W/N Axe Build
DarkSpell
May be an odd request, but i'm trying to figure out a good axe build that also uses blood or death magic (for serious fun ).
I'm planning on having radiant insignias and attunement runes and all, so energy won't be TOO much of a problem.
Any ideas?
I'm planning on having radiant insignias and attunement runes and all, so energy won't be TOO much of a problem.
Any ideas?
Cathode_Reborn
[skill]"Coward!"[/skill][skill]Mark of Fury[/skill]
???
I wouldn't recommend it.....or anything else that involves a W/N using blood or death...
???
I wouldn't recommend it.....or anything else that involves a W/N using blood or death...
Scary Raebbit
Can Run Withering Aura, FGJ, Backbreaker, and Heavy Blow or something.
Or Rend Enchantments/Gaze of Contempt if you find enchant stacks to be bothersome.
Other than that, I can't really see where /N would come in handy other than Plague Touch.
Or Rend Enchantments/Gaze of Contempt if you find enchant stacks to be bothersome.
Other than that, I can't really see where /N would come in handy other than Plague Touch.
enmitee
headbutt+plaguetouch=lol
horseradish
[skill]Blood Ritual[/skill]
[email protected]!!!!!
Anyways...[skill]Blood Renewal[/skill] maybe
I really think [skill]Plague Touch[/skill] could be the best choice...
BUT, since you're looking for fun....
[skill]Virulence[/skill] !!!!!!!!!!!!!!!!!
[email protected]!!!!!
Anyways...[skill]Blood Renewal[/skill] maybe
I really think [skill]Plague Touch[/skill] could be the best choice...
BUT, since you're looking for fun....
[skill]Virulence[/skill] !!!!!!!!!!!!!!!!!
Crom The Pale
In general there are only a small handfull of good war builds that the comunity on Guru will endorse.
If your really after a good build look up one of those, if your after a fun build then you really need to experiment and find what is fun for you as it may not be fun for others.
I would suggest setting up a good axe build with 5-6 skills, then finding what necro skills would supliment that build.
If your really after a good build look up one of those, if your after a fun build then you really need to experiment and find what is fun for you as it may not be fun for others.
I would suggest setting up a good axe build with 5-6 skills, then finding what necro skills would supliment that build.
Sir Pandra Pierva
[skill]Mark of Fury[/skill]
thats always a kick to run
thats always a kick to run
Yukito Kunisaki
Don't underestimate Mark of Fury. I find it a very worthwhile skill as the ONLY blood magic skill a warrior should remotely consider.
If you find yourself having trouble killing a foe (boss maybe?) this skill with smart stat point spread is awesome for adrenaline inhalation. (spamming Eviscerate + Exe. Strike at double rate isn't a BAD thing last I checked...)
And don't worry much about hex removal or what not. PvP, yes, PvE? I'm more afraid of getting a friendly monk enchantment blasted by the enemy's Mesmer AI.
It's got a reasonable recycle time, good mana cost, and hell, it SYNERGIZES with warriors. I think the biggest problem the majority of the warrior community can't seem to accept is that some skills work well with warriors and they're simply ignored...
"FGJ IS BETTER!"
True, but that depends on your play style. I can run my double adrenaline intake engine more often than your DS sword flailing and yeah, FGJ is better FOR SWORDS, not for axes which don't have adrenaline engines. A consistent adrenaline engine is better.
Plague Touch I've left to the newbies whose monk teammates either suck or who get buried to the gills in conditions and just can't afford Restore Condition. Btw, with 8 in curses, last I checked, you gain double the output. Not bad imo. I get buried in conditions at times so you may find it great.
Barbs, Weaken Armor, Well of Ruin, etc. Any spell in the Necromancer library that is affected by physical [aka YOUR damage] is great for you to bring. I see no reason to dump points into both Str and Tactics. Pick one, bring it to 9 [shield req.], max your weapon, and then add 10 to a necro school.
I'm certain a Barbs based warrior combined with an army of MM backup will do more damage than most other team setups. MM shouldn't put anything in Curses anyway since he's a Death magic user and soul reaping + blood magic work well with Death.
