To Create A W/E Beast Build

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

I have played with my W/E for about 7 months now,and find it to be a good character to play with PvE wise.Yet I want to create an elite build for him for PvP and Tombs battles. I have found the elite skill Battle Rage to be the nucleus of my skill bar. I use Battle Rage,Sever Artery,Gash,and Hamstring for attacks. Res sig and Heal sig for obvious reasons. I'm interested in opinions for builds for axe and hammer,as well as spells that would prove useful in my goals of fame and improved skill. Thx for any input.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

as a W/E, you are in danger of having no hex and no condition removal.
that means that if your team's monk doesn't completely know what he is doing, you could be blind for a long time.

if you still want that W/E there, i would definitely go hammer, for the obvious aftershock and gale.
im no expert, but i would use something like this:
1. devastating hammer <e>
2. crushing blow
3. heavy blow
4. aftershock
5. irresistible blow
6. gale
7. sprint
8. res sig

the first four skills are used in that order, and should kill a monk without him having anything to do about it. gale can be used for snaring and interrupting, and irresistible blow is good for enemies with stances.

Yanman.be

Yanman.be

Banned

Join Date: Dec 2005

Belgium

[ROSE]

A/

also, armour of earth makes a good tanking build

sumasage

Lion's Arch Merchant

Join Date: Apr 2005

For axe i use:

Eviscate {E} (miss spell)
Axe Rake
Executioner's Strike
Penetrating Blow
Flurry
Distracting Blow
Sprint/Rush
Healing Signet/Res

It's pretty strait foward axe build and very effective for me. I havent play PvP with this build yet so i dont know how effective it is but i think it would be good.



P.S got this build from else where

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

Well, unlike the previous posts, here's a build that's actually good for tombs/gvg.

Axe: 16 (12+3+1)
Air: 5
Strength: 12 (11+1)

Frenzy
Eviscerate
Executioner's Strike
Axe Rake
Sprint
Endure Pain
Gale
Res Sig

jtchans

Wilds Pathfinder

Join Date: Sep 2005

W/

Use Shock

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Shock is slightly better than gale on altar maps where you want to get through a possible spellbreaker, but gale is pretty much better in most other cases.

carnivore

Wilds Pathfinder

Join Date: Jul 2005

W/

before you try and create a end all be all warrior build, first realize there isnt one.

you dont need to bring a self heal(special exception), you dont bring self condition removal, self perservation isnt apart of 8v8 pvp. any warrior needs a IAS(frenzy) or you wont be doing anything.

you got 3 monks backing you in tombs, maybe 2 in gvg. your job isnt to keep urself alive but to make sure that your target is dead.

welcome to pvp

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

[QUOTE=carnivore]before you try and create a end all be all warrior build, first realize there isnt one.


you got 3 monks backing you in tombs, maybe 2 in gvg. your job isnt to keep urself alive but to make sure that your target is dead.


[/Q
UOTE] You have made two good points,Carnivore, but 1 fatal error as well. Even though you have 3 monks working together,you still need to be able to keep yourself alive in case they somehow don't live to do it for you. Be prepared for this situation. Good interuptions and a few well placed spells and your monks can go down fast.That being said, lets get to your good point. The thought of a be all end all warrior build would be rather foolish. That is why I asked for opinions for builds. Shock is a spell I have used in the arenas in the past,and it does work fast and effectively.Spellbreaker is something that I have just become aware of in the last few months,so it has to be stopped rather fast if at all.W/Es in general, take the chance of not having great self healing skills as part of the job. The initial dependence on monks is self evident.That being the case, your monks have bullseyes painted on them the moment a W/E is on the field. W/Mos are dangerous alone, but more so with good monks involved.So, the situation is now to develop a build that will deal damage,prevent the constant flight of the enemy,and use the ele side of this warrior in the most effective manner for all 3 weapon types. I have a sword build in mind:

Shock,Aftershock,Sever Artery,Gash,Battle Rage(Elite)Hamstring,Heal Sig,and Res Sig. Comments?

carnivore

Wilds Pathfinder

Join Date: Jul 2005

W/

Quote:
Originally Posted by Darkpower Alchemist
Shock,Aftershock,Sever Artery,Gash,Battle Rage(Elite)Hamstring,Heal Sig,and Res Sig. Comments? horrible. here you are spreading yourself across atleast 4 attributes(sword, earth, tactics, and strength). and if your not picking up strength as a warrior then have no business being a damage dealer.

server artery+gash is minimal damage. not only are you attacking ungogly slow but your giving them 3 conditions to heal off of while wacking away with your sword doing ~20 dmg.


your thing about the emergency healing is fine and all, top guilds run self heals for ganking situations, but, your damage isnt even justifying your spot on a team.

