be ready to roll. When you get to the end, rinse and repeat until "FGJ!" runs out, then go up and down the bar using Sun & Moon to generate 2 strikes a time and Dragon Slash to generate another 5.
When your target's dead, activate Enraging Charge to cancel flail and start it all over again
Yes, I know there's no res in this build, but warriors should be concentrating on hitting things anyway.
The kit I use for this build is as follows:
Elemental 15/-5e, +5AL Sword as long as there is no DP
Elemental 15^50, +5AL Sword if DP is a factor
+30HP always, -2 in stance shield
Sentinel's armour
Things die quickly with this build
Getting a hero or buddy to bring a stance-breaker is a good idea, otherwise the demon of "evade" rears it's ugly head.
If you really must have a res or some other utility in there, drop either Silverwing or Galrath Slash.
Otherwise, happy slashing!
holden
you could drop for great justice for res
Nexus Icon
Kinda missing the point there; "FGJ!" keeps initial adrenaline high, allowing a continuous stream of high damage slashes.
I went through all of Nightfall and found that the need for me to pack a res was minimal if not non-existant.
If it gets to the point where I need to stop hitting things and start ressing, it's probably beyond the point of no return anyway.
Oh, the other idea behind this build was to make it condition-free.
With an abundance of mobs that half of your conditions can't be applied to, it makes sense to ignore condition dealers and go for pure, raw damage.
I went through all of Nightfall and found that the need for me to pack a res was minimal if not non-existant.
If it gets to the point where I need to stop hitting things and start ressing, it's probably beyond the point of no return anyway.
Oh, the other idea behind this build was to make it condition-free.
With an abundance of mobs that half of your conditions can't be applied to, it makes sense to ignore condition dealers and go for pure, raw damage.
Teutonic Paladin
"Yes, I know there's no res in this build, but warriors should be concentrating on hitting things anyway."
I'm sorry. Do you have a brain? Three seconds of a warrior's time is CERTAINLY worth the life of a monk.
I'm sorry. Do you have a brain? Three seconds of a warrior's time is CERTAINLY worth the life of a monk.
Nexus Icon
No need for insults Teutonic.
Yes, I have a brain.
I've been running res in one form or another right up until Nightfall, and I honestly found that it wasn't worth me wasting the slot on anymore with the advent of heroes.
Free your mind and break that last taboo; drop the res.
The other thing is, this isn't a high survivability build. I'm not likely to be the last man standing ever...
Edit: Oh, and fortunately, I got through 95% of Nightfall without partying with humans anyway, so didn't have to put up with narrow-minded individuals shouting "OMG u got no res sig?!? WTFOMGBBQ N00B!!!1!!".
Yes, I have a brain.
I've been running res in one form or another right up until Nightfall, and I honestly found that it wasn't worth me wasting the slot on anymore with the advent of heroes.
Free your mind and break that last taboo; drop the res.
The other thing is, this isn't a high survivability build. I'm not likely to be the last man standing ever...
Edit: Oh, and fortunately, I got through 95% of Nightfall without partying with humans anyway, so didn't have to put up with narrow-minded individuals shouting "OMG u got no res sig?!? WTFOMGBBQ N00B!!!1!!".
Laughing Man
Hmm.. Teutonic Paladin..ever play Age of Kings? :P
I'd try this build myself but I don't have Factions. And while a res sig is helpful (I try to build builds that have it) it really is up to the players playing it. When playing with my cousin and heroes I tend not to give myself a rez sig because we don't die as much as the average PUG.
I'd try this build myself but I don't have Factions. And while a res sig is helpful (I try to build builds that have it) it really is up to the players playing it. When playing with my cousin and heroes I tend not to give myself a rez sig because we don't die as much as the average PUG.
XvArchonvX
All you need is Dragon Slash, Sun and Moon Slash, and FGJ, the other attack skills are pretty much overkill and the skill slots could be put to good use. Use the three slots you gain from dropping Galrath, Silverwing, and Standing Slash for utility skills and you have an awesome build (the same one I used to beat NF with on my tank )
My personal suggestions for the utility slots would be Plague Touch, Lion's Comfort, Purge Conditions, Mend Ailment, Remove Hex, and/or a rez. If you run with people, take a rez, if you use hench/heroes, then you probably don't need it.
The reason I suggest you drop the extra attacks is because when you run FGJ, you can spam DS and D&MS back and forth over and over.
My personal suggestions for the utility slots would be Plague Touch, Lion's Comfort, Purge Conditions, Mend Ailment, Remove Hex, and/or a rez. If you run with people, take a rez, if you use hench/heroes, then you probably don't need it.
The reason I suggest you drop the extra attacks is because when you run FGJ, you can spam DS and D&MS back and forth over and over.
Nexus Icon
Heh, they're there for when FGJ isn't up
I also found that for damage, Sun & Moon Slash isn't as good as using Silverwing then Galrath. Yeah, you get 2 adrenaline off of it and can go back to Dragon Slash afterwards, but for that REALLY high DPS, you're better off using Silverwing, then Galrath, then finally going back to Dragon Slash. After all, they do the same damage as Dragon Slash, where the 2 strikes from Sun & Moon Slash are un-enhanced.