If you find yourself having trouble killing a foe (boss maybe?) this skill with smart stat point spread is awesome for adrenaline inhalation. (spamming Eviscerate + Exe. Strike at double rate isn't a BAD thing last I checked...)
And don't worry much about hex removal or what not. PvP, yes, PvE? I'm more afraid of getting a friendly monk enchantment blasted by the enemy's Mesmer AI.
It's got a reasonable recycle time, good mana cost, and hell, it SYNERGIZES with warriors. I think the biggest problem the majority of the warrior community can't seem to accept is that some skills work well with warriors and they're simply ignored...
"FGJ IS BETTER!"
True, but that depends on your play style. I can run my double adrenaline intake engine more often than your DS sword flailing and yeah, FGJ is better FOR SWORDS, not for axes which don't have adrenaline engines. A consistent adrenaline engine is better.
Plague Touch I've left to the newbies whose monk teammates either suck or who get buried to the gills in conditions and just can't afford Restore Condition. Btw, with 8 in curses, last I checked, you gain double the output. Not bad imo. I get buried in conditions at times so you may find it great.
Barbs, Weaken Armor, Well of Ruin, etc. Any spell in the Necromancer library that is affected by physical [aka YOUR damage] is great for you to bring. I see no reason to dump points into both Str and Tactics. Pick one, bring it to 9 [shield req.], max your weapon, and then add 10 to a necro school.
I'm certain a Barbs based warrior combined with an army of MM backup will do more damage than most other team setups. MM shouldn't put anything in Curses anyway since he's a Death magic user and soul reaping + blood magic work well with Death.
N1ghtstalker
withering aura or somethin could work
http://gw.gamewikis.org/wiki/Withering_Aura
since skill inplacement doesn't work with this one
[skill]demonic flesh[/skill] could give a good jolt too
http://gw.gamewikis.org/wiki/Withering_Aura
since skill inplacement doesn't work with this one
[skill]demonic flesh[/skill] could give a good jolt too
Yukito Kunisaki
The problem with enchants like demonic flesh is that you're not doing your job properly. [if your job is to be a warrior, kill things faster]
Every skill I've mentioned increases a warrior's damage output.
Mark of Fury, double Eviscerates is damage output last I checked.
Barbs, armor ignoring damage from many teammates? Yep, that's damage.
Weaken Armor, more damage? Yep, tested it too...
Well of Ruin, AoE cracked armor? Sign up for it please.
Then there's the utility damage increasers...
Rend Enchantments/Gaze of contempt. Hard to deal damage when your foe is hiding under enchantments, this will fix that problem.
Rigor Mortis. For stances AND ENCHANTS that block. A ward user will hate your guts btw.
Please use the Necro library of skills to increase your damage in some way. Hell, I'd accept a Life siphon user [ack] over a Demonic Flesh user anyway. It may be tiny, but he's still doing more damage...
NECRO DEATH KNIGHT DAMAGE > PALADIN WHAMMO
FTW!!
P.S. I think withering aura was designed with Hammerheads in mind. It doesn't add damage in anyway from a non hammer warrior...
Every skill I've mentioned increases a warrior's damage output.
Mark of Fury, double Eviscerates is damage output last I checked.
Barbs, armor ignoring damage from many teammates? Yep, that's damage.
Weaken Armor, more damage? Yep, tested it too...
Well of Ruin, AoE cracked armor? Sign up for it please.
Then there's the utility damage increasers...
Rend Enchantments/Gaze of contempt. Hard to deal damage when your foe is hiding under enchantments, this will fix that problem.
Rigor Mortis. For stances AND ENCHANTS that block. A ward user will hate your guts btw.
Please use the Necro library of skills to increase your damage in some way. Hell, I'd accept a Life siphon user [ack] over a Demonic Flesh user anyway. It may be tiny, but he's still doing more damage...
NECRO DEATH KNIGHT DAMAGE > PALADIN WHAMMO
FTW!!
P.S. I think withering aura was designed with Hammerheads in mind. It doesn't add damage in anyway from a non hammer warrior...
LightningHell
Quote:
Barbs, armor ignoring damage from many teammates? Yep, that's damage.
Weaken Armor, more damage? Yep, tested it too...
