Great Dwarf Weapon
mrbilzor
Hey all,
I just got [great dwarf weapon], and now I am looking for opinions:
I've been using Sabway to vanquish, fight, and generally win in everything. But everyone swears by how mega awesome GDW is, I was wondering about switching up to a mass physical team.
Could a combo of [great dwarf weapon][wielder's zeal][wielder's remedy] work with a couple (most all, actually) warrior heroes and henchies? Just cycle GDW down the list, make sure everyone has it on? Proceed to watch the slapfest?
Spawning power lengthens GDW, right? If it lasts more than 20 seconds, you could easily keep it on four others for the time it takes to beat a mob down.
I just got [great dwarf weapon], and now I am looking for opinions:
I've been using Sabway to vanquish, fight, and generally win in everything. But everyone swears by how mega awesome GDW is, I was wondering about switching up to a mass physical team.
Could a combo of [great dwarf weapon][wielder's zeal][wielder's remedy] work with a couple (most all, actually) warrior heroes and henchies? Just cycle GDW down the list, make sure everyone has it on? Proceed to watch the slapfest?
Spawning power lengthens GDW, right? If it lasts more than 20 seconds, you could easily keep it on four others for the time it takes to beat a mob down.
Kyomi Tachibana
I'd recommend bringing Paragon heroes, or Ranger heroes instead of relying mostly on the war henchies for the damage. Being ranged, the Paragon and Ranger heroes don't have to deal with pathing issues and whatnot.
The extra duration isn't worth speccing into Spawning Power, I'd stick with a Resto/Channeling build with Offering of Spirit+GDW+Splinter+Kaolai and other junk.
The extra duration isn't worth speccing into Spawning Power, I'd stick with a Resto/Channeling build with Offering of Spirit+GDW+Splinter+Kaolai and other junk.
the savage nornbear
Yea I definately vote that you don't spec into Spawning. Also [[barrage]/[[volley] ranger please.
The Meth
Quote:
Originally Posted by the savage nornbear
Yea I definately vote that you don't spec into Spawning. Also [[barrage]/[[volley] ranger please.
Seconded. Barrage + GDW has nearly as much aoe knockdown ability as ursan.
Nightow
[life][great dwarf weapon][splinter weapon][protective was kaolai][Wielder's Boon][mend body and soul][Offering of Spirit][Death Pact Signet]
12 Channeling
12 resto
3 spawning
A 20/20 channeling wand and a 20/20 resto focus set is what I usually run but obviously, you'll have PwK up most of the time so I don't think it makes much of a difference. Just rotate between your two weapon spells since both are really great and the rest is pretty self explaining.
If facing destroyers, I'll usually switch out [Wielder's Boon] for [Great Dwarf Armor].
12 Channeling
12 resto
3 spawning
A 20/20 channeling wand and a 20/20 resto focus set is what I usually run but obviously, you'll have PwK up most of the time so I don't think it makes much of a difference. Just rotate between your two weapon spells since both are really great and the rest is pretty self explaining.
If facing destroyers, I'll usually switch out [Wielder's Boon] for [Great Dwarf Armor].
spirit of defeat
Quote:
Originally Posted by mrbilzor
Hey all,
I just got [great dwarf weapon], and now I am looking for opinions:
I've been using Sabway to vanquish, fight, and generally win in everything. But everyone swears by how mega awesome GDW is, I was wondering about switching up to a mass physical team.
Could a combo of [great dwarf weapon][wielder's zeal][wielder's remedy] work with a couple (most all, actually) warrior heroes and henchies? Just cycle GDW down the list, make sure everyone has it on? Proceed to watch the slapfest?
Spawning power lengthens GDW, right? If it lasts more than 20 seconds, you could easily keep it on four others for the time it takes to beat a mob down. It would work then invest in resto and take spells witch use weapon spells.
[Mending Grip] and [Wielder's Boon]
at most it will last 26.4 seconds.... it will be easy to keep up. take a secondary monk for hex removal.
I just got [great dwarf weapon], and now I am looking for opinions:
I've been using Sabway to vanquish, fight, and generally win in everything. But everyone swears by how mega awesome GDW is, I was wondering about switching up to a mass physical team.
Could a combo of [great dwarf weapon][wielder's zeal][wielder's remedy] work with a couple (most all, actually) warrior heroes and henchies? Just cycle GDW down the list, make sure everyone has it on? Proceed to watch the slapfest?
Spawning power lengthens GDW, right? If it lasts more than 20 seconds, you could easily keep it on four others for the time it takes to beat a mob down. It would work then invest in resto and take spells witch use weapon spells.
[Mending Grip] and [Wielder's Boon]
at most it will last 26.4 seconds.... it will be easy to keep up. take a secondary monk for hex removal.