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

Have you ever played with a Warrior,Carnivore? A versatile warrior is so few and far between that it is disgusting.You are obviously against a balanced warrior,and I understand that some purists will think that you should be focused on one thing like strength in order to get the job done.Yet,their are things that make the field of battle an even playing field.For example,My helms have sup runes for each skill(Strength,Tactic,Sword,Axe,Hammer),so I have +3 att points for every situation that I decide to employ.Next,Shock+ Aftershock is a swift combo,dealing 100+damage in its execution with attributes of 8 on ea. Strength of 16 is not the only way to defeat your enemies.To tank and deal no damage is not alluring in a confrontation.My sword skill is placed at 9,but I have a max dmg(+13 in stance)req 7 sword that does better than max dmg against Droks armored goons.Gash and sever artery are classic and constant,but wth battle rage envolved, it saves me the slot used by most for sprint plus my adrenaline is constant until I use a spell,which I use in isolating situations ONLY.Hamstring stops the running of the opponents while I get adrenaline back,and since Battle Rage only needs 4 strikes to get it up and running,I constantly tail my fleeing enemies.Play a warrior and find your niche.Some want to be all dmg,others want to be super absorbers,but I like strong balances.Runes are like steroids,but aren't addictive and only help the warrior.Last,but not least,being well equipped is paramount. Your shield and sword should be accomodating to your build's purpose.Spend that hard earned cash and get the things you need to make your build work to its best.I respect your criticism,but realize that your view is narrowed by your experiences or lack their of.Hell,even my monks can deal damage when skills and equipment are employed correctly,so strength isn't everything(but it is placed at 11 btw).

carnivore

Wilds Pathfinder

Join Date: Jul 2005

W/

have a played a warrior? are you kidding? have you?

a standard warrior spread is 12+1+3 weapon atribute, 9+1 str, 9 anything else. you must have a IAS if you expect to do damage. you must have a way to stop/thwart runners(battle rage AND hamstring is redundent). you must have some actual damage. i'd suggest you take a W/r tfury axe build for a run and see some real DPs.

i'm not gunna make anymore points, you can stick to your build if you want. it works fine in the arenas i suppose(just about every build does).

PS: your build works in arenas cuz its a all-about-you build, does a little bit of everything because you dont expect to have teammates.

Kassad

Kassad

Wilds Pathfinder

Join Date: Jul 2005

W/

Kd As

12+3+1 Hammer
11 Earth
4 air
Rest in Str

Frenzy
Backbreaker [Elite]
Crushing blow
Hammer Bash
Aftershock
Sprint
Gale
Res Sig

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

Quote:
Originally Posted by Kassad
Kd As

12+3+1 Hammer
11 Earth
4 air
Rest in Str

Frenzy
Backbreaker [Elite]
Crushing blow
Hammer Bash
Aftershock
Sprint
Gale
Res Sig I guess you could put 4 into Air Magic, if you want your Gale to have a 50% fail chance. Also, Backbreaker on warrior primaries remains inferior to Devastating Hammer due to stonefists, not to mention dev. hammer combos better with Hammer Bash. On a side note, if you put backbreaker in there so you could get off Crushing Blow -> Aftershock, you can do that with dev. hammer as well.

Kassad

Kassad

Wilds Pathfinder

Join Date: Jul 2005

W/

Quote:
Originally Posted by Eonwe
I guess you could put 4 into Air Magic, if you want your Gale to have a 50% fail chance. Also, Backbreaker on warrior primaries remains inferior to Devastating Hammer due to stonefists, not to mention dev. hammer combos better with Hammer Bash. On a side note, if you put backbreaker in there so you could get off Crushing Blow -> Aftershock, you can do that with dev. hammer as well. I just thought of it on the spot when I saw the thread, forgot about gale needs 5, I have not played Ele or anything X/E in a long time. I dont see the point of Dev Hammer, Weakness gets removed as soon as its applied and no extra damage. But 21+ damage or so with Backbreaker and a while on the ground.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

The reason why it's better is because it's 3 less adrenaline, is only 1 second shorter knockdown duration, and syncs better with hammer bash under frenzy. I'm sure you're aware that Backbreaker isn't affected by stonefists. Also, the +21 damage from Backbreaker is irrelevant.

Kassad

Kassad

Wilds Pathfinder

Join Date: Jul 2005

W/

Oh im sorry about the "21 damage is irrelevant.", I didnt realise you didnt want to harm anything.

Pinch

Academy Page

Join Date: Jul 2005

Canada

Mo/

Quote:
Originally Posted by Kassad
Oh im sorry about the "21 damage is irrelevant.", I didnt realise you didnt want to harm anything. If you're playing Hammer, it's to keep them down on their asses. You'll do more than the +21 damage with another hammer swing AND knock em back down if you chain with devastating.