Well of Ruin, AoE cracked armor? Sign up for it please.
Rend Enchantments/Gaze of contempt. Hard to deal damage when your foe is hiding under enchantments, this will fix that problem.
Rigor Mortis. For stances AND ENCHANTS that block. A ward user will hate your guts btw. Leave it to the necromancer to do that? You're only wasting precious time that you could've spent swinging at the opponent to do a job that can be done way better by your friendly midline.
DarkSpell
Ah, so a W/N who partially focuses in anything necro is hardly a good idea. I just wanted to see if I could mess around with a W/N like that. Thanks for the input, all.
And thanks for the ideas, Yukito. I'll try out some of those skills and see if I like them.
And thanks for the ideas, Yukito. I'll try out some of those skills and see if I like them.
azizul1975
Quote:
Originally Posted by Sir Pandra Pierva
[skill]Mark of Fury[/skill]
thats always a kick to run what he said.... even more powerful if u run [skill]"for great justice!"[/skill] on the same build . then u can spam any high adrenaline axe skill u like.
thats always a kick to run what he said.... even more powerful if u run [skill]"for great justice!"[/skill] on the same build . then u can spam any high adrenaline axe skill u like.
Yukito Kunisaki
Quote:
Originally Posted by LightningHell
Leave it to the necromancer to do that? You're only wasting precious time that you could've spent swinging at the opponent to do a job that can be done way better by your friendly midline.
If your friendly midline is bringing skills to help your melee, that's fine, but I'm mostly a PUG group runner and not everyone enjoys helping the melee.
Besides, you may be lucky having a necro on your team nice enough to have exactly the skills you need to do more damage. He should be using skills that help himself do more damage.
Precious time? Fight some foes with 17s. blocking stances, enchantments, or Wards and we'll see who's wasting more time.
If you need like 6 attack skills on your bar and nothing to augment them, hey that's your call, but unless you're in your 'perfect' guild where everyone knows how to help each other just right, that's fine...
I'm considering that casters usually don't bring melee based magic spells...
Besides, you may be lucky having a necro on your team nice enough to have exactly the skills you need to do more damage. He should be using skills that help himself do more damage.
Precious time? Fight some foes with 17s. blocking stances, enchantments, or Wards and we'll see who's wasting more time.
If you need like 6 attack skills on your bar and nothing to augment them, hey that's your call, but unless you're in your 'perfect' guild where everyone knows how to help each other just right, that's fine...
I'm considering that casters usually don't bring melee based magic spells...
LightningHell
Quote:
Besides, you may be lucky having a necro on your team nice enough to have exactly the skills you need to do more damage. He should be using skills that help himself do more damage.
Quote:
Quote:
If you need like 6 attack skills on your bar and nothing to augment them, hey that's your call, but unless you're in your 'perfect' guild where everyone knows how to help each other just right, that's fine...
...This doesn't warrant a response.
ShadowsRequiem
Sorry but barbs would suck on a warrior. I can go W/E and run conjure which will add +10 even with only 5 attribute points in it. Now tell me how many points do you need barbs to get that high? oh thats right 10 points.
ITs good with a necro MM because it actually does something. Dark fury is also a poor skill, FGJ cant be stripped or removed like mark and it also makes it so your target doesnt know exactly who you are attacking. Maybe you should run Contagion XD zling
rofl, warrior toucher
so anyway W/N is only used for [skill]plague touch[/skill] or [skill]grenth's balance[/skill] anything else is just dumb. let the casters cast spells, as a warrior you should swing your weapon and kill... Yukito Kunisaki
Alright then...
You're running 5 in your elemental magic stat. What are you doing with your points? Str? lol 16 weapon, 9 shield req. 10 curses. I don't see the problem. Let casters cast spells? Um, what are you doing with Conjure? Last I checked, that's a spell. Conjure requires the weapon limitation which is a huge weakness. If a necro is going to bring barbs and weaken armor, then yeah let them. I however have not played with a necro willing to bring those skills. Curses ignore armor, conjures don't anymore. If you're running 13 str/tactics, I'm questioning your logic on why that's needed... If you're forced to switch targets, you're not in control of the fight, THEY are, and that in and of itself is their win... I don't like giving my enemies control of the fight so forgive my selfishness... Savio
Quote:
Originally Posted by Yukito Kunisaki
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Even against rangers, you're still doing about the same amount of damage with elemental + conjure as you would with a physical weapon.
