my successful war and me build
Meimei
Days and days i've tried war/me, war/mo, war/e, war/ne and finally figured out this war/ne build. It's incredibly insane, but it is extremely dangerous and require highly player skill and experience.
War/ne
Hammer 12 + 1 + 2
Strength 12 + 1
Curse 3
Devastating Hammer {Elite} - Hammer Attack
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 20 seconds.
Mighty Blow - Hammer Attack
This attack deals 30 more damage if it hits.
Heavy Blow - Hammer Attack
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for 30 more damage.
Crushing Blow - Hammer Attack
If this attack hits, you strike for 20 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 20 seconds.
Warrior's Cunning - Skill
For 10 seconds your melee attacks cannot be blocked or evaded.
Frenzy - Stance
For 8 seconds, you attack 33% faster, but take double damage.
Rend Enchantments - Spell
Target foe loses 4 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Res Signet - Signet
This build is directly toward any none warriors, specially monks. 1st your goal is to charge 7 adrenalines. You want search for easy hit target, even warriors (dont say im a newb cause my goal is to gain full adrenaline as fast as possible) just to get 7 adrenalines. You can use frenzy to speed up your charging speed, but u have to be VERY CAREFUL, only if u are not being target. Once you get full adrenalines, you want to search for the most threatening target such as monks. Once u get close to the monk, 1st you cast rend enchantments to cancle all monk's buff, even regens and Shield of Judgement. After rend enchantments the monk has no protection, regen at all, then you want to use Warrior's Cunning, instant cast, and to avoid monk cast any evasion and blocking skill. Then you want to cast frenzy to boost attack speed. <casting warrior's cunning and frenzy takes less then 1 sec>. Right after frenzy, do this combo, Devastating Hammer > Mighty Blow > Extra attack > Heavy Blow > Crushing Blow > Extra attack > Extra attack (the monk is being knock down full time untill 2nd extra attack after crushing blow, Frenzy allows you to do 3 extra attacks). All none warrior can not servive from this combo and will DIE. Unless the monk gets regen or heal from other caster that has healing ability, or if i get blind <warrior's cunning gets screw by blind too>. Basicly i giving them no break at all, but u have to catch the CORRECT time to do the combo.
So basicly this is what happen to a caster that is being target by me.
1. all your enchancements are gone.
2. you can not evade or block.
3. my combo starts.
What can you do when im doing my combo?
1. have other member heal/regen you so you can live (70% wont happen cause it's too sudden and will be done in 6 secs)
2. have other member blind me so i get my combo screwed (70% wont happen cause it's too sudden and will be done in 6 secs)
3. have other member kill me so my combo stops (70% wont happen cause it's too sudden and will be done in 6 secs)
4. cant do shit but being knock down and watch yourself die.
Also if you are full charged, but unable to hit the target, what you want to do is to switch to bow and shoot them once to keep up your adrenaline. Warning, you have no protection and healing, you will die easy and sometimes u die 1st before you charge full adrenaline, so you will have to learn not to being target by the enemies.
Menser/nothing
Domination 10 + 2
Illusion 11 + 1
Inspiration 11 + 1
Crippling Anguish {Elite} - Hex Spell
For 32 seconds, target moves 50% slower and suffers health degeneration of 3. (Mantra of Persistence buff)
Makes all warriors trash cause they being cripple FULL time trying to chase you, unless u have an idiot caster, stands still and let the crippled warrior hit untill ur caster die. Also amazing, more then 50% casters die like that.
Imagined Burden - Hex Spell
For 32 seconds, target foe moves 50% slower than normal. (Mantra of Persistence buff)
Same.
Conjure Phantasm - Hex
For 22 seconds, target foe experiences health degeneration of 5. (Mantra of Persistence buff)
Crippling Anguish + Conjure Phantasm = 8 health degen.
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
You want to cast this spell when the caster's health below 60%. If a caster is crippled, Degened, and being gank, what he gonna do? most ppl will try to cast anything. Trying to cast anything = die quicker with backfire hex.
Spirit Shackles - Hex Spell
For 24 seconds, target foe loses 5 Energy whenever that foe attacks.
To make all rangers trash. How? each shot = 5 mana gone, more shots = no mana. A ranger that has no mana = trash.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 20 Energy.