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

I like these hammer build ideas. Good stuff and strong debates.And to respond to carnivore's last comments,he must realize that the W/R is used so much because the builds now being used in team battles are not the most easy to be countered.However,you have a point when saying that my sword build is an "All about Me" kind of build.The IWAY build is horribly over used,but it seems that is your choice to follow the crowd.Effective as it may be,soon someone will find a way to stop it.I don't change to fit the trend,but adapt myself to fit into the times.Anyway,the sword build I employ at the moment is definitely about my W/E,due in fact that if I die,I'm useless.I have seen it shut down by a mesmer,using a skill that took adrenaline away.I really missed sprint then.Also,the ability to move faster outweighs the ability to attack faster but hit weaker in my build. Instead of telling me it sucks,how about be like the others and help me improve upon it.

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

Quote:
Originally Posted by Kassad
Oh im sorry about the "21 damage is irrelevant.", I didnt realise you didnt want to harm anything. So your logic for using backbreaker is simply because it adds 21 damage?

audioaxes

Jungle Guide

Join Date: May 2005

lol why not use penetrating instead of executioners then with this logic since the +20 damage is "irrelevent"
meh couldnt help it but dev > backbreaker

and ditch the aftershock guys, the cost per damage is not worth it as a hammer warrior and it will be impossible to do aftershock + frenzy/crushing + sprint + irresistable + gale (exhaustion)
on that note i dont see gale fitting in much either frenzy/irresistable/sprint/crushing is already pretty intense on the energy, for you to use gale it will be very seldom which wouldnt make since since you will already have 2 knockdowns

Kassad

Kassad

Wilds Pathfinder

Join Date: Jul 2005

W/

Quote:
Originally Posted by Eonwe
So your logic for using backbreaker is simply because it adds 21 damage? For the Kd time.

Warskull

Site Contributor

Join Date: Jul 2005

[out]

Quote:
Originally Posted by Eonwe
Well, unlike the previous posts, here's a build that's actually good for tombs/gvg.

Axe: 16 (12+3+1)
Air: 5
Strength: 12 (11+1)

Frenzy
Eviscerate
Executioner's Strike
Axe Rake
Sprint
Endure Pain
Gale
Res Sig This is the build you want to be running as a W/E. Effective and powerful. One popular alteration is to run 16 (12+1+3) axe, 10 (9+1) strength, and 9 air so you may take the air offhand. This allows you to gale more often.

As for backbreaker, it costs 10 adrenalinen, has +21 damage, and 4s knockdown. Devastating hammer costs 7 adrenaline and has a 2s knockdown. However stoneskin gauntlets increase it to a 3s knockdown making backbreaker gain you a mere 1s (as it is not increased by stoneskins) and +21 damage. Not very worth the extra 3 attacks it will take to build.

Jiao Yang

Jiao Yang

Lunar Rabbit

Join Date: Dec 2005

I have seen W/E axe warriors in tombs using shocking axes and conjure lightning... anyone know a good build on this basis?

The Holy Stewy

Ascalonian Squire

Join Date: Nov 2005

Gamming Since Birth [SNES]

W/Mo

Quote:
Originally Posted by Jiao Yang
I have seen W/E axe warriors in tombs using shocking axes and conjure lightning... anyone know a good build on this basis? Shock and gale would work good for it... If im playin a max damage w/e build i use a sword with conjure flame, lava font, hundred blades, gash, serever artery, final blow, some other stuff but thats the main basis...

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

I've used Conjure Lightning before with my Shocking Fellblade,and found it an to be an effective enchantment.Gale isn't too popular with me due to the exaustion.I need to cap hundred blades,but that means beating Thunderhead Keep...Anyway,this is good stuff,and I appreciate the debate and passing of knowledge.Keep the builds coming,I'll will post a new one soon.

Warskull

Site Contributor

Join Date: Jul 2005

[out]

While it exhaustion hurts, what you gain from the knockdown far surpasses any drawbacks of exhaustion. Chain gale is extremely powerful and using gale with a spike prevents a monk from doing anything.

Darkpower Alchemist

Darkpower Alchemist

Jungle Guide

Join Date: Jan 2006

NYC

The Circle Of Nine[NINE]

E/N

W/E builds in tombs are Gale heavy at the moment,however,I don't care for the spell much due to its exaustion.It is rather effective in moderate useage,but more to the effect of a hammer warrior than an axe warrior,IMO.
For a W/E Aeromancer build let me give it a shot:

Conjure Lightning,Lightning Javelin,Penetrating Blow,Executioner's Strike,Battle Rage(My Fav Warrior Elite)Shock,Healing Sig,and Res Sig.

If Battle Rage isn't your type of skill,switch for Eviscerate and switch shock for Rush or sprint.I just like Battle Rage b/c its a stance that uses multiple aspects at 1 time(Double adrenaline+ Rush)making it a serious stance to use against the constant running around.No one stands and fights anymore.

And for those with the thinking" The Monks do the Healing,I don't need to bring my Healing signet!",always think like this."Who will be my 1st target?"