I have been playing around with W/A and find it a very nice combo to do with hammer
it goes like this;
STR: 10 (8 + 1 + 1)
Shadow Arts: 10
Hammer Mastery: 14 (12 + 2)
I have helmet with +1 Str, and a minor +1 Str = 2 Str
and a Major Hammer Rune = 2 HM
other runes are sup vigor, sup abs. and +2 energy.
Version 1
[card]Shadow Refuge[/card][card]Devastating Hammer[/card][card]Crushing Blow[/card][card]Heavy Blow[/card][card]Flail[/card][card]Enraging Charge[/card][card]Death's Charge[/card][card]Resurrection Signet[/card]
-OR-
Version 2
[card]Shadow Refuge[/card][card]Devastating Hammer[/card][card]Crushing Blow[/card][card]Heavy Blow[/card][card]Tiger Stance[/card][card]Signet of Malice[/card][card]Death's Charge[/card][card]Resurrection Signet[/card]
V1
Now the idea is: to first gain adrenaline by using Enraging Charge(Target a stupid target, like warrior. just to get adrenaline. The monk thinks your noob and doesn't pays attention to you). it will give you 4 strikes (3 + 1) at your first hit. Then you need to make sure you have enough rage to have Devastating + Crushing to their limits.
when its time. You tele to Mo or Rt with Death's Charge(also a nice escape), do Devastating Hammer, Only then active Flail, make sure that you press Crushing blow directly after flail (so your target still gets deep wound) then when their up you follow up with Heavy Blow. If your target is still alive you can use Enraging Charge to follow him.
This is most effectly when the monk has a little dmg. Because it's likely he wont survive then.
Shadow's Refuge, is a nice skill to use while your target fights back, but your not about to retreat.
V2
Basicly the same as V1, but you can use speed attack(tiger stance) all the time. And when you happend to be blinded so you would miss you could use Signet of Malice
I know there are more W/A builds out there, with hammer ofcours. I havn't look at other builds while making this build. So I dont know how much it matches a more populair build.
Good side: Awesome damage, and nice escape.
Bad side: it's quite a power up... and when you miss devastating hammer, you've got a problem. (but when you pay attention this shouldn't be a problem)
W/A Hammer build
Sir Croww
bungusmaximus
Hi,
I assume you are talking PvP and you want a character with a self heal to survive. Always happy to see there's no healing prayers involved :P
The second build is horrid, forget about it completely (tiger stance is bad, no run buff). I can work with the first one though. I don't agree with the tactics tbh. All these heals that heal you when you are attacking make no sense to me, because you should play more defensively if you're taking too much heat (ie, move away from the enemy).
Drop shadow arts, spec some in tactics, and take [wiki]healing signet[/wiki] or [wiki]lion's comfort[/wiki] instead of shadow refuge.
Flail is pretty horrible if enraging charge is your only cancel stance, you run the risk of slowing yourself down when your combo fails or when you get spiked. I would go for [wiki]frenzy[/wiki] anytime anyways, because a target isn't going to hit back when you knock him on his butt. If you insist on using flail I would go for [wiki]dash[/wiki] or [wiki]rush[/wiki] as cancel stance anytime.
I would replace the teleport for signet of malice, with dash you are so fast you're practically teleporting anyways, and 45 sec recharge is bad. in the end it would boil down to this:
[card]Healing Signet[/card][card]Devastating Hammer[/card][card]Crushing Blow[/card][card]Heavy Blow[/card][card]Flail[/card][card]Dash[/card][card]signet of malice[/card][card]Resurrection Signet[/card]
The above could, for example, be a fine AB/RA warrior.
Then the runes, only minor runes save's a warriors day, especially if that warrior lacks a shield, and weapon mastery should always be maxed out, I would go for:
Tactics: 9+1
Strength: 9+1
Hammer Mastery: 12+1+1
Imho survivor's insignias are always the best (health ALWAYS matters, armor or damage reduction don't cover everything), and, of course, a stonefist insignia, increased KD time is too sexy to pass up.
I assume you are talking PvP and you want a character with a self heal to survive. Always happy to see there's no healing prayers involved :P
The second build is horrid, forget about it completely (tiger stance is bad, no run buff). I can work with the first one though. I don't agree with the tactics tbh. All these heals that heal you when you are attacking make no sense to me, because you should play more defensively if you're taking too much heat (ie, move away from the enemy).
Drop shadow arts, spec some in tactics, and take [wiki]healing signet[/wiki] or [wiki]lion's comfort[/wiki] instead of shadow refuge.
Flail is pretty horrible if enraging charge is your only cancel stance, you run the risk of slowing yourself down when your combo fails or when you get spiked. I would go for [wiki]frenzy[/wiki] anytime anyways, because a target isn't going to hit back when you knock him on his butt. If you insist on using flail I would go for [wiki]dash[/wiki] or [wiki]rush[/wiki] as cancel stance anytime.
I would replace the teleport for signet of malice, with dash you are so fast you're practically teleporting anyways, and 45 sec recharge is bad. in the end it would boil down to this:
[card]Healing Signet[/card][card]Devastating Hammer[/card][card]Crushing Blow[/card][card]Heavy Blow[/card][card]Flail[/card][card]Dash[/card][card]signet of malice[/card][card]Resurrection Signet[/card]
The above could, for example, be a fine AB/RA warrior.
Then the runes, only minor runes save's a warriors day, especially if that warrior lacks a shield, and weapon mastery should always be maxed out, I would go for:
Tactics: 9+1
Strength: 9+1
Hammer Mastery: 12+1+1
Imho survivor's insignias are always the best (health ALWAYS matters, armor or damage reduction don't cover everything), and, of course, a stonefist insignia, increased KD time is too sexy to pass up.
Sir Croww
Thanks for your comment, its very appriciated.
I'll try the build you've given me and follow up the comment.
I'll try the build you've given me and follow up the comment.
thor thunder
what if you ran it a/w instead of w/a?? thro points in Crit strikes? str is bad in pvp anyhow?
sence you running 3 sigs might as well grab Symbolic strike in stead of heavy blow? or bring alot of energy skills sence youl have +4 pips as a Sin..? its a great idea i think if you go A/W and play with it a bit you could end up with a very fun and powerful build.
sence you running 3 sigs might as well grab Symbolic strike in stead of heavy blow? or bring alot of energy skills sence youl have +4 pips as a Sin..? its a great idea i think if you go A/W and play with it a bit you could end up with a very fun and powerful build.
A Leprechaun
A/W would get mushed by anybody.
~A Leprechaun~
~A Leprechaun~
blue.rellik
Quote:
Originally Posted by bungusmaximus
Quote:
Originally Posted by thor thunder
sence you running 3 sigs might as well grab Symbolic strike in stead of heavy blow? or bring alot of energy skills sence youl have +4 pips as a Sin..? its a great idea i think if you go A/W and play with it a bit you could end up with a very fun and powerful build.
Heavy Blow is used for the KD, KD is what distinguishes a hammer and why it's used. If he wanted pure damage then he would go sword. Sins have +3 energy regen
Utaku
Quote:
Originally Posted by blue.rellik
Sins have +3 energy regen
Only when they're holding a zealous weapon. Which is quite often indeed.
blue.rellik
Quote:
Originally Posted by Utaku
Only when they're holding a zealous weapon. Which is quite often indeed.
Bwhahahahahahahaha my bad. I've seen too many vids and watched too many matches and I've only saw +3 regen so I assumed that. I have very little experience with sins outside of using them as secondaries
|