Mainly to dispell regen, illusionary weapon, and gain more mana
Mantra of Persistence - Stance
For 78 seconds, any Illusion Magic Hex you cast lasts 84% longer.
Allow to make your illusion hex duration insanely long.
Res Signet - Signet
90% ppl dont bring this and it's making me sick. They think Res signet is wasting 1 of their slot.
No interrupt? All monk's heal and regen are less then 1 sec casting time, not only you cant interrupt them, you are also wasting your mana.
Also thinking to replace one of my spell for Black Out
War/ne
Hammer 12 + 1 + 2
Strength 12 + 1
Curse 3
Devastating Hammer {Elite} - Hammer Attack
If Devastating Hammer hits, your target is knocked down and suffers from weakness for 20 seconds.
Mighty Blow - Hammer Attack
This attack deals 30 more damage if it hits.
Heavy Blow - Hammer Attack
Lose all adrenaline. If this attack hits a foe suffering from weakness, that foe is knocked down and you strike for 30 more damage.
Crushing Blow - Hammer Attack
If this attack hits, you strike for 20 more damage. If you hit a knocked-down enemy, you inflict a deep wound, lowering your target's maximum health by 20% for 20 seconds.
Warrior's Cunning - Skill
For 10 seconds your melee attacks cannot be blocked or evaded.
Frenzy - Stance
For 8 seconds, you attack 33% faster, but take double damage.
Rend Enchantments - Spell
Target foe loses 4 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Res Signet - Signet
This build is directly toward any none warriors, specially monks. 1st your goal is to charge 7 adrenalines. You want search for easy hit target, even warriors (dont say im a newb cause my goal is to gain full adrenaline as fast as possible) just to get 7 adrenalines. You can use frenzy to speed up your charging speed, but u have to be VERY CAREFUL, only if u are not being target. Once you get full adrenalines, you want to search for the most threatening target such as monks. Once u get close to the monk, 1st you cast rend enchantments to cancle all monk's buff, even regens and Shield of Judgement. After rend enchantments the monk has no protection, regen at all, then you want to use Warrior's Cunning, instant cast, and to avoid monk cast any evasion and blocking skill. Then you want to cast frenzy to boost attack speed. <casting warrior's cunning and frenzy takes less then 1 sec>. Right after frenzy, do this combo, Devastating Hammer > Mighty Blow > Extra attack > Heavy Blow > Crushing Blow > Extra attack > Extra attack (the monk is being knock down full time untill 2nd extra attack after crushing blow, Frenzy allows you to do 3 extra attacks). All none warrior can not servive from this combo and will DIE. Unless the monk gets regen or heal from other caster that has healing ability, or if i get blind <warrior's cunning gets screw by blind too>. Basicly i giving them no break at all, but u have to catch the CORRECT time to do the combo.
So basicly this is what happen to a caster that is being target by me.
1. all your enchancements are gone.
2. you can not evade or block.
3. my combo starts.
What can you do when im doing my combo?
1. have other member heal/regen you so you can live (70% wont happen cause it's too sudden and will be done in 6 secs)
2. have other member blind me so i get my combo screwed (70% wont happen cause it's too sudden and will be done in 6 secs)
3. have other member kill me so my combo stops (70% wont happen cause it's too sudden and will be done in 6 secs)
4. cant do shit but being knock down and watch yourself die.
Also if you are full charged, but unable to hit the target, what you want to do is to switch to bow and shoot them once to keep up your adrenaline. Warning, you have no protection and healing, you will die easy and sometimes u die 1st before you charge full adrenaline, so you will have to learn not to being target by the enemies.
Menser/nothing
Domination 10 + 2
Illusion 11 + 1
Inspiration 11 + 1
Crippling Anguish {Elite} - Hex Spell
For 32 seconds, target moves 50% slower and suffers health degeneration of 3. (Mantra of Persistence buff)
Makes all warriors trash cause they being cripple FULL time trying to chase you, unless u have an idiot caster, stands still and let the crippled warrior hit untill ur caster die. Also amazing, more then 50% casters die like that.
Imagined Burden - Hex Spell
For 32 seconds, target foe moves 50% slower than normal. (Mantra of Persistence buff)
Same.
Conjure Phantasm - Hex
For 22 seconds, target foe experiences health degeneration of 5. (Mantra of Persistence buff)
Crippling Anguish + Conjure Phantasm = 8 health degen.
