I am a warrior and i am having a little trouble deciding what heros to bring.
I am interested in trying an RoJ build that suits a war/tank character.
Atm i run a necro with the usual MoP and barbs with splinter wep and what not.
I have most elite mainly run either DS/SY spam or a HB build of mine.
I am just wondering what set up would be the fastest and most efficient way for me to kill stuff.
ATM i am trying to get Guardian and prot for all campaigns so ill need HM and NM suggestions if possible
Thanks guys ill be sure to look at all your suggestions
Suggestions for a Warrior
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For a Roj build to go with a warrior, try something like these:
[Castigation Signet][Ray of Judgment][Reversal of Damage][Smiter's Boon][Smite Condition][Divine Healing][Balthazar's Aura][Glyph of Lesser Energy]
[Castigation Signet][Ray of Judgment][Reversal of Damage][Smiter's Boon][Smite Hex][Divine Healing][Power Drain][Resurrection Chant]
...and a N/Mo MM bomber with PS and 5 points to curse for enfeebling blood.
[Castigation Signet][Ray of Judgment][Reversal of Damage][Smiter's Boon][Smite Condition][Divine Healing][Balthazar's Aura][Glyph of Lesser Energy]
[Castigation Signet][Ray of Judgment][Reversal of Damage][Smiter's Boon][Smite Hex][Divine Healing][Power Drain][Resurrection Chant]
...and a N/Mo MM bomber with PS and 5 points to curse for enfeebling blood.
For a Warrior, I strongly suggest Sabway. It has much more synergy with physicals than RoJway.
Quote: Originally Posted by Sab
This is a three-hero team build which I've used to complete much of Hard Mode - namely Guardian, Vanquishing (including 4-man), and dungeons. Small variations are needed for each area, but the three basic templates are resilient and versatile enough to tackle most zones.
As the player, I recommend bringing some sort of damage. If you happen to play a build that overlaps with any of the heroes, then consider switching out that hero for a damage-dealer. I'll leave it to you to make a bar for that.
Hard mode is generally completable with a two-monk backline (the N/Rt Resto counting as a Monk). For unfamiliar or more difficult zones, you can sacrifice an offensive character for a third Monk. Fill up the rest of the henchmen slots with Warriors and Eles.
If you're playing with a friend, I suggest he/she bring some physicals to take advantage of Barbs/Splinter. Paragons are ideal, and a Broad Head Ranger is excellent for caster shutdown. I don't have a 6-hero build planned out, so again I leave it up to you to make those bars.
I'll be maintaining this thread and updating it from time to time. Feel free to ask questions here or PM me ingame (not on Guru because my inbox is full).
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8-man version
N/Rt Curses
[build prof=N/Rt sou=8+1 cur=12+1+1 cha=10 res=2][Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Defile Defenses][Splinter Weapon][Signet of Lost Souls][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Curses wand, 20/20 Curses offhand.
The SS Necro is a toolbox character, with strong physical support, AoE debuffs and a decent hard res.
If you don't mind a bit of micro, consider bringing Rigor Mortis instead of Defile Defenses. It's best to keep Rigor and the enchantment removal disabled so it's available when you need it (otherwise the heroes will use it on random targets). Mark of Pain, Insidious Parasite or Reckless Haste is also a good option for this slot.
Rip is interchangeable with Rend Enchantments.
Barbs enables the melee henchmen and minions to blow up targets. Heroes tend to use Barbs almost on recharge, so ping key targets, especially if you're playing a physical yourself.
Don't forget the bar isn't secondary-specific. For Frostmaw's Burrows, for example, I used N/Me with Inspired/Revealed Hex to deal with Wurm Bile, and slotted Splinter on the Resto healer.
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N/Rt Healer
[build prof=N/Rt sou=12+1+1 res=12][Weapon of Remedy][Weapon of Warding][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][Foul Feast][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Resto wand, 20/20 Resto offhand.
Standard N/Rt Resto Healer, combining powerful bars-go-up with strong party healing, and the option to function as a hybrid heal/support character.
I sometimes replace WoR or Foul Feast with a second copy of Splinter (i.e. one here and one on the SS). On occasions where the hench Monks are adequate and I don't need a third healer, I run a Motigon or a Cruel Spear Paragon in place of this character.