Curses ignore armor, conjures don't anymore.
False; conjures still ignore armor, they just don't ignore prot anymore.
Yukito Kunisaki
Quote:
Originally Posted by Savio
Even against rangers, you're still doing about the same amount of damage with elemental + conjure as you would with a physical weapon.
False; conjures still ignore armor, they just don't ignore prot anymore. Ok, I read they stacked with your damage numerically instead of +'ed at the end. Still, ignoring prot should be a strength for a curse. Barbs should rip a ranger to pieces if the first thing you said is true. Thanks for the update ^_^ Savio
Curse hexes focus on a single target, and if you're ripping through them, that's 10e to kill one enemy a couple of seconds faster. That's a waste for a warrior. A self-buff such as a conjure has no such limitations.
Yukito Kunisaki
Quote:
Originally Posted by Savio
Curse hexes focus on a single target, and if you're ripping through them, that's 10e to kill one enemy a couple of seconds faster. That's a waste for a warrior. A self-buff such as a conjure has no such limitations.
Ah I see, people are assuming I'm spamming Hexes like no tommorow...
Well, to put it bluntly, I don't. I see no reason to cast a hex on a foe that with teammate's help, will die quite readily and if the hex makes a difference of like 2s. oh well... But Barbs are reserved for giant armor enemies. Foes who won't die 'readily'. Weaken Armor works too, but is useless vs. softies. [softies who bring armor buffs though, ah, there we go...] Cracked Armor AoE is good since a warrior is probably surrounded by high armor Melee types in PvE anyway. You don't spam that skill. That your team has trouble killing, KILL IT using the bonuses from your warrior-helping spells. True, conjure doesn't need to be spammed, I'll admit it, but if your foe defends against it [with the exception of ripping it off you, just like ripping hexes] you're forced to target change. Again, we're not here to kill every opponent a couple of seconds faster, we're here to rip that boss's/monk's defenses down. Edit: Also, as a W/N, I have more toys to play with than 'staples' like Conjure and what not. This is PvE. [but in PvP, I'd think a warrior who's smartly extended himself can benefit from Rend where you don't want a soft necro teammate to be] I want to control the fight and the way I fight. Conjures don't help me do that... LightningHell
I don't see how your hexes give you "control of the fight". Those curses likely narrow down your options, not control the fight. Either way, control of the fight, as you call it, is largely based not on your skillbar, but rather how you use it.
In PvP, no Warrior in their right mind would bring Rend. ShadowsRequiem
Quote:
Originally Posted by Yukito Kunisaki
Alright then...
You're running 5 in your elemental magic stat. What are you doing with your points? Str? lol 16 weapon, 9 shield req. 10 curses. I don't see the problem. Let casters cast spells? Um, what are you doing with Conjure? Last I checked, that's a spell. Conjure requires the weapon limitation which is a huge weakness. If a necro is going to bring barbs and weaken armor, then yeah let them. I however have not played with a necro willing to bring those skills. Curses ignore armor, conjures don't anymore. If you're running 13 str/tactics, I'm questioning your logic on why that's needed... If you're forced to switch targets, you're not in control of the fight, THEY are, and that in and of itself is their win... I don't like giving my enemies control of the fight so forgive my selfishness... You're just trying to look for crappy loop holes. I said it adds 10 dmg with 5 attritube to show how crappy barbs is. Much less any decent ranger would d-shot your barbs right away. 10 dmg in conjure amounts to 5 attri points while barbs requires double to be just as effective. And all conjures ignore armor you might want to read up on skills before you try to make a post suggesting to play a caster warrior. Even with 5 in conjure I can go 9 str 14 weap 10 tact if I wanted to use a +107 healing sig. Just to show how much more flexible it CAN be.. With hexes you do give them control of the fight. Much less when you see a person casting barbs on a target do you think hes going to cast it and run away? Have you ever heard of SB spike? It focused on Soul barbs and loads of hexes and bascially to bring the whole spike apart you only had to remove Soul barbs. You should just say to bring a necro in your party and forget about gimping your warrior with crappy skills. Crom The Pale
While I can see a war/necro using some skills in PvE, I think your looking at the wrong skills.
