Hello everybody! After reading Kyraith Mentara's Duelist-Build I decided to write my own build, it's my first build at all and I'm quite new to Guildwars. I played one Betaweekend now and tried some classes and Kyraith build gave me an inspiration about a new, maybe better R/W build! Since it's my first ones please correct me if anything won't work well in it!
Attributes:
-Hammer Mastery: 11
-Wilderness Survival: 10
-Expertice: 10
(Without equipments!)
I had the following choices:
Hammer Mastery 12 / Wilderness Survival 10/ Expertice 8 and
Hammer Mastery 11 / Wilderness Survival 10 / Expertice 10
I by myself would prefer the 2nd ones, I had around 5 Attribute-Points left in the first choice and only 1 left in the 2nd ones and an overall of 1 more Attribute-Point in Expertice, but everybody should keep it the way he wants it to be...
Skills:
-Crushing Blow:
If this attack hits, you strike for 1-16 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 5-17 seconds.
-Belly Smash:
If this attack strikes a foe who is on the ground, the resulting dust cloud will Blind nearby foes for 3-9 seconds.
-Heavy Blow:
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for 1-24 more damage.
-Staggering Blow:
If this hammer blow hits, target will suffer from weakness for 5-17 seconds.
-Flourish {Elite}:
All of your attack skills become recharged. You gain 5 Energy for each skill recharged by Flourish.
-Apply Poison:
For 12 seconds, enemies struck by your attacks become poisoned for 3-13 seconds.
-Serpent's Quickness:
For 15-27 seconds, recharge times for your skills are lowered 33%. Serpent's Quickness ends if your health drops below 50%
-Troll Unguent:
For 10 seconds, you gain health regeneration +3-9
Equipment:
Well, most of the equipment doesn't really matter in my view so it's up to you what kind of armor you wear or what runes you equip, the only recommended equipments are the following ones:
Weapon1: Hammer - Best Avaible
Weapon2: Sword/Shield - Anyones since they won't be used alot
Helmet: Dwarven Helmet - I can't remember the name for sure but it adds +1 to Hammer Mastery
The rest is up to you!
The build:
Well now the deal:
Hammer-Skills got a badass delay and they take longer than most other Warrior-Skills to recharge but thats why we got Flourish! Flourish? Hm?? This skill isn't working with Hammers!! Well, all you gotta do now is spam your Hammer-Skills in the order you want to inflict the most possible damage to your opponent, now you gotta react fast and switch weapons while combat to Sword/Shield, use Flourish and switch back and start spamming your skills again!! You should be able to repeate this up to 3 times and if you add poison-damage to your hammer you'll inflict even more damage and he should go down pretty fast. The skillbuild is just an example! You may add different skills too if you got any problems with them but Apply Poison and Troll Unguent could be pretty usefull!
This is just a raw build and I'll edit it if needed, I'd be glad about feedback since this is my first build! I by myself don't like Warriors too much but it SHOULD be quite usefull for those who want to give a R/W a try. Thanks in advance for taking the time to read my guide and leave any comments to it!
~Taranis
PS: Sorry for my english, englishs not my motherlanguage but i did my best!
Ranger/Warrior Part II
Taranis
Rellok
1. Flourish now works reguardless of weapon equipped.
2. Your skill spamming looks something like this
Staggering Blow 5E
Heavy Blow 6A
Belly Smash or Crushing Blow both 5E
Flourish 5E
Belly Smash and Crushing Blow both deal their extras if you have a knocked down foe. Since you only have one way to knock down a foe, one of they may be wasted untill you have the gauntlets that keep people down longer. Even then your 1 on 1 combo is really 3 hits long.
Heavy blow is number 2 in your combo list and it takes 6A to charge up. Without that you won't knock anyone down, and since you will have to hit 6 times (1.66s/attack) that's a minimum of 9 seconds before you could even use it, and 6 attacks, or 2 full cycles of your attacking. This is problematic.
Serpents Quickness affects only skills that take energy, which you are recharging with flourish anyway. This will allow you to use flourish more often, but I don't think you will make it very far since you need to use 3 attack skills between flourishes to maintain energy levels.
I would suggest looking only at the energy skills, or at least getting another one to use in your combos. I would ditch serpents quickness in favor of a stance that either added attack speed and blocking or evading or increased adrenaline if you want to keep adrenaline attacks (i.e. lightning reflexes, or beserker stance). Look at Irresistable Blow, or Power Attack or something.