Be sure not to overlap Foul Feast with the MM if you're running the second MM build.
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N/Mo Jagged Bomber, Main Build
[build prof=N/Mo death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Putrid Bile][Death Nova][Protective Spirit][Aegis][Signet of Lost Souls][/build]
Variant:
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Bone Minions][Death Nova][Putrid Bile][Infuse Condition][Foul Feast][Dwayna's Sorrow][Signet of Lost Souls][/build]
Insignias: Bloodstained on hands, Tormentor's, Minion Master's or Survivors on the rest.
Equipment: 40% HCT, 20% longer enchanting Death staff.
The Jagged Bomber turns a constant stream of dying minions into energy for all three Necros.
The minions double as defensive wall, drawing damage away from party members. Shambling + Fiends can tank and do more damage, while Bone Minions are better to bomb with Death Nova. Play with both and decide which summons you prefer.
If you're not running Save Yourselves!, a user-controlled Protective Spirit is the best thing you can bring to Hard Mode as it saves you from big damage. Ideally you want to keep Prot Spirit disabled and micro it only when it's needed, but the hero tends to have enough energy you can let him run wild with it. The hero will not use Prot Spirit on minions unless all party members are at full health.
I typically find hex removal to be useless on heroes for a couple of reasons, the main reason being that hexes in PvE are generally non-threatening. While there are zones with dangerous hexes, heroes cannot prioritize removing those over junk hexes. However, if you do need hex removal, this character is where you'd slot them in.
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For 4-Man areas, ideally you should bring a source of Daze, as this will help take down enemy Monks in a fraction of the time. Knockdowns and hex shutdown can also fill in this role. Else, bring damage, or if you're a healer, replace the N/Rt with damage-dealer of your choice.
4-Man version
[build prof=N/Rt sou=10+1 cur=12+1+1 res=8][Spiteful Spirit][Insidious Parasite][Enfeeble][Barbs][Rip Enchantment][Weapon of Warding][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Rt sou=12+1+1 res=12][Reaper's Mark][Weapon of Warding][Mend Body and Soul][Spirit Light][Blind was Mingson][Life][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Death Nova][Patient Spirit][Dwayna's Sorrow][Cure Hex][Signet of Lost Souls][/build]
Quote: Originally Posted by Sab
This is a three-hero team build which I've used to complete much of Hard Mode - namely Guardian, Vanquishing (including 4-man), and dungeons. Small variations are needed for each area, but the three basic templates are resilient and versatile enough to tackle most zones. As the player, I recommend bringing some sort of damage. If you happen to play a build that overlaps with any of the heroes, then consider switching out that hero for a damage-dealer. I'll leave it to you to make a bar for that.
Hard mode is generally completable with a two-monk backline (the N/Rt Resto counting as a Monk). For unfamiliar or more difficult zones, you can sacrifice an offensive character for a third Monk. Fill up the rest of the henchmen slots with Warriors and Eles.
If you're playing with a friend, I suggest he/she bring some physicals to take advantage of Barbs/Splinter. Paragons are ideal, and a Broad Head Ranger is excellent for caster shutdown. I don't have a 6-hero build planned out, so again I leave it up to you to make those bars.
I'll be maintaining this thread and updating it from time to time. Feel free to ask questions here or PM me ingame (not on Guru because my inbox is full).
---------
8-man version
N/Rt Curses
[build prof=N/Rt sou=8+1 cur=12+1+1 cha=10 res=2][Spiteful Spirit][Enfeebling Blood][Barbs][Rip Enchantment][Defile Defenses][Splinter Weapon][Signet of Lost Souls][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Curses wand, 20/20 Curses offhand.
The SS Necro is a toolbox character, with strong physical support, AoE debuffs and a decent hard res.
If you don't mind a bit of micro, consider bringing Rigor Mortis instead of Defile Defenses. It's best to keep Rigor and the enchantment removal disabled so it's available when you need it (otherwise the heroes will use it on random targets). Mark of Pain, Insidious Parasite or Reckless Haste is also a good option for this slot.
Rip is interchangeable with Rend Enchantments.
Barbs enables the melee henchmen and minions to blow up targets. Heroes tend to use Barbs almost on recharge, so ping key targets, especially if you're playing a physical yourself.
