Crude swing...viable skill or not?

mf2

mf2

Frost Gate Guardian

Join Date: Dec 2006

Las Vegas NV

Just wanted to see if the warrior gurus think this would work for PvE, I kind of have a feeling crude swing gets messsed up by the AI...but I figure maybe it would work most of the time if adjacent foes are knocked down. I basically have 2 build ideas and i'm not sure what to use, I feel both are somewhat balanced but the attacks/damage I'm not sure are optimal.

W/N or W/Mo
1) Earth Shaker (1-6 same as W/N)
2) Belly Smash
3) Crude Swing
4) "For Great Justice"
5) Soldier Stance
6) Bonetti's Defense
7) Plague Touch 7) Mending Touch
8) Endure Pain or Blood Renewal 8) Shielding Hands


No doubt its a little energy intensive, but I plan to add at least +5 energy via a weapon mod or runes. The plan is basically to start with 4), follow with 8) then 5), then start melee (assuming 25 energy, i have 5+the 1 or 2 i regenned). Here's where I'm not really sure what to do...Ideally, I have the energy to chain 1-3 in sequence, and hopefully crude swing gets a good # of adren strikes, and i can enter into 6) to help defend and regen my energy so i can start anew.

mf2

mf2

Frost Gate Guardian

Join Date: Dec 2006

Las Vegas NV

must be pretty awful if it doesn't even wawrrant a response. back to the drawing board :-/

I Phoenix I

I Phoenix I

Jungle Guide

Join Date: Jan 2007

The Elite Lords of Chaos [LoC]

R/

Uh...sorry to burst your bubble, but Crude Swing is a terrible skill.

Also, Blood Renewal on a W/N = nono. Same with Shielding Hands. That's what Monks are for.

Soldier's Stance + Earth Shaker are both Elites, so one has to go.

I would just hope for the best and keep doing Earth Shaker + Crude Swing to charge up Earth Shaker again and again.

-.-

-.-

Banned

Join Date: Oct 2006

You lack a rez Signet also.

mf2

mf2

Frost Gate Guardian

Join Date: Dec 2006

Las Vegas NV

Quote:
Originally Posted by I Phoenix I
Uh...sorry to burst your bubble, but Crude Swing is a terrible skill.

Also, Blood Renewal on a W/N = nono. Same with Shielding Hands. That's what Monks are for.

Soldier's Stance + Earth Shaker are both Elites, so one has to go.

I would just hope for the best and keep doing Earth Shaker + Crude Swing to charge up Earth Shaker again and again. thanks! just wondering from someone who might have tried it. It seemed like an interesting thing to try. I posted the wrong skill set tho, i posted that kind of glancing through things...i'll probably go with a R second class because i could have antidote sig to cure blindness/weakness, dolyaks defenses to shield from both attacks and elemental damage (albeit just8-9 secs but it still helps), and since i'll put pts into wilderness surv to boost the duration of dolyaks, healing spring might be an option to take along on some of the uglier missions/areas (never tried it, but assuming its pretty straightforward to use). I flirted with the idea of going Me for hex breaker (empathy/spririt of failure suck), but given the choice between breaking hexes by going Me and conditions plus some defensive ability by going R, i went with R.

Dzus

Dzus

Frost Gate Guardian

Join Date: Jan 2006

Order of Corrupted Souls [OoCS]

W/

Quote:
Originally Posted by mf2
i'll probably go with a R second class because i could have antidote sig to cure blindness/weakness, dolyaks defenses to shield from both attacks and elemental damage (albeit just8-9 secs but it still helps), and since i'll put pts into wilderness surv to boost the duration of dolyaks, healing spring might be an option to take along on some of the uglier missions/areas (never tried it, but assuming its pretty straightforward to use). I flirted with the idea of going Me for hex breaker (empathy/spririt of failure suck), but given the choice between breaking hexes by going Me and conditions plus some defensive ability by going R, i went with R. Dryder's Defenses. And if you're going for that you may as well get "On Your Knees!" to refresh it.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Crude Swing works FINE with Earth Shaker, because it's an unconditional AoE knockdown.
The adrenaline cost is a little high for it, so you have the right idea using FGJ and Soldier's Defense, though that's another elite. I would suggest trying something like this.


