Looking for a solid W/MO PVP build
Knowledge Seeker
Well i sorta just started getting into the pvp portion of the game and i was wondering what a good pvp build for a sword w/mo would be
thx
thx
Mister Glue
Just go to the team arenas and mess around with different skills. I'd advise getting a group of people you know to fight with you so they know you may do horribly one fight and be awsome the next.
I would try to advise you on what skills to use, but I've never played a warrior primary, so I'll not.
I would try to advise you on what skills to use, but I've never played a warrior primary, so I'll not.
Ogg
Outside random pve-arenas, go with smiting. Judges Insight does wonders for your damage.
In Random arenas, stick with healing. Everyone needs to be self-sufficient there. Healing Breeze + rez.
Warrior-skills: sever, gash, galrath, final thrust. And something which helps you catch runners.
Some disruption-skill is useful too, to catch those rezzers.
Load up the Paladin-prebuilt, look at it's skills, and then change them around until you find something which you are happy with.
In Random arenas, stick with healing. Everyone needs to be self-sufficient there. Healing Breeze + rez.
Warrior-skills: sever, gash, galrath, final thrust. And something which helps you catch runners.
Some disruption-skill is useful too, to catch those rezzers.
Load up the Paladin-prebuilt, look at it's skills, and then change them around until you find something which you are happy with.
Hyperion
hmm im wondering too...i still need to get galrath strike :P
Brother Mhenlo
where is judges insight found? elite?
The Red Knight
judges + strength of honor. HOnestly i like w/n more for pvp =/
Skyslash
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]
I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.
If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]
I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.
If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
Hyperion
What kind of armour would you reccomend using? also would this build be much different if it was a guild hall gvg match?
ZAFTkirayamato
Sever
Gash
Galrath
Final Thrust
Flurry
Live VIcariously
Strenth of Honor
Judges Insight
You dont need strength since you can use judges insight.
Gash
Galrath
Final Thrust
Flurry
Live VIcariously
Strenth of Honor
Judges Insight
You dont need strength since you can use judges insight.
Tellani Artini
Try maintaining two enchantments at all times and making all your other skills adrenaline-based or signets. Life bond on your healer with balthazar's spirit on yourself would be good.
Hyperion
ok, and recommended attribute distribution? also what kind of armour would one use for these builds
Mango Midget
Quote:
Originally Posted by Brother Mhenlo
where is judges insight found? elite?
Grenditch Courthouse, no.
eagle26
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
The Red Knight
sever artery
gash
savage slash
final thrust
sprint
warriors endurance
judges insite
strength of honor
basic smite/sword w/mo
gash
savage slash
final thrust
sprint
warriors endurance
judges insite
strength of honor
basic smite/sword w/mo
Brother Mhenlo
Quote:
Originally Posted by Skyslash
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]
I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.
If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions. very good choice not to bring healing signet???????????
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]
I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.
If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions. very good choice not to bring healing signet???????????
Ogg
Quote:
Originally Posted by Brother Mhenlo
very good choice not to bring healing signet???????????
Look carefully, you'll see reference to his friend who is w/n, and to six others in team.
That build is not for random pve. It's tombs/GvG-build.
That build is not for random pve. It's tombs/GvG-build.
Enigmatics
Sprint is more versatile then hamstring; if you run it's easier to use, and much less costly energy-wise. As for sever artery, it sucks if you dont throw in gash to take 100 health from their max. Might wanna throw in vigorous spirit, which is better then live vicariously. If you want to use a sword for hundred blades, use strength of honor and or judge's insight for the somewhat effective aoe. Otherwise axes generally do more damage.
Brother Mhenlo
anyone heard of battle stage or rage or something its an elite warrior skill ill look into that
free4all
Quote:
Originally Posted by eagle26
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
Haha. Yeah right! Warriors are good for annoying/killing monks. Why wouldn't someone want that?
Red Locust
If you're gonna go smiting, scourge healing is a very nice addition. Lasts for 30 seconds, and monks are constantly casting healing spells (especially when they're getting lots of heat).
At 60 damage a pop, it really helps your killing efforts. It will most likely end up doing more damage than judge's insight. If you stick to the called target, your team will most likely cover your hex with others, making sure scourge stays on. If he decides to heal himself, he'll be healing for very low numbers, and you should be able to out-damage him easily.
Oh and you should always bring healing signet, no matter where you're at. There is no substitute.
At 60 damage a pop, it really helps your killing efforts. It will most likely end up doing more damage than judge's insight. If you stick to the called target, your team will most likely cover your hex with others, making sure scourge stays on. If he decides to heal himself, he'll be healing for very low numbers, and you should be able to out-damage him easily.
Oh and you should always bring healing signet, no matter where you're at. There is no substitute.
Doof
No warrior should use judges insight, your wasting your time if you do. lasts 15 seconds with 2 second casting time, 10 energy, meanwhile maintaing stregth of honor...