Don't forget the bar isn't secondary-specific. For Frostmaw's Burrows, for example, I used N/Me with Inspired/Revealed Hex to deal with Wurm Bile, and slotted Splinter on the Resto healer.
----------
N/Rt Healer
[build prof=N/Rt sou=12+1+1 res=12][Weapon of Remedy][Weapon of Warding][Mend Body and Soul][Spirit Light][Protective Was Kaolai][Life][Foul Feast][Death Pact Signet][/build]
Insignias: Tormenter's or Survivor's on all.
Equipment: 20/20 Resto wand, 20/20 Resto offhand.
Standard N/Rt Resto Healer, combining powerful bars-go-up with strong party healing, and the option to function as a hybrid heal/support character.
I sometimes replace WoR or Foul Feast with a second copy of Splinter (i.e. one here and one on the SS). On occasions where the hench Monks are adequate and I don't need a third healer, I run a Motigon or a Cruel Spear Paragon in place of this character.
Be sure not to overlap Foul Feast with the MM if you're running the second MM build.
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N/Mo Jagged Bomber, Main Build
[build prof=N/Mo death=12+1+3 sou=9+1 pro=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Putrid Bile][Death Nova][Protective Spirit][Aegis][Signet of Lost Souls][/build]
Variant:
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Bone Minions][Death Nova][Putrid Bile][Infuse Condition][Foul Feast][Dwayna's Sorrow][Signet of Lost Souls][/build]
Insignias: Bloodstained on hands, Tormentor's, Minion Master's or Survivors on the rest.
Equipment: 40% HCT, 20% longer enchanting Death staff.
The Jagged Bomber turns a constant stream of dying minions into energy for all three Necros.
The minions double as defensive wall, drawing damage away from party members. Shambling + Fiends can tank and do more damage, while Bone Minions are better to bomb with Death Nova. Play with both and decide which summons you prefer.
If you're not running Save Yourselves!, a user-controlled Protective Spirit is the best thing you can bring to Hard Mode as it saves you from big damage. Ideally you want to keep Prot Spirit disabled and micro it only when it's needed, but the hero tends to have enough energy you can let him run wild with it. The hero will not use Prot Spirit on minions unless all party members are at full health.
I typically find hex removal to be useless on heroes for a couple of reasons, the main reason being that hexes in PvE are generally non-threatening. While there are zones with dangerous hexes, heroes cannot prioritize removing those over junk hexes. However, if you do need hex removal, this character is where you'd slot them in.
----------
For 4-Man areas, ideally you should bring a source of Daze, as this will help take down enemy Monks in a fraction of the time. Knockdowns and hex shutdown can also fill in this role. Else, bring damage, or if you're a healer, replace the N/Rt with damage-dealer of your choice.
4-Man version
[build prof=N/Rt sou=10+1 cur=12+1+1 res=8][Spiteful Spirit][Insidious Parasite][Enfeeble][Barbs][Rip Enchantment][Weapon of Warding][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Rt sou=12+1+1 res=12][Reaper's Mark][Weapon of Warding][Mend Body and Soul][Spirit Light][Blind was Mingson][Life][Signet of Lost Souls][Death Pact Signet][/build]
[build prof=N/Mo death=12+1+3 sou=9+1 hea=9][Jagged Bones][Animate Shambling Horror][Animate Bone Fiend][Death Nova][Patient Spirit][Dwayna's Sorrow][Cure Hex][Signet of Lost Souls][/build]
For a melee character I quite like:
[build prof=E/Mo energy=12+1+2 smiting=10 prot=6 heal=6][Ether Renewal][Aura of Restoration][Zealot's Fire][Draw Conditions][Smite Hex][Protective Spirit][Infuse][Strength of Honor][/build]
Keeps you upright, conditions off you and allows you to spam frenzy on recharge with prot spirit bouncing around.
[build prof=E/Mo energy=12+1+2 smiting=10 prot=6 heal=6][Ether Renewal][Aura of Restoration][Zealot's Fire][Draw Conditions][Smite Hex][Protective Spirit][Infuse][Strength of Honor][/build]
Keeps you upright, conditions off you and allows you to spam frenzy on recharge with prot spirit bouncing around.