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
You want to cast this spell when the caster's health below 60%. If a caster is crippled, Degened, and being gank, what he gonna do? most ppl will try to cast anything. Trying to cast anything = die quicker with backfire hex.
Spirit Shackles - Hex Spell
For 24 seconds, target foe loses 5 Energy whenever that foe attacks.
To make all rangers trash. How? each shot = 5 mana gone, more shots = no mana. A ranger that has no mana = trash.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 20 Energy.
Mainly to dispell regen, illusionary weapon, and gain more mana
Mantra of Persistence - Stance
For 78 seconds, any Illusion Magic Hex you cast lasts 84% longer.
Allow to make your illusion hex duration insanely long.
Res Signet - Signet
90% ppl dont bring this and it's making me sick. They think Res signet is wasting 1 of their slot.
No interrupt? All monk's heal and regen are less then 1 sec casting time, not only you cant interrupt them, you are also wasting your mana.
Also thinking to replace one of my spell for Black Out
DeathShadow
I like that hammer build alot. I love making anti caster builds...I had some success using a similiar build but with Dwarven Battle Stance as the Elite. But those knockdowns rule!!!
Meimei
I also have anti warrior build, it's my War/me
Illusion 12
tatic 8 + 1
inspiration 10
weapon. 2-6 dmg axe. increase enchancement duration by 18%
Flurry - Stance
For 5 seconds, your attack rate is increased, but you deal less damage.
Imagined Burden - Hex Spell
For 18 seconds, target foe moves 50% slower than normal.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy Tap - Spell
Steal 12 Energy from target foe.
Sympathetic Visage - Enchantment Spell
For 22 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy. (increase enchancement duration by 18%)
Illusionary Weaponry {Elite} - Enchantment Spell
For 36 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. (increase enchancement duration by 18%)
Illusion of Weakness - Enchantment Spell
You lose 202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 health.
Res Signet - Signet
All warriors cant do anything against me. How?
1 ur mana gets drain from the start
2 ur enchancement gets drain
3 you can not gain adrenaline
4 you wont have mana
5 ur evasion, block, and blind does not work against me
6 you try to run away but cant because you are crippled.
Drain enchancement and Energy tap allow me to keep up my mana to use all my spells.
How to make me screw? Just dispell my illusionary weapon and im trash!!! too bad 97% ppl dont bring dispell enchancement.
Illusion 12
tatic 8 + 1
inspiration 10
weapon. 2-6 dmg axe. increase enchancement duration by 18%
Flurry - Stance
For 5 seconds, your attack rate is increased, but you deal less damage.
Imagined Burden - Hex Spell
For 18 seconds, target foe moves 50% slower than normal.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 18 Energy.
Energy Tap - Spell
Steal 12 Energy from target foe.
Sympathetic Visage - Enchantment Spell
For 22 seconds, whenever target ally is hit by a melee attack, all nearby foes lose all adrenaline and 3 energy. (increase enchancement duration by 18%)
Illusionary Weaponry {Elite} - Enchantment Spell
For 36 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 34 damage. (increase enchancement duration by 18%)
Illusion of Weakness - Enchantment Spell
You lose 202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 health.
Res Signet - Signet
All warriors cant do anything against me. How?
1 ur mana gets drain from the start
2 ur enchancement gets drain
3 you can not gain adrenaline
4 you wont have mana
5 ur evasion, block, and blind does not work against me
6 you try to run away but cant because you are crippled.
Drain enchancement and Energy tap allow me to keep up my mana to use all my spells.
How to make me screw? Just dispell my illusionary weapon and im trash!!! too bad 97% ppl dont bring dispell enchancement.
PeterPlayer
Quote:
Originally Posted by Meimei
What can you do when im doing my combo?
1. have other member heal/regen you so you can live (70% wont happen cause it's too sudden and will be done in 6 secs)
2. have other member blind me so i get my combo screwed (70% wont happen cause it's too sudden and will be done in 6 secs)
3. have other member kill me so my combo stops (70% wont happen cause it's too sudden and will be done in 6 secs)
4. cant do shit but being knock down and watch yourself die. I like your build very much meimei and im using almost the same. But in the quote you say there's a 90% chance the combo fails (1=30% + 2=30% + 3=30%) and i dont think thats correct. The only problem i have with this build is that the damn monks run away.