Cosmic Error
Quote:
Originally Posted by Kyomi Tachibana
The extra duration isn't worth speccing into Spawning Power, I'd stick with a Resto/Channeling build with Offering of Spirit+GDW+Splinter+Kaolai and other junk.
Spawning Power actually might not be a bad idea here.[Wielder's Remedy] is an excellent skill on a weapon bar, and [Wielder's zeal] is good e-management.
Don't bother using splinter with GDW, since you're going to want to keep one or the other on all your weapon fighters, and carrying both is a waste of a slot.
Don't bother using splinter with GDW, since you're going to want to keep one or the other on all your weapon fighters, and carrying both is a waste of a slot.
Lhim
Quote:
Originally Posted by Cosmic Error
Don't bother using splinter with GDW, since you're going to want to keep one or the other on all your weapon fighters, and carrying both is a waste of a slot.
I actually use them both together. It's nice to have GDW on a barrage/volley ranger and SW on a triple chop warrior at the same time.
the savage nornbear
Definatly gotta keep [[splinter weapon]. I can't think of a non gimic channeling build that wouldn't be able to benefit from it. I mean you can throw it on a caster hero. They're always auto attacking, and thats 41 damage spread all around.
mrbilzor
Well the thing would be that is it not supposed to be a channel build. Go resto and spawning power . . . thats it. I had forgotten about [mending grip], I'll keeping playing around, see what happens.
Bobby2
Melonni will love you
MasterSasori
Paragon>Warrior in terms of heros.
Spawning is pretty bad. I wouldn't delve too deep to make GDW just to make it two seconds longer. Still you can use one of the restoration rits with high spawning.
Spawning is pretty bad. I wouldn't delve too deep to make GDW just to make it two seconds longer. Still you can use one of the restoration rits with high spawning.
Nightow
Quote:
Originally Posted by Cosmic Error
Don't bother using splinter with GDW, since you're going to want to keep one or the other on all your weapon fighters, and carrying both is a waste of a slot.
Snare em' (or in this case KD them) and Nuke em'. What's so wrong with that?
Dr Strangelove
Scythes + GDW are sex. Load up on escape rangers or conjure dervs and such and watch everything fall over.
Things get even more fun if you start stacking damage boosts. Try running strength of honor and GDW on yourself, and an orders D/N. Every attack from your 4 or so physicals will do +46 damage. Stuff will die.
Things get even more fun if you start stacking damage boosts. Try running strength of honor and GDW on yourself, and an orders D/N. Every attack from your 4 or so physicals will do +46 damage. Stuff will die.
mrmango
Add in Ancestor's Rage too for more fun.
Cosmic Error
Quote:
Originally Posted by Nightow
Snare em' (or in this case KD them) and Nuke em'. What's so wrong with that?
Knockdown=/=snare.
By the time you get splinter weapon on, the KD'd enemies will have gotten back up. The two spells just interfere with each other too much, since you can only have one weapon spell on a character at a time.
By the time you get splinter weapon on, the KD'd enemies will have gotten back up. The two spells just interfere with each other too much, since you can only have one weapon spell on a character at a time.
Nightow
Quote:
Originally Posted by Cosmic Error
Knockdown=/=snare.
By the time you get splinter weapon on, the KD'd enemies will have gotten back up. The two spells just interfere with each other too much, since you can only have one weapon spell on a character at a time. Ok, fine whatever. lol; everyone has their way to play and all that jazz. Can we at least agree that both weapon spells are good?
By the time you get splinter weapon on, the KD'd enemies will have gotten back up. The two spells just interfere with each other too much, since you can only have one weapon spell on a character at a time. Ok, fine whatever. lol; everyone has their way to play and all that jazz. Can we at least agree that both weapon spells are good?
mrbilzor
Cosmic & Strangelove: Thanks much for actually commenting and adding to the discussion. Yours are names I'm starting to recognize and respect in posts.
Pretty much the bar is splitting in two ways, one the 'standard' Resto/Chan hybrid with GDW instead of Splinter. The other a more anti-condition resto build. Yes, I know, no splinter, but the bars seem to be quite balanced without it.
Channel max, Resto max, Spawning 3 - [great dwarf weapon][ancestor's rage][spirit rift][offering of spirit][life][mend body and soul][spirit light][flesh of my flesh] - Big heals, big damage, use Rift liberally because of the high chance of KD. Extra anti condition is leetsauce.
Resto and Spawn max - [great dwarf weapon][mending grip][weapon of warding][mend body and soul][life][wielder's zeal][wielder's remedy][flesh of my flesh] - Hardcore anti condition, use GDW on attackers, Warding on casters under attack, spam mending grip to keep conditions away.
Thought about [wielders boon] but the healing didn't match Spirit Light, and the anti condition of Mend B&S trumps the 20hp healing difference.