Quote:
Originally Posted by ac1inferno
For a Warrior, I strongly suggest Sabway. It has much more synergy with physicals than RoJway.
Actually it works surprisingly well with RoJway too. I miss the barbs and Splinter Weapon from sabway but AoE damage from [[balthazar's aura] and [[Ray of Judgment] kill very quickly even in HM.
Quote:
Originally Posted by marmar256
I am interested in trying an RoJ build that suits a war/tank character.
http://www.guildwarsguru.com/forum/s...php?t=10317368
_For thought.
Quote:
_For thought.
Quote:
|
Originally Posted by marmar256
I am just wondering what set up would be the fastest and most efficient way for me to kill stuff.
Since you're interested in HM, you might want to roll discord heroes on your phys. Its dual requirement can be met with [asuran scan][withering aura]; the latter equipped to one of the nec heroes. I'd also ditch the DS/SY spammer for a [warriors endurance] scythe or [earth shaker] war as mentioned above. |
Quote:
Originally Posted by Daesu
There is no one single discordway build and because there are so many variants they range from superior, and much better than sabway quality, to the really crappy.
Discord only needs someone providing the conditions (and sometimes hexes) to be effective. The few times I'v seen it fail involved poor calls, misjudgement of enemy builds, or when people try to leave discord's requirement fulfillments solely up to the heroes.
Quote: Originally Posted by marmar256
Quote: Originally Posted by marmar256
Yeh i would like to know what discord build you are talking about
If you're looking for templates, there are tons of threads/builds posted on this site for discord team setups and the like. As always, your builds will be dictated by the opposition and your own preferences; thus, the tendancy for variation in discord builds increases. I usually run alterations of a set of my guildy's builds, as shown in this thread:
http://www.guildwarsguru.com/forum/s...php?t=10321473
Obviously, there's no [withering aura]. That's where variations come into play. With exception to the splinter wep carrier, you don't even have to roll n/rt's. N/mo discords running heal or prot support are quite useful. [Patient Spirit][cure hex] or [protective spirit][shield of absorption] being key skills.
[N/Rt;OAhjUsGqoSJXYMfBjBKgHVxMVVA]
[N/Rt;OAhjUwGZYSJXTOSToBKgHVxMVVA]
[N/Rt;OAhjUwGZYSjTTOST4BKgHVxMVVA]
Sometimes I'll throw in one of these as needed; note that it doesn't hold discord:
[N/Mo;OANSY4HTcatE1DaRzECEJgVVA]
http://www.guildwarsguru.com/forum/s...php?t=10321473
Obviously, there's no [withering aura]. That's where variations come into play. With exception to the splinter wep carrier, you don't even have to roll n/rt's. N/mo discords running heal or prot support are quite useful. [Patient Spirit][cure hex] or [protective spirit][shield of absorption] being key skills.
[N/Rt;OAhjUsGqoSJXYMfBjBKgHVxMVVA]
[N/Rt;OAhjUwGZYSJXTOSToBKgHVxMVVA]
[N/Rt;OAhjUwGZYSjTTOST4BKgHVxMVVA]
Sometimes I'll throw in one of these as needed; note that it doesn't hold discord:
[N/Mo;OANSY4HTcatE1DaRzECEJgVVA]
S
You have two choices depending on your playstyle:
1) If you like to be a normal melee warrior and have a hero setup that relies on training melee/physical then run Sabway.
2) If you want to kill extremely fast but dont really care ab out poking stuf wih your sword run Discord but make sure to run it with a caller oherwise it doesnt work very well.
Quote: Originally Posted by daze
1) If you like to be a normal melee warrior and have a hero setup that relies on training melee/physical then run Sabway.
2) If you want to kill extremely fast but dont really care ab out poking stuf wih your sword run Discord but make sure to run it with a caller oherwise it doesnt work very well.
Quote: Originally Posted by daze
Id say either RoJ monkway or sabway. [order of pain] or [barbs] or [splinter weapon] or [asuran scan] is too sexy to ignore so you may like sabway or a modified version.
You forgot [Dark Fury], absolutely amazing when charging anything adrenalline based and [order of pain] usually turns into skill slot waste unless you have 3+ dps orientated physicals in your party which is rare in H/H so it just distracts your hero from using [dark fury].
S