1. have other member heal/regen you so you can live (70% wont happen cause it's too sudden and will be done in 6 secs)
2. have other member blind me so i get my combo screwed (70% wont happen cause it's too sudden and will be done in 6 secs)
3. have other member kill me so my combo stops (70% wont happen cause it's too sudden and will be done in 6 secs)
4. cant do shit but being knock down and watch yourself die. I like your build very much meimei and im using almost the same. But in the quote you say there's a 90% chance the combo fails (1=30% + 2=30% + 3=30%) and i dont think thats correct. The only problem i have with this build is that the damn monks run away.
Meimei
Quote:
Originally Posted by PeterPlayer
The only problem i have with this build is that the damn monks run away.
The monks could'nt run away because they are being 2 chain knock down and the combo finish before he could move.
If the monks runs away before you can reach them. Just switch to the other mage, ranger and the monks would be too far to heal them.
About the failure. dont worry about that's why u have ur team mates help out ^^ also catch prefect time to use the combo is critical.
If the monks runs away before you can reach them. Just switch to the other mage, ranger and the monks would be too far to heal them.
About the failure. dont worry about that's why u have ur team mates help out ^^ also catch prefect time to use the combo is critical.
Hammer_Slammer
2 different monk setups that own your warrior build:
1 - Protection Monk with Protective Spirit and Mark of Protection
2 - Healing Monk with Healing Hands and Healing Seed.
Sure you do a lot of damage, but you're really just healing the guy.
Other than that, looks like a good build.
And this is exactly why I love Guild Wars. There's a counter for everything!
1 - Protection Monk with Protective Spirit and Mark of Protection
2 - Healing Monk with Healing Hands and Healing Seed.
Sure you do a lot of damage, but you're really just healing the guy.
Other than that, looks like a good build.
And this is exactly why I love Guild Wars. There's a counter for everything!
Meimei
Quote:
Originally Posted by Hammer_Slammer
2 different monk setups that own your warrior build:
1 - Protection Monk with Protective Spirit and Mark of Protection
2 - Healing Monk with Healing Hands and Healing Seed.
Sure you do a lot of damage, but you're really just healing the guy.
Other than that, looks like a good build.
And this is exactly why I love Guild Wars. There's a counter for everything!
Rend Enchantments - Spell
Target foe loses 2-8 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Goodbye monk enchancements. Right after ur enchancements gets drain is my combo. I definally wont give you time to rebuff.
Few spells make me complete screwed
1 cripple. Makes me unable to reach casters
2 Faintheartedness. Makes me attack slow like hell.
3 empathy. Sometimes makes me kill myself using my combo.
4 blind. Makes me miss 90%
1 - Protection Monk with Protective Spirit and Mark of Protection
2 - Healing Monk with Healing Hands and Healing Seed.
Sure you do a lot of damage, but you're really just healing the guy.
Other than that, looks like a good build.
And this is exactly why I love Guild Wars. There's a counter for everything!
Rend Enchantments - Spell
Target foe loses 2-8 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Goodbye monk enchancements. Right after ur enchancements gets drain is my combo. I definally wont give you time to rebuff.
Few spells make me complete screwed
1 cripple. Makes me unable to reach casters
2 Faintheartedness. Makes me attack slow like hell.
3 empathy. Sometimes makes me kill myself using my combo.
4 blind. Makes me miss 90%
Hammer_Slammer
Hurting yourself and removing enchantments is fine as long as you understand you just made yourself easier to kill, and every second you spend not attacking is time that your target's teammates will be helping or the target itself can fight back. I'm not a fan of rend enchantments. I'd use a different remove. Like chiblains. (not currently looking at the skill list so I don't know what attribute its linked to.)
Plus if your target has an interrupt, you're probably not gonna get that enchantment remove off, and as a warrior, your energy and regen are pretty low. You aren't gonna be able to pull that off too often.
Oh, or Pacifism or Amity would be pretty irritating too.
Plus if your target has an interrupt, you're probably not gonna get that enchantment remove off, and as a warrior, your energy and regen are pretty low. You aren't gonna be able to pull that off too often.
Oh, or Pacifism or Amity would be pretty irritating too.
Meimei
I dont have that problem because I usually dont target monk, I target easier attackble target, sometimes even warriors. Once i am full charged i will switch my target to monk. The point is, they dont know when do i target the monk, they dont know when do i cast rend enchancement and ambush the monk, they dont know my strategy, they dont know i can knock the casters and rangers down 2 times and kill them when they have 100% heath, no buff, while they coudnt move at all. Also warriors usually dont get target. It's all about strategy.