"For Great Justice!"
Res Sig/Hard Res
Flail
Enraging Charge
Earth Shaker {E}
Crude Swing
Counter Blow
Open

Belly Smash is pretty ok, but the recharge is 30 seconds, which makes me hesitant to put it in there.
Note that since Crude Swing is a true AoE attack, unlike Yeti Smash. This means you will gain adrenaline for each opponent hit, technically allowing for 2 Earth Shakers in quick succession! This is of course provided that you have enough adjacent opponents.
Counter Blow is there because you're a hammer warrior, and this is your cheapest knockdown. Easily spammable and disables an opponent for 3 seconds... yes please!
As a hammer warrior, you won't have a shield. This isn't really a big deal at all. Next time you're in a group or with henches, just issue the henches into the battle with ctrl+shift+space, and once the enemies are being attacked, THEN you run in and cause havok. If you're in a human group, wait for the dumb whammo with his shiny greens to aggro first.
There's no need to unnecessarily tank. I don't use healing skills at all on my hammer warrior, and that can save you attribute points. I run 16 hammer, 13 strength, and 2 air magic for Shock. Any monk, human or AI, will be able to keep up with the damage you're taking in a suit of warrior armor. You don't need a heal. Just play smart.

For your last slot, I would recommend using another attack skill. With this build, it doesn't look like you'll be able to fit in weakness very easily, so that eliminates Fierce Blow, which is a pity. I would very highly strongly suggest Crushing Blow. Deep wound!!!!

GL on your hammer warrior. They're super fun.

::EDIT::
Almost forgot to say - for attributes, you have two options. 12+1+1=14 Hammer, or 12+1+3 =16 hammer. Anything else, and you're just gimping yourself. I personally like superior runes, but it's up to the player and situation.
For your weapon, I'd chose a Vampiric hammer of Hammer Mastery, because armor and health is so over rated. =P
+30hp and +5 armor are the other viable options, each has their uses.

A Leprechaun

A Leprechaun

Desert Nomad

Join Date: Feb 2006

W/

healing spring is easioly interrupted and has a quite long cast so aviod that one, troll unguent is awsome though

~A leprechaun~

mf2

mf2

Frost Gate Guardian

Join Date: Dec 2006

Las Vegas NV

Quote:
Originally Posted by Dzus
Dryder's Defenses. And if you're going for that you may as well get "On Your Knees!" to refresh it. Don't have factions, so that's not really an option, but thanks. I actually added dryder's to my build last night, I like the heightened protection vs elemental cuz I get a lot of eruption/deep freeze type of stuff comin at me.

mf2

mf2

Frost Gate Guardian

Join Date: Dec 2006

Las Vegas NV

Quote:
Originally Posted by jesh
Crude Swing works FINE with Earth Shaker, because it's an unconditional AoE knockdown.
The adrenaline cost is a little high for it, so you have the right idea using FGJ and Soldier's Defense, though that's another elite. I would suggest trying something like this.


"For Great Justice!"
Res Sig/Hard Res
Flail
Enraging Charge
Earth Shaker {E}
Crude Swing
Counter Blow
Open

Belly Smash is pretty ok, but the recharge is 30 seconds, which makes me hesitant to put it in there.
Note that since Crude Swing is a true AoE attack, unlike Yeti Smash. This means you will gain adrenaline for each opponent hit, technically allowing for 2 Earth Shakers in quick succession! This is of course provided that you have enough adjacent opponents.
Counter Blow is there because you're a hammer warrior, and this is your cheapest knockdown. Easily spammable and disables an opponent for 3 seconds... yes please!
As a hammer warrior, you won't have a shield. This isn't really a big deal at all. Next time you're in a group or with henches, just issue the henches into the battle with ctrl+shift+space, and once the enemies are being attacked, THEN you run in and cause havok. If you're in a human group, wait for the dumb whammo with his shiny greens to aggro first.
There's no need to unnecessarily tank. I don't use healing skills at all on my hammer warrior, and that can save you attribute points. I run 16 hammer, 13 strength, and 2 air magic for Shock. Any monk, human or AI, will be able to keep up with the damage you're taking in a suit of warrior armor. You don't need a heal. Just play smart.