There are a lot of things put in place to keep hammer warriors in check, elite tags, cooldowns, high adrenaline, etc. There are ways around some of them, but it's pretty difficult to be able to spam a great combo with a hammer warrior, you will pretty much need regular attacks in there.
Matt
2. Your skill spamming looks something like this
Staggering Blow 5E
Heavy Blow 6A
Belly Smash or Crushing Blow both 5E
Flourish 5E
Belly Smash and Crushing Blow both deal their extras if you have a knocked down foe. Since you only have one way to knock down a foe, one of they may be wasted untill you have the gauntlets that keep people down longer. Even then your 1 on 1 combo is really 3 hits long.
Heavy blow is number 2 in your combo list and it takes 6A to charge up. Without that you won't knock anyone down, and since you will have to hit 6 times (1.66s/attack) that's a minimum of 9 seconds before you could even use it, and 6 attacks, or 2 full cycles of your attacking. This is problematic.
Serpents Quickness affects only skills that take energy, which you are recharging with flourish anyway. This will allow you to use flourish more often, but I don't think you will make it very far since you need to use 3 attack skills between flourishes to maintain energy levels.
I would suggest looking only at the energy skills, or at least getting another one to use in your combos. I would ditch serpents quickness in favor of a stance that either added attack speed and blocking or evading or increased adrenaline if you want to keep adrenaline attacks (i.e. lightning reflexes, or beserker stance). Look at Irresistable Blow, or Power Attack or something.
There are a lot of things put in place to keep hammer warriors in check, elite tags, cooldowns, high adrenaline, etc. There are ways around some of them, but it's pretty difficult to be able to spam a great combo with a hammer warrior, you will pretty much need regular attacks in there.
Matt
Mss Drizzt
Get a Black Bear it will do the knock down for u. Or the Rouge Bull.
grimmolly
Try changing wilderness survival to strength as this also improves armor penetration. This is just an example, since I don't have time to analyze the absolute best skills right now.
Crude Swing - Attack all adjacent foes. Each foe you hit is struck for 1-8 more damage. This action is easily interrupted.
Crushing Blow - If this attack hits, you strike for 1-16 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 5-17 seconds.
Staggering Blow - If this hammer blow hits, target will suffer from weakness for 5-17 seconds.
Belly Smash - If this attack strikes a foe who is on the ground, the resulting dust cloud will Blind nearby foes for 3-9 seconds.
Bull's Strike - If this attack hits a fleeing foe, you strike for 5-25 more damage, and your target is knocked down.
Flourish {E} - All of your attack skills become recharged. You gain 5 Energy for each skill recharged by Flourish.
Replace Serpent's Quickness with Sprint
Replace Troll Unguent with Endure Pain - For 7-12 seconds you gain an additional 90-258 health.
Any one of those could be subbed for Power Attack, if you want more damage and fewer situational conditions. In fact, it's probably a better choice than Crude Swing if you're not getting attacked by multiple melee foes.
Bull's Strike might handle fleeing foes, but Sprint is helpful if you're focus fired.
Crude Swing - Attack all adjacent foes. Each foe you hit is struck for 1-8 more damage. This action is easily interrupted.
Crushing Blow - If this attack hits, you strike for 1-16 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 5-17 seconds.
Staggering Blow - If this hammer blow hits, target will suffer from weakness for 5-17 seconds.
Belly Smash - If this attack strikes a foe who is on the ground, the resulting dust cloud will Blind nearby foes for 3-9 seconds.
Bull's Strike - If this attack hits a fleeing foe, you strike for 5-25 more damage, and your target is knocked down.
Flourish {E} - All of your attack skills become recharged. You gain 5 Energy for each skill recharged by Flourish.
Replace Serpent's Quickness with Sprint
Replace Troll Unguent with Endure Pain - For 7-12 seconds you gain an additional 90-258 health.
Any one of those could be subbed for Power Attack, if you want more damage and fewer situational conditions. In fact, it's probably a better choice than Crude Swing if you're not getting attacked by multiple melee foes.
Bull's Strike might handle fleeing foes, but Sprint is helpful if you're focus fired.
Davion
I think you may also want to compare your build with this one. Very similar.
http://www.guildwarsguru.com/content...nvil-id1185php
http://www.guildwarsguru.com/content...nvil-id1185php
grimmolly
While the hammer and anvil build is very similar, I'd point out that charm animal appears to be a "zero cost skill" and therefore doesn't need beastmastery at all. One can easily throw a fifth attack skill and heal into the mix. I should've added charm animal to my build.