Oh, and Standing Slash is there as a comparitively cheap high damage slash for when the enemy hits you with Wild Blow and you need to pump something out whilst waiting for FGJ! and the big guns to recharge. It only does 1 less damage than Silverwing / Galrath.
The other massive tip I have is to use Enraging Charge mid-melee to generate a quick 4 adrenaline. You don't have to run anywhere, just slap it on and you'll all of a sudden have enough adrenaline for Flail to start again...
Oh, and utility skills require that I stop attacking to use them. Why on Earth would I want to do that?
I also found that for damage, Sun & Moon Slash isn't as good as using Silverwing then Galrath. Yeah, you get 2 adrenaline off of it and can go back to Dragon Slash afterwards, but for that REALLY high DPS, you're better off using Silverwing, then Galrath, then finally going back to Dragon Slash. After all, they do the same damage as Dragon Slash, where the 2 strikes from Sun & Moon Slash are un-enhanced.
Oh, and Standing Slash is there as a comparitively cheap high damage slash for when the enemy hits you with Wild Blow and you need to pump something out whilst waiting for FGJ! and the big guns to recharge. It only does 1 less damage than Silverwing / Galrath.
The other massive tip I have is to use Enraging Charge mid-melee to generate a quick 4 adrenaline. You don't have to run anywhere, just slap it on and you'll all of a sudden have enough adrenaline for Flail to start again...
Oh, and utility skills require that I stop attacking to use them. Why on Earth would I want to do that?
XvArchonvX
Quote:
Originally Posted by Nexus Icon
Oh, and utility skills require that I stop attacking to use them. Why on Earth would I want to do that?
Because a blind/crippled/dead warrior does no damage and often is forced to stop attacking.
Batou of Nine
Since when do you have to stop to use utility skills?
All stances initiate without caste time... You could use ANY defensive stance, then during which you COULD stop and afford to use heal sig or Lions without worrying...
No offense at all, but a build that has all 8 skills for attacking purposes is pretty much a glass cannon. All dmg, but can be countered, killed, shutdown incredibly easy. I'd suggest taking out Standing Slash and either Enraging Charge or Flail (either can go since you have FGJ as initial adrenaline gain). Then replace with any survival utility, shouts, stances, heals, etc.
cheers!
All stances initiate without caste time... You could use ANY defensive stance, then during which you COULD stop and afford to use heal sig or Lions without worrying...
No offense at all, but a build that has all 8 skills for attacking purposes is pretty much a glass cannon. All dmg, but can be countered, killed, shutdown incredibly easy. I'd suggest taking out Standing Slash and either Enraging Charge or Flail (either can go since you have FGJ as initial adrenaline gain). Then replace with any survival utility, shouts, stances, heals, etc.
cheers!
Thom Bangalter
wtb IAS, wtb utility. Other than that it's a standard D-slasher.
stueyman2099
Quote:
Originally Posted by Thom Bangalter
wtb IAS, wtb utility. Other than that it's a standard D-slasher.
He has Flail.
Kuchiki Akio
I usually don't run builds without anyway for self heal.
Any char running that is just like waiting to be killed.
Self Reliant builds ftw for me i guess. :lol:
Any char running that is just like waiting to be killed.
Self Reliant builds ftw for me i guess. :lol:
Rera
GW is not a game of self-reliance, it is a game of specialization. The teams that work best are the ones where each member focuses on doing what they were designed to do.
Quote:
Originally Posted by Nexus Icon
Quote:
Standing Slash is there as a comparitively cheap high damage slash for when the enemy hits you with Wild Blow and you need to pump something out whilst waiting for FGJ! and the big guns to recharge
Actually, Standing Slash is exactly the wrong skill to be using when you are hit by Wild Blow, because it does extra damage while you are in stance, and Wild Blow ends any stance you are using. You also seem to think that being hit by Wild Blow causes you to lose all adrenaline - this is incorrect. The person *using* Wild Blow loses all adrenaline, not the person being hit by it.
This build will do fine outside of the Realm of Torment. In Torment I would take out Standing Slash and/or Enraging Charge and bring "Watch Yourself!" and/or "Shields Up!".
This build will do fine outside of the Realm of Torment. In Torment I would take out Standing Slash and/or Enraging Charge and bring "Watch Yourself!" and/or "Shields Up!".
Racthoh
I'd drop the Enraging Charge for the res. Personally, the only time I've been using it is to build Flail right off the bat. Other than that, you're in Flail all of the time attacking like crazy. Sure you have a cancel stance when something kites away, but that's once every 20 seconds (and those enemies love to run now). Just slap a snare on one of your heroes to deal with that instead, no point in having a skill on your bar that you'll use once every encounter when a snare will perform with every fight.