If your looking to take down a monk faster then barbs is far inferior to any conjure. Now maybe Defile Defenses or Defile Flesh would help you tackle a monk or a whirling defence ranger but in the end your always better off with a primary necro casting such skill. Enfeeble/touch is a great skill to pack on a hammer war, Rigor Mortis would even make for more sense than Barbs. LightningHell
Generally Hammer wars only use their Weakness in a chain, where Weakness is already applied, though (e.g. stuff like Devastating Blow.)
OMFGimCUTE
Plauge Touch, Grenth's Balance and Life Transfer are what i use with mine.
Mesmer in Need
Quote:
Originally Posted by OMFGimCUTE
Plauge Touch, Grenth's Balance and Life Transfer are what i use with mine.
Life transfer is bad on even a necro. Basically healing breeze you cast on an enemy with a higher recharge.
The only necro skill i would put on my skillbar is plague touch (even though mending touch is better) And GB for soloing. Yukito Kunisaki
Alright, you win, on your beliefs...
If swinging a weapon is the ONLY thing a warrior can do [and then gets blocked/defended] then hey, I'm playing the wrong game... I prefer PvE over PvP due to there being less restrictions anyway. And if an opponent is going to blast me instead of a real caster with an interrupt, hey, I've seen worse scenarios... However, I will point out a simple fact that will be tough to argue... Will a warrior striving to increase his damage by any means necessary [whether they be efficient by your standards or not] be more beneficial to his team than one who doesn't gear himself toward doing damage? At the bare minimum, Curses can affect everyone on your team in upping their physical damage over any enchantment you can think of. I also bring ONLY ONE non-warrior skill so I hardly think my skillbar is gimped... normally, it's on the lines of: Triple Chop {E} Cyclone Axe Dismember Whirlwind Attack Flail Watch Yourself! Well of Ruin (or Barbs if boss hunting with many physical attackers) Res Signet (Plague Touch if the team is really good at not dying) 16 Axe 9 Tactics 10 Curses 3 Str (and don't ask for flail to last more than 7 seconds, why should it?) [includes runes] Now if you're going to say I need to totally overhaul my skill bar over the fact that I can weaken the defense of an entire mob of foes next to me, then I'm done posting. You're obviously playing the W/N game in a very very tiny box paradigm. Let flexibility thrive [w/n offense] not stupidity [w/mo who's ONLY HEALING HIMSELF] DarkSpell
Well all this gave me some insight.
Thanks for all the sharing ~ Dan ~
Quote:
Originally Posted by Yukito Kunisaki
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I do. A warrior's energy pool. They were designed to hit stuff, not cast spells. This game was also designed around being team-based. It's no excuse that your PUG necro isn't bringing the skills to benefit you. I don't see why a necro wouldn't be SS with barbs, or MM with barbs/mark of pain etc. Kick him, replace with a necro hero or just leave the group. H/H gets better results anyway..
If swinging a weapon is the ONLY thing a warrior can do [and then gets blocked/defended] then hey, I'm playing the wrong game...
As LightningHell said, learn to switch targets. Being bad at the game doesn't give you a reason to run a caster with big armour and a club.
LightningHell
Quote:
At the bare minimum, Curses can affect everyone on your team in upping their physical damage over any enchantment you can think of. I also bring ONLY ONE non-warrior skill so I hardly think my skillbar is gimped... normally, it's on the lines of:... Well of Ruin (or Barbs if boss hunting with many physical attackers) ... |
Yes, Curses on your team can affect everyone. That doesn't stop putting it on a caster being more logical, as well as ironically depriving ever so slightly your ability to do what a Warrior is best at - being an easily adaptable threat. Granted, there's a lot worse one could do; your build would be a reasonably decent build for PvE. You bringing such skills also means you're creating unnecessary overlap between you and your own casters in your party - an unnecessary overlap that will probably, in most general situations, be a hinderance instead of a slight help, looking at the power level of the skill and looking at what you're missing by running a hex.