Hi,
I was thinking of a Warrior/Ranger build similar to this (for PvP):
Quote:
Attribute Calculator Character DumpWarrior/Ranger build
paucularum regis
Class: Warrior / Ranger
Assumed items:
+1 to Strength
+4 to Axe Mastery
+1 to Tactics
Attributes: (cost)
Strength: 3+1 (6)
Axe Mastery: 12+4 (97)
Tactics: 9+1 (48)
Wilderness Survival: 9 (48)
Total attribute points used: 199/200
Skills:
1) Eviscerate (elite) - (7a,0,0) If Eviscerate hits, you strike for +32 damage and inflict a deep wound, lowering your target's maximum health by 20% for 21 seconds. This is an elite skill.
2) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +10 damage, and that foe becomes crippled.
3) Penetrating Blow - (5a,0,0) This axe attack has 50% armor penetration.
4) "Fear Me!" - (4a,0,0) All adjacent foes lose 2 energy.
5) Apply Poison - (15,2,12) For 12 seconds, enemies struck by your physical attacks become poisoned for 11 seconds.
6) Dryder's Defenses - (5,0,60) For 9 seconds, you gain 75% chance to evade attacks and 50 armor against elemental damage.
7) Troll Unguent - (5,3,10) For 10 seconds, you gain health regeneration +8.
8) Nature's Renewal - (5,5,60) Create a level 6 Spirit. For creatures within its range, all enchantments and hexes are removed. For 102 seconds, enchantments and hexes take twice as long to cast. This Spirit dies after 102 seconds.
I will use Eviscerate as a means of inflicting damage and deep wounds. Then I will use Axe Rake to prevent flight.
Penetrating Blow is for extra damage. The skill description above is wrong, it's actually +20% armor penetration and I'd say ~18 extra damage. Would replacing this with Disrupting Chop be a better idea?
Fear Me! is just an awesome energy denial ability, and most of the warriors in my guild will be using this. I think with 10 tactics the skill will achieve -3 energy.
Apply Poison is for extra DPS. It's costly at 15 energy, which is why I only use adrenal attack skills. As I will keep attacking for the duration of the skill, the target will remain poisoned for about 23 seconds. This equals to (8 * 23) = 184 total damage over time; combined with deep wound this should work well.
Dryder's Defenses + Troll Unguent for added defense. Should I switch Dryder's Defenses for a tactics skill? Or something else?
Nature's Renewal for enchantment removal. I used to run a team of Warrior/Monks enchanting each other, so I know how useful this can be, but I'm not sure if this ritual is worth it. Should I use another skill or ritual instead, such as Frozen Soil or Frenzy? Or Antidote Signet to get rid of conditions?
WNxTyphoon
Depending on what PvP you do, you can probably ditch the Troll Unguent in favor of something else just because you'll have a Monk healing you .