Knockdown Warrior
Kaiser
Hello Guys! Can you please help me out? I'm trying to make a Knockdown Warrior for general PvP but I can't complete the skills list. So far here are the stats I came up with.
W/E level 20
Hammer Mastery - 16 [dwarven helm + sup hammer mastery rune]
Air Magic - 8
Strength - 10
Devastating Hammer [elite]
Irresistible Blow
Crushing Blow
Heavy Blow
Gale
x
x
x
- And also... KD Warriors don't have self-healing skills?
W/E level 20
Hammer Mastery - 16 [dwarven helm + sup hammer mastery rune]
Air Magic - 8
Strength - 10
Devastating Hammer [elite]
Irresistible Blow
Crushing Blow
Heavy Blow
Gale
x
x
x
- And also... KD Warriors don't have self-healing skills?
Myodato
x Sprint
x Frenzy
x Res Sig
The Warriors best friends.
I would also recommend considering switching Gale for Shock, to leave you next to them for a handy Crushing Blow combo.
x Frenzy
x Res Sig
The Warriors best friends.
I would also recommend considering switching Gale for Shock, to leave you next to them for a handy Crushing Blow combo.
audioaxes
but id imagine gale will be hard to keep doing as i like to store up +15 energy for a knock down chain making sure i have frenzy up and crushing while slipping in an irresistable at the end with irresistable/frenzy/crushing/sprint being pretty heavy on your limited mana
also make sure you have a zealous hilt
and no as with all warriors its hard to have sufficient self healing while still packing a punch, you could bring healing sig but i often finds that it is not enough to keep me alive if someone is focused on me
however i have had a surprising amount of success going into CA as a warrior with absolutely no defense
also make sure you have a zealous hilt
and no as with all warriors its hard to have sufficient self healing while still packing a punch, you could bring healing sig but i often finds that it is not enough to keep me alive if someone is focused on me
however i have had a surprising amount of success going into CA as a warrior with absolutely no defense
Taurus
5 air / 11 earth / 12 ( 16 ) hammer / 4 ( 5 ) strength
Dev hammer / Crushing blow / Irr blow / Heavy Blow / AS / Gale / Srpint / Ress sig
I always used this KD/AS warr, runs outta nrgy way too easily but works.
Dev hammer / Crushing blow / Irr blow / Heavy Blow / AS / Gale / Srpint / Ress sig
I always used this KD/AS warr, runs outta nrgy way too easily but works.
Yukito Kunisaki
Use Hammer Bash instead of Heavy Blow.
If the enemy dodges, blocks, or removes the weakness from your Devastating Hammer, your ENTIRE combo gets ruined. With hammer bash, you can still get a 2nd chance to knockdown as well as land Crushing blow afterward.
The damage Heavy blow does will only kill incompetents who don't know how to avoid getting hit or remove weakness.
If killing idiots is your thing, then so be it.
If the enemy dodges, blocks, or removes the weakness from your Devastating Hammer, your ENTIRE combo gets ruined. With hammer bash, you can still get a 2nd chance to knockdown as well as land Crushing blow afterward.
The damage Heavy blow does will only kill incompetents who don't know how to avoid getting hit or remove weakness.
If killing idiots is your thing, then so be it.
audioaxes
no use what you like and quit talking as if hammer bash is absolutely superior than hammer bash
Bane of Mortality
My KD/AS war
W/E
Attributes:
Hammer Mastery: 14 (11+1)
Strength: 8 (6+1+1)
Earth Magic: 12
Air Magic: 2 (might be one)
Skills:
Flurry or "For Great Justice" (Adreniline)
Backbreaker (4 second knockdown, 5 with stonefist gauntlets)
Crushing Blow (Nice health reduction)
Aftershock (Around 150 dmg)
Whirlwind (For when you're swarmed by warriors, combo with aftershock)
Bull's Strike (You just KNOW that the monks are gonna try to run, dont you?)
Sprint (For chasing down monks)
Rez sig (Of course)
I personally prefer Backbreaker over Devastating hammer because in PvP, once I can get someone on the ground they stay down. The attacks used to build adreniline+Deep Wound+Aftershock can normally finish anybody off.
W/E
Attributes:
Hammer Mastery: 14 (11+1)
Strength: 8 (6+1+1)
Earth Magic: 12
Air Magic: 2 (might be one)
Skills:
Flurry or "For Great Justice" (Adreniline)
Backbreaker (4 second knockdown, 5 with stonefist gauntlets)
Crushing Blow (Nice health reduction)
Aftershock (Around 150 dmg)
Whirlwind (For when you're swarmed by warriors, combo with aftershock)
Bull's Strike (You just KNOW that the monks are gonna try to run, dont you?)