And yes i do hate Pacifism and Amity too, i forgot to metion them ^^
Also i never have problem running out of mana.
And yes i do hate Pacifism and Amity too, i forgot to metion them ^^
Also i never have problem running out of mana.
Hammer_Slammer
Seems like you're operating under the assumption that your enemies know nothing and are blind, deaf, and dumb. Once you've proven yourself a threat, you'll probably go down hard and fast against a good team, regardless of how good the strategy is. (looks good, but I need to try it out to know for sure) Some things that look good on paper don't actually function against real people.
Meimei
You got a good point, there was a few time that they saw me instantly slay 2 of their monk. I was able to do it cause their monks got separate and could not reach to heal each other. Then both monks got res, later i got focus instead of our monk and i experienced full of hex and gankage. And both monks were keep a good distance from me cause they know i can hit them hard enough.
I didnt say this build is perfect, you will die easy if you get focus, and there are a few hex that can complete screw this build.
I didnt say this build is perfect, you will die easy if you get focus, and there are a few hex that can complete screw this build.
Minwanabi
You can also run rigor mortis instead of warrior's cunning, which I prefer, although you would have to juggle your attributes. Oh, and 6 seconds is really a very long time for a spike to occur in, I hate to say it, but most of the time your target will be getting healed.
Meimei
I've tried rigor mortis. The problem is, it's 2 secs casting time, so your target would run away and you will have to chase your target, and the effect would worn off before you can knock him down. But Warrior's cunning is instant cast, i can just knock my target down before my target could move.
6 secs kill, if my target gets heal from the target's member, yes that be a problem. But if doesnt, my target will just get knock down untill he/she dies.
Also against 2 monks i figure a chance to beat down both of them. 1st have all you groups attack on 1st monk. 1st monk will try to heal him/herself. 2nd monk will also heal the 1st monk. Once I get full charged, i will switch to 2nd monk. 1st monk still busy trying to heal himself. 2nd monk gets attack by me. So if 1st monk keeps himself heal, 2nd monk will die, if 1st monk heal the 2nd monk, 1st monk will die.
6 secs kill, if my target gets heal from the target's member, yes that be a problem. But if doesnt, my target will just get knock down untill he/she dies.
Also against 2 monks i figure a chance to beat down both of them. 1st have all you groups attack on 1st monk. 1st monk will try to heal him/herself. 2nd monk will also heal the 1st monk. Once I get full charged, i will switch to 2nd monk. 1st monk still busy trying to heal himself. 2nd monk gets attack by me. So if 1st monk keeps himself heal, 2nd monk will die, if 1st monk heal the 2nd monk, 1st monk will die.
Jasso
Quote:
Originally Posted by Meimei
Rend Enchantments - Spell
Target foe loses 2-8 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Goodbye monk enchancements. Right after ur enchancements gets drain is my combo. I definally wont give you time to rebuff. Rend Enchantments - Spell
Mana - 10
Cast Time - 3
Recharge Time - 30 secs
How do you know what enchantments monk has on? You might just rend like 1 enchantment. What if monk casts Protective Spirit after your rend? All your high dmg attacks are negated by this. Sure you knock him down but do mostly like 35-50 damage at max (of course depending on his max hp's). You probably wont take him down at 6 secs. He will run away as soon as he can. What if monk can cast like Healing Breeze or Mark of Protection or something similiar before you can knock him down first time? With protective spirit it mostly negates all your damage.
Nice build tho. I think it works against many monks but against someone who knows what he is doing
Target foe loses 2-8 Enchantments. For each Monk Enchantment removed, you take 40 damage.
Goodbye monk enchancements. Right after ur enchancements gets drain is my combo. I definally wont give you time to rebuff. Rend Enchantments - Spell
Mana - 10
Cast Time - 3
Recharge Time - 30 secs
How do you know what enchantments monk has on? You might just rend like 1 enchantment. What if monk casts Protective Spirit after your rend? All your high dmg attacks are negated by this. Sure you knock him down but do mostly like 35-50 damage at max (of course depending on his max hp's). You probably wont take him down at 6 secs. He will run away as soon as he can. What if monk can cast like Healing Breeze or Mark of Protection or something similiar before you can knock him down first time? With protective spirit it mostly negates all your damage.