Pretty much the bar is splitting in two ways, one the 'standard' Resto/Chan hybrid with GDW instead of Splinter. The other a more anti-condition resto build. Yes, I know, no splinter, but the bars seem to be quite balanced without it.
Channel max, Resto max, Spawning 3 - [great dwarf weapon][ancestor's rage][spirit rift][offering of spirit][life][mend body and soul][spirit light][flesh of my flesh] - Big heals, big damage, use Rift liberally because of the high chance of KD. Extra anti condition is leetsauce.
Resto and Spawn max - [great dwarf weapon][mending grip][weapon of warding][mend body and soul][life][wielder's zeal][wielder's remedy][flesh of my flesh] - Hardcore anti condition, use GDW on attackers, Warding on casters under attack, spam mending grip to keep conditions away.
Thought about [wielders boon] but the healing didn't match Spirit Light, and the anti condition of Mend B&S trumps the 20hp healing difference.
Dr Strangelove
Quote:
Originally Posted by mrbilzor
Cosmic & Strangelove: Thanks much for actually commenting and adding to the discussion. Yours are names I'm starting to recognize and respect in posts.
Pretty much the bar is splitting in two ways, one the 'standard' Resto/Chan hybrid with GDW instead of Splinter. The other a more anti-condition resto build. Yes, I know, no splinter, but the bars seem to be quite balanced without it. Hooray! I'm valued! I'd agree with you on not taking splinter. It's an awesome spell, probably the single most powerful skill available that isn't PvE-only. However, you just can't run both it and GDW effectively. Yes, there are situations where splinter would be better, but microing that as well as managing offensive spells and restoration stuff is just too much to handle.
I've been playing with running spawning power instead of channeling lately with those builds for the bonus duration, but losing AR sucks, and the spawning emanagement options just don't compare to [offering of spirit]. Still it's worth toying with, as AR is really your only channeling skill.
I wouldn't screw around too much with wielder's remedy or mending grip. Mend body and soul or recovery will handle conditions well enough, use those slots for something else. Anyway, it's not like you'll want to dump 10 energy for GDW every time you want to remove a condition. If you really want wielder's zeal (I'd recommend [spirit channeling] instead, crappy as it is) be a little more liberal with the weapon spells. Try adding in vengeful weapon or resilient weapon. Also, you're not using your secondary, so it might be useful to go /mo and add a hex removal.
Pretty much the bar is splitting in two ways, one the 'standard' Resto/Chan hybrid with GDW instead of Splinter. The other a more anti-condition resto build. Yes, I know, no splinter, but the bars seem to be quite balanced without it. Hooray! I'm valued! I'd agree with you on not taking splinter. It's an awesome spell, probably the single most powerful skill available that isn't PvE-only. However, you just can't run both it and GDW effectively. Yes, there are situations where splinter would be better, but microing that as well as managing offensive spells and restoration stuff is just too much to handle.
I've been playing with running spawning power instead of channeling lately with those builds for the bonus duration, but losing AR sucks, and the spawning emanagement options just don't compare to [offering of spirit]. Still it's worth toying with, as AR is really your only channeling skill.
I wouldn't screw around too much with wielder's remedy or mending grip. Mend body and soul or recovery will handle conditions well enough, use those slots for something else. Anyway, it's not like you'll want to dump 10 energy for GDW every time you want to remove a condition. If you really want wielder's zeal (I'd recommend [spirit channeling] instead, crappy as it is) be a little more liberal with the weapon spells. Try adding in vengeful weapon or resilient weapon. Also, you're not using your secondary, so it might be useful to go /mo and add a hex removal.
Cosmic Error
Quote:
Originally Posted by Nightow
Ok, fine whatever. lol; everyone has their way to play and all that jazz. Can we at least agree that both weapon spells are good?
Both weapon spells are AWESOOOME.
samcobra
Quote:
Originally Posted by Nightow
A 20/20 channeling wand and a 20/20 resto focus set is what I usually run
Wow, that's terrible. That pretty much defeats the purpose of having either.
If you're planning to be a pot holder, might as well take caretakers for the Domage. In that case, your primary swap would be a 40/40 resto.
As a rit, you should always have a 40/40 resto set and a 40/40 channelling set and swap between the two when casting appropriate spells*
There's absolutely no reason to bring one of each and it is actually quite retarded
*QQ Arage doesn't get 40/40
If you're planning to be a pot holder, might as well take caretakers for the Domage. In that case, your primary swap would be a 40/40 resto.
As a rit, you should always have a 40/40 resto set and a 40/40 channelling set and swap between the two when casting appropriate spells*
There's absolutely no reason to bring one of each and it is actually quite retarded
*QQ Arage doesn't get 40/40