My old Dragon Slasher just used Dragon Slash, Standing, and Galrath Slash (Sun and Moon doesn't have much use in PvE vs. the +43 from other sword skills). Under FGJ!, you could have a continous string of +40's which was more than enough to drop multiple enemies before the shout expired. During times when I wasn't gaining that extra adrenaline, there were only a few attacks inbetween the chain that weren't receiving the +damage bonuses. The utility of shouts, self-heals/defenses, and a res were far more important in my eyes than another skill on my bar doing exactly what the other three were.
My old Dragon Slasher just used Dragon Slash, Standing, and Galrath Slash (Sun and Moon doesn't have much use in PvE vs. the +43 from other sword skills). Under FGJ!, you could have a continous string of +40's which was more than enough to drop multiple enemies before the shout expired. During times when I wasn't gaining that extra adrenaline, there were only a few attacks inbetween the chain that weren't receiving the +damage bonuses. The utility of shouts, self-heals/defenses, and a res were far more important in my eyes than another skill on my bar doing exactly what the other three were.
Nexus Icon
Okay, time to fend off the detractors:
Conditions and hexes aren't a problem. That's what hero monks are for.
Batou, most useful stances that build defense require that I spec out of the 16/13 build dropping the effectiveness of other skills. Again, use your heroes to prolong survivability.
Sorry Rera, was tired when I wrote about Standing Slash. Your criticisms are about the only ones that are worth considering (although it IS nice to have access to 4 very high damage slashes ). I think I'll take your advice and drop Standing Slash and go for "Watch Yourself!", as it's not got an energy cost and is useful even with only 4 points in tactics. Oh, and au contraire, it worked absolutely FINE in the Realm of Torment Elite Skill Hunter, Elonian Protector here. In fact, I'd push it farther and say that because Torment monsters are likely to last longer, having access to a large amount of high damage slashes is essential. FGJ! won't be up the whole time when you get into a fight down there...
Racthoh, see above in one of my previous posts for why Enraging Charge is oh so much more than just a Flail breaker.
This is a PvE build that relies on the player knowing how to build their hero team and relying on them to keep them swinging. I see self sufficient builds as being underpowered and the role of the warrior to be that of primary damage dealer...
Conditions and hexes aren't a problem. That's what hero monks are for.
Batou, most useful stances that build defense require that I spec out of the 16/13 build dropping the effectiveness of other skills. Again, use your heroes to prolong survivability.
Sorry Rera, was tired when I wrote about Standing Slash. Your criticisms are about the only ones that are worth considering (although it IS nice to have access to 4 very high damage slashes ). I think I'll take your advice and drop Standing Slash and go for "Watch Yourself!", as it's not got an energy cost and is useful even with only 4 points in tactics. Oh, and au contraire, it worked absolutely FINE in the Realm of Torment Elite Skill Hunter, Elonian Protector here. In fact, I'd push it farther and say that because Torment monsters are likely to last longer, having access to a large amount of high damage slashes is essential. FGJ! won't be up the whole time when you get into a fight down there...
Racthoh, see above in one of my previous posts for why Enraging Charge is oh so much more than just a Flail breaker.
This is a PvE build that relies on the player knowing how to build their hero team and relying on them to keep them swinging. I see self sufficient builds as being underpowered and the role of the warrior to be that of primary damage dealer...
ValidusMonachus
A res skill is still required in PvE whether you like it or not. "Watch Yourself!" is one of the best anti-pressure skills around, use it. The role of the Warrior isn't really to do damage. Yes, he is supposed to have a constant output, but it's the job of other classes to take down mobs. Elementalist, Assassin, Dervish, Ranger. A Warrior should be able to serve as a tank as well. Even if you're in a Hero group.
QuixotesGhost
Quote:
Originally Posted by ValidusMonachus
A res skill is still required in PvE whether you like it or not.
If it looks like a party wipe is imminent, I pull the whole "No you go! Go on without me! Get to the CHOPPA!" routine with any other surviving members while I throw myself in front of the mobs. It may seem like I'm being selfless, but I'm really trying to hide the fact I didn't bring a res. If you're never the last one alive you don't have to bring the res. If you're the last one alive you weren't fighting hard enough.
Rera
You people worry me.
You don't bring the res sig to res people after multiple people have died. Any experienced player will tell you that one of the key ways to salvage a near party-wipe situation is to res quickly. This is yet another reason why heroes/henchmen >>> PuGs. The moment someone drops, hit that res sig. Every second you are fighting one person down, you are risking greater chance of someone else dropping. I especially love it when a monk dies in mid-combat and it takes the team XX seconds to realize why they are all dying.
The people who are the 'last ones alive' bring hard resses (ie. Rebirth). Everyone else needs to bring a res sig. Absolutely must.
You don't bring the res sig to res people after multiple people have died. Any experienced player will tell you that one of the key ways to salvage a near party-wipe situation is to res quickly. This is yet another reason why heroes/henchmen >>> PuGs. The moment someone drops, hit that res sig. Every second you are fighting one person down, you are risking greater chance of someone else dropping. I especially love it when a monk dies in mid-combat and it takes the team XX seconds to realize why they are all dying.
The people who are the 'last ones alive' bring hard resses (ie. Rebirth). Everyone else needs to bring a res sig. Absolutely must.