Nice build tho. I think it works against many monks but against someone who knows what he is doing
Meimei
Good point, i had experienced killing extremely high skill monk many times and the trouble I had just like you described. The combo i use is not the only thing i can do, i still have the frenzy high dmg regular attacks if im not getting attack. With frenzy <If im not getting attack> i can recharge my combo fast. I also dont have to always target the monk, i can target anyone. Just depends how my team mates help me and how the monk's team mates help him/her. Everything is depend on situation and how do you react to it. Nothing can be solve with just 1 single move.
PeterPlayer
Quote:
Originally Posted by Meimei
The monks could'nt run away because they are being 2 chain knock down and the combo finish before he could move.
About the failure. dont worry about that's why u have ur team mates help out ^^ also catch prefect time to use the combo is critical. looks like i need some more practise, oh well, practise makes perfect.
I have tried this build a few times in pvp matches and i have to say it works very well. Even if the enemy monk doesnt die after the combo, the monk is still not able to heal his teammates because he needs to heal himself or run.
Could the skill Berserkers Stance fit in this build? its the fastest adrenaline charger i think.
About the failure. dont worry about that's why u have ur team mates help out ^^ also catch prefect time to use the combo is critical. looks like i need some more practise, oh well, practise makes perfect.
I have tried this build a few times in pvp matches and i have to say it works very well. Even if the enemy monk doesnt die after the combo, the monk is still not able to heal his teammates because he needs to heal himself or run.
Could the skill Berserkers Stance fit in this build? its the fastest adrenaline charger i think.
Yukito Kunisaki
A W/N without Plague Touch?
Most definitely ditch the res sig and protect yourself from becoming useless through Plague Touch.
You're Crippled, Weak, and Blind? Let your enemies suffer that fate ^_^ If the Monk is crippled, and you pass weak and blind to enemy Rangers & Warriors, you've done more for your team than people are willing to accept.
Most definitely ditch the res sig and protect yourself from becoming useless through Plague Touch.
You're Crippled, Weak, and Blind? Let your enemies suffer that fate ^_^ If the Monk is crippled, and you pass weak and blind to enemy Rangers & Warriors, you've done more for your team than people are willing to accept.
Meimei
Quote:
Originally Posted by PeterPlayer
looks like i need some more practise, oh well, practise makes perfect.
I have tried this build a few times in pvp matches and i have to say it works very well. Even if the enemy monk doesnt die after the combo, the monk is still not able to heal his teammates because he needs to heal himself or run.
Could the skill Berserkers Stance fit in this build? its the fastest adrenaline charger i think. Berserker's stance worn off when you use any skill. You need to boost your attack speed right before the combo <Frenzy faster your attack skill animation which allows you to add in 3 extra attacks during the knock downs, also it's 30 secs refresh. Frenzy hurts, but once you know when to use it and when not to use it, u wont have the problem.
Thank you Yukito Kunisaki!! plauge tough could solve my problem getting condition like a $#@%!!! But i will never ditch res sig. I will take off Mighty blow and the combo will become Devastating hammer > crushing blow > extra attack > heavy blow > extra attack > extra attack > extra attack.
I have tried this build a few times in pvp matches and i have to say it works very well. Even if the enemy monk doesnt die after the combo, the monk is still not able to heal his teammates because he needs to heal himself or run.
Could the skill Berserkers Stance fit in this build? its the fastest adrenaline charger i think. Berserker's stance worn off when you use any skill. You need to boost your attack speed right before the combo <Frenzy faster your attack skill animation which allows you to add in 3 extra attacks during the knock downs, also it's 30 secs refresh. Frenzy hurts, but once you know when to use it and when not to use it, u wont have the problem.
Thank you Yukito Kunisaki!! plauge tough could solve my problem getting condition like a $#@%!!! But i will never ditch res sig. I will take off Mighty blow and the combo will become Devastating hammer > crushing blow > extra attack > heavy blow > extra attack > extra attack > extra attack.
ZAFTkirayamato
Quote:
Originally Posted by Meimei
Berserker's stance worn off when you use any skill. You need to boost your attack speed right before the combo <Frenzy faster your attack skill animation which allows you to add in 3 extra attacks during the knock downs, also it's 30 secs refresh. Frenzy hurts, but once you know when to use it and when not to use it, u wont have the problem.