For your last slot, I would recommend using another attack skill. With this build, it doesn't look like you'll be able to fit in weakness very easily, so that eliminates Fierce Blow, which is a pity. I would very highly strongly suggest Crushing Blow. Deep wound!!!!

GL on your hammer warrior. They're super fun.

::EDIT::
Almost forgot to say - for attributes, you have two options. 12+1+1=14 Hammer, or 12+1+3 =16 hammer. Anything else, and you're just gimping yourself. I personally like superior runes, but it's up to the player and situation.
For your weapon, I'd chose a Vampiric hammer of Hammer Mastery, because armor and health is so over rated. =P
+30hp and +5 armor are the other viable options, each has their uses. well this build is for a hero for now...i have a low lvl W/E though so if I like it I might go that route with her (she's a pack mule for all my runes right now tho hehe). Ugh dont bring up the vampiric hammer thing...I bought one for 10K then decided I was gonna go W/E and put conjure lightning on my skills and modded over the vamp with shocking. Just basically chucked 10K down the crapper LOL.

I wanted flail on there as well, but I've heard its murder trying to get that skill, so I just kind of passed on it. The original idea was just to dish out as much damage as possible, hence the conj light/shocking hammer combo, with i think 9 or so Air. another i think it was 15 damage per swing couldnt be that bad of a thing

On the flipside, doing a lot of damage doesnt do much good if you have no defensive skills to help you survive.

At least for once I had a decent idea for a skill combo. every time i come up with a build idea, the pros tell me its pretty much crap

The reason I have belly smash in there is because dryders doesnt last very long, and i figure if it gets ugly, having a couple of the bad guys blinded might be critical. the recharge i dont care about because i only plan to use it once. counter blow i didnt put in there (was tempted but thought better of it) because it takes adrenaline from being able to use earth shaker again, and does the same thing but to only 1 foe. here's what i came up with and u can tell me if u think this will do ok

1) Earth Shaker [e]
2) Crude Swing
3) Wild Blow (helpful in some areas where 75% dodge/evade stances are used)
4) "For Great Justice"
5) "To the Limit!" (if it gets ugly will quickly recharge E. Shaker)
6) Antidote Signet
7) Dryder's Defenses
8) Charm Animal (almost forgot about a pet altogether)

The wild blow doesnt fit that great, but its an auto crit and i've run into more than a few instances of enemies using stances and i'm just swinging away for nothing. Maybe if i get those stone gauntlets or whatever, I can get off the wild blow and crude swing both before they get back up. the wild blow would be a good 1st strike of adrenaline, fairly good damage for 1 attack, and as long as I can still have enough time to fire off crude swing, makes it that much more likely i can respam earth shaker that much quicker.

Just my thoughts, but im probably wrong as always LOL. I wonder if critical strikes give you additional adrenaline or just 1 strike like usual. hmmm...

edit: oops forgot to mention why i was hesitant on vamp...the slow swing times, but i guess its compensated for by being 5/-1 instead of 3/-1. Wish i hadnt had that hairbrained W/E idea, now i gotta go buy a damn Vamp hammer haft when i already bought a hammer that had it. Grrrrr

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

Sounds like a build I've experimented with...

One of the big problems I found was that while the basic theory worked well against purely melee opponents, you only have the ability to disable foes adjacent to you - there's not much you can do about ranged attackers, and it only takes one stray wand blast to break your Crude Swing.

I Phoenix I

I Phoenix I

Jungle Guide

Join Date: Jan 2007

The Elite Lords of Chaos [LoC]

R/

You have no pet-res, so once Wolfie or something dies, he's gone FOREVER!!! lol...

Ziakan

Ziakan

Pre-Searing Cadet

Join Date: Jan 2007

Darlington - Eng-er-land

Eternal Shadowz [PwnD]

W/

I tried something like this but it totally messed up.
So I went to DSer :-)