Sprint (For chasing down monks)
Rez sig (Of course)
I personally prefer Backbreaker over Devastating hammer because in PvP, once I can get someone on the ground they stay down. The attacks used to build adreniline+Deep Wound+Aftershock can normally finish anybody off.
Son of Urza
If all you really want is permanent knockdown, dev hammer+hammer bash/heavy blow+stoning is the way to go. You can keep someone on the ground for a long time with that, and if they try to block your attacks, just irresistible blow them and watch them fall. Also, you can also go w/mo for KD warrior, as a certain smiting skill, Holy Strike, can deal about 80 armor ignoring damage to knocked down targets for only 5 energy with only 9 or so in the attribute.
audioaxes
Quote:
Originally Posted by Son of Urza
If all you really want is permanent knockdown, dev hammer+hammer bash/heavy blow+stoning is the way to go. You can keep someone on the ground for a long time with that, and if they try to block your attacks, just irresistible blow them and watch them fall. Also, you can also go w/mo for KD warrior, as a certain smiting skill, Holy Strike, can deal about 80 armor ignoring damage to knocked down targets for only 5 energy with only 9 or so in the attribute.
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Buried_Flame
I dont know much about KD warriors, as i am still kind of a noob, but i thouht a KD warrior would use earth magic. it just seem logical to me beacause they have things to damage knocked down targets.
The Muffen Man
Ok Ive been playing warrior from the start so i know what Im talking about.
Hammer warrior for almost as long, what you need is this:
Warrior Ranger
glads+stonefists+knightsboot
zelous hammer of fortitude 15 over 50+furious hammer of fortitude in stance
sprint
tigers fury
devastating hammer
crushing blow
mighty blow
heavy blow
wild blow
rez
16 hammer
10 strength
9 best mastery
good luck
Hammer warrior for almost as long, what you need is this:
Warrior Ranger
glads+stonefists+knightsboot
zelous hammer of fortitude 15 over 50+furious hammer of fortitude in stance
sprint
tigers fury
devastating hammer
crushing blow
mighty blow
heavy blow
wild blow
rez
16 hammer
10 strength
9 best mastery
good luck
Murder In China
Quote:
Originally Posted by audioaxes
no use what you like and quit talking as if hammer bash is absolutely superior than hammer bash
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djfatben
Quote:
Originally Posted by Murder In China
???
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Murder In China
Just checking. lol
Banebow
Devastating Hammer {E}
Crushing Blow
Irresistible Blow
Hammer Bash
Frenzy
Sprint
Blackout
Res Signet
Powerful damage, long knockdown time, extra "locked" time (use blackout as they stand up from hammer bash)
Or, if you prefer to keep the ability to build up adrenaline, use gale instead of blackout.
Heavy blow is really not as good as hammer bash. To many people see the bonus damage and think "omg, uber knockdown". It is conditional, and placing conditions on when you can get the effect from your skill is bad. You will probably never use either one without first using devastating hammer, so adrenaline charge time is irrelevant. But, as has been said, what happens when devastating hammer misses or if a monk hits martyr right after you apply that weakness? That's right, your chain is broken. Just as the assassin would have been stronger if he did not have to chain his attacks in a certain order, the hammer warrior is also.
Crushing Blow
Irresistible Blow
Hammer Bash
Frenzy
Sprint
Blackout
Res Signet
Powerful damage, long knockdown time, extra "locked" time (use blackout as they stand up from hammer bash)
Or, if you prefer to keep the ability to build up adrenaline, use gale instead of blackout.
Heavy blow is really not as good as hammer bash. To many people see the bonus damage and think "omg, uber knockdown". It is conditional, and placing conditions on when you can get the effect from your skill is bad. You will probably never use either one without first using devastating hammer, so adrenaline charge time is irrelevant. But, as has been said, what happens when devastating hammer misses or if a monk hits martyr right after you apply that weakness? That's right, your chain is broken. Just as the assassin would have been stronger if he did not have to chain his attacks in a certain order, the hammer warrior is also.
Robster Lobster
I was in a Tombs Group recently with 2 W/E running Earth Shaker and Aftershock, worked very well.
Xasew
Behold the most basic hammer build invented ages ago:
Frenzy
Devastating
Crushing
Mighty
Hammer Bash
Irresistible
Sprint
Res Sig
Frenzy
Devastating
Crushing
Mighty
Hammer Bash
Irresistible
Sprint
Res Sig