Stregth of honor/hundred blades is nice for pvp, vital blessing/shield of regen for pve
12 sword, 8 str, 10 prot/smite. use sword helm +sup rune, minor str to allow u to use shield, and sup absorb and vigor if possible.
dont use hamstring use sprint, half the energy. galrath, sever, gash and final thrust. Then use for great justice as ur 7th skill.
Stregth of honor/hundred blades is nice for pvp, vital blessing/shield of regen for pve
12 sword, 8 str, 10 prot/smite. use sword helm +sup rune, minor str to allow u to use shield, and sup absorb and vigor if possible.
dont use hamstring use sprint, half the energy. galrath, sever, gash and final thrust. Then use for great justice as ur 7th skill.
Red Locust
Strength of Honor is a waste. If you're looking for a damage boost, go W/E and take a conjure element. They both cost 10 energy, yet strength of honor costs you an arrow of regen and does less damage.
ChoKaBow
Quote:
Originally Posted by eagle26
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
i'd pick up a w/e, but not a w/mo cuz most of them are noobs (most, not all) axe and hammer are better in pvp
Vindexus
Sever Artery
Gash
Galrath Slash
Final Thrust
Battle Rage*
Savage Slash
Hamstring
Res Sig/Restore Life/Rend/Nature's Renewal/Judge's Insight
Gash
Galrath Slash
Final Thrust
Battle Rage*
Savage Slash
Hamstring
Res Sig/Restore Life/Rend/Nature's Renewal/Judge's Insight
Brother Mhenlo
http://www.guildwarsguru.com/forum/s...ad.php?t=29023 please post some warrior suggestions in this i really want this thread to succeed.
Kana Himezaki
Quote:
Originally Posted by free4all
Haha. Yeah right! Warriors are good for annoying/killing monks. Why wouldn't someone want that?
Not necessarily. At higher levels, warriors are completely outshone in damage. It's much easier for monks to heal sustained damage instead of spike, and warriors lose out there as well.
A mesmer is much better for killing/annoying monks, for that matter.
A mesmer is much better for killing/annoying monks, for that matter.
Yukito Kunisaki
posted.
The Red Knight
sigh
10 smite
8+1 strength
12+4 sword
sever
gash
galrath slash
final thrust
savage slash
frenzy
sprint
signet of judgement
boring? yes effective somewhat. war/nec far better
Quote:
Originally Posted by Kana Himezaki
10 smite
8+1 strength
12+4 sword
sever
gash
galrath slash
final thrust
savage slash
frenzy
sprint
signet of judgement
boring? yes effective somewhat. war/nec far better
Quote:
Not necessarily. At higher levels, warriors are completely outshone in damage. It's much easier for monks to heal sustained damage instead of spike, and warriors lose out there as well.
A mesmer is much better for killing/annoying monks, for that matter.
Yes tell that to my 118 damage eviscerate >=/ 98 damage penetrating blow and always ready disrupting chop
A mesmer is much better for killing/annoying monks, for that matter.
Yes tell that to my 118 damage eviscerate >=/ 98 damage penetrating blow and always ready disrupting chop
Racthoh
I think I have created one of the most annoying builds to PvP against that doesn't involve running around for hours on end. From what I've tested in the random arenas, it has worked out quite well.
Gladiator's Defense
Mend Ailment
Resurrect
Shield Stance
Galrath Slash
Bonetti's Defense
Healing Signet
Thrill of Victory
Strength - 3 + 1
Sword - 12 + 1
Tactics - 12 + 4
159 Healing Signet makes degeneration a waste, and too few attempt to interrupt it. 3 Stances is immortality against warriors/rangers (I've encountered one that used Warrior's Cunning but it mattered not). I deal decent damage (60+ with Galrath and 70+ with Thrill on average).
Air spikers, some mesmers, and ward against melee are about the only things that I've encountered as difficult to beat. Mind you that is only after the battle is pretty much lost anyway.
I carry two swords. One that has +7 vs. physical, and another with +5 armor. +5 against ele heavy teams, and the +7 vs warrior/ranger heavy teams.
Gladiator's Defense
Mend Ailment
Resurrect
Shield Stance
Galrath Slash
Bonetti's Defense
Healing Signet
Thrill of Victory
Strength - 3 + 1
Sword - 12 + 1
Tactics - 12 + 4
159 Healing Signet makes degeneration a waste, and too few attempt to interrupt it. 3 Stances is immortality against warriors/rangers (I've encountered one that used Warrior's Cunning but it mattered not). I deal decent damage (60+ with Galrath and 70+ with Thrill on average).
Air spikers, some mesmers, and ward against melee are about the only things that I've encountered as difficult to beat. Mind you that is only after the battle is pretty much lost anyway.
I carry two swords. One that has +7 vs. physical, and another with +5 armor. +5 against ele heavy teams, and the +7 vs warrior/ranger heavy teams.