Thank you Yukito Kunisaki!! plauge tough could solve my problem getting condition like a $#@%!!! But i will never ditch res sig. I will take off Mighty blow and the combo will become Devastating hammer > crushing blow > extra attack > heavy blow > extra attack > extra attack > extra attack. Heres my W/N build that I made thanx to Yukito from his comments:
Mark Of Pain
SPiteful Spirit
Enfeeble (enfeebling blood is too risky and longer cast)
Plague Touch
Flurry (goes well with mark of pain)
Sever
Gash
Final ThrusT
You probably need to cast mark of pain only once, spite ful spirit 1-2 times in a battle, and the rest occasionally in a single battle. A good necro focus+ a zealous sword should be able to handle it
Thank you Yukito Kunisaki!! plauge tough could solve my problem getting condition like a $#@%!!! But i will never ditch res sig. I will take off Mighty blow and the combo will become Devastating hammer > crushing blow > extra attack > heavy blow > extra attack > extra attack > extra attack. Heres my W/N build that I made thanx to Yukito from his comments:
Mark Of Pain
SPiteful Spirit
Enfeeble (enfeebling blood is too risky and longer cast)
Plague Touch
Flurry (goes well with mark of pain)
Sever
Gash
Final ThrusT
You probably need to cast mark of pain only once, spite ful spirit 1-2 times in a battle, and the rest occasionally in a single battle. A good necro focus+ a zealous sword should be able to handle it
The Red Knight
Rather have rigor mortis then warriors cunning =]
WNxInterceptor
Not to say anything bad about your build, I think it looks pretty good but.. I know for myself when I go PvP with my Protection Mo/W I bring balanced stance along. Your build seems to be pretty based on knocking down your target, which is stopped completely by balanced stance. On top of that, when you have banaced stance going you dont take extra damage from critical hits, which I'm sure has some effect on the effectiveness of your damage dealing.
Meimei
I have never experience anyone with balanced stance, but i would say you definally can get away me.
One thing i seriously dont understand, why would you guys consider not to put res signet into your build? Bring back your member from death to full health is not important? or do you just care about yourself? Seriously you got to bring res to win.
One thing i seriously dont understand, why would you guys consider not to put res signet into your build? Bring back your member from death to full health is not important? or do you just care about yourself? Seriously you got to bring res to win.
Vindexus
Ressurection Signet is really nice, but if it's all your team is relying on, you better hold that flag stand.
I'm personally waiting for the Dev's to pull Warrior's Cunning out of the closet by dropping the recharge before I use it.
Also, you'll probably have some problems with kiting if you don't bring sprint, or have some ranged snares on your team.
Someone may have said, but you want to hit crushing right after Devastating. The sooner you get the Deep Wound in, the better.
I'm personally waiting for the Dev's to pull Warrior's Cunning out of the closet by dropping the recharge before I use it.
Also, you'll probably have some problems with kiting if you don't bring sprint, or have some ranged snares on your team.
Someone may have said, but you want to hit crushing right after Devastating. The sooner you get the Deep Wound in, the better.
Meimei
Rely on res sig, I Wouldnt say, but it's critical to bring res sig. Lets say a team of 4 with 4 res and a team of 4 with out res, which team has higher chance to win? Also if your monk is dead, just let your monk stay dead?
Sprint is very nice, but i dont have slot for it. Usually i dont have that problem because i can always switch target.
You got the wrong aspect on deep wound. If your target has 250/500 hp, deep wound effect lowers your target's hp to 150/400. After deep wound effect worn off, your target's hp gain back to 250/500 hp. So it doesnt matter when to use deep wound effect. Play with endure pain and you will see what im talking about.
Sprint is very nice, but i dont have slot for it. Usually i dont have that problem because i can always switch target.
You got the wrong aspect on deep wound. If your target has 250/500 hp, deep wound effect lowers your target's hp to 150/400. After deep wound effect worn off, your target's hp gain back to 250/500 hp. So it doesnt matter when to use deep wound effect. Play with endure pain and you will see what im talking about.
WNxInterceptor
Actually, there is another aspect of the Deep Wound condition. It reduces healing by 20%, making it somewhat harder for others on the team to assist the target you have chosen. So in other words, it is beneficial to get Deep Wound on early.