I just finished the game and have decided to take my character to PvP. I've only been playing for a couple weeks so I'd thought I ask the guys here for some advice getting him to the top of his game. Here's what I'm running in PvP now:
Attributes:
Swordsmanship: 11+2
Tactics:8+1
Domination Magic: 11
Equipment:
Gladiator Armor, 1st weapon set Sword + Shield, 2nd weapon set Sword+Chakram for energy boost when I need it.
Skills:
1: Ressurection Signet
2: Charge! {Elite Skill}
3: Sever Artery
4: Gash
5: Hamstring
6: Hex Breaker
7: Empathy
8: Blackout
He's been doing pretty well at Lion's Arch Arena, but gathering from other posts in this forum that ain't much of an accomplishment. I'm using him as a caster bumrusher right now, hit charge, warrior dehabilitation hexes bounce off hex braker, then hamstring and blackout to render them helpless. Use Empathy if I gotta slug it out with enemy warriors. So how could I improve this guy, you think?
Tweaking my Warrior/Mesmer for PvP
QuixotesGhost
Slade xTekno
Hmm...
Have you heard of the Blackout/Dwarven shutdown build? It seems to go along with what you'er trying to do.
Have you heard of the Blackout/Dwarven shutdown build? It seems to go along with what you'er trying to do.
ElderAtronach
Wait wait, you're using empathy as a caster killer? *scratches head*
I don't see why people insist on using Domination though. Illusion has some very good spells such as Migraine and Fragility (since you're a conditions swordsman anyway). Pack Migraine and savage slash for some really fun times with casters. Elementalists especially will LOVE you. The difference between a 2 s. lighting orb and a 4 s. lightning orb is dramatic. Also... why hex breaker when inspired hex is so much better: costs 5 energy, 1 s. cast time, AND you gain energy? Plus you steal their hex spell for 20 seconds, which is kinda funny.
How about this:
Swordsman 8 + whatever
Illusion 11
Inspiration 11
1. Res signet
2. Migraine (E)
3. Sever Artery
4. Savage Slash
5. a.) Hamstring or b.) Gash
6. Inspired Hex
7. a.) Fragility or b.) Imagined Burden
8. Mantra of Persistence (as your stance)
Ditch the shield altogether and use the chakram for extra energy. Personally I think option b. would be better. Put up Mantra as the match begins, find your target and put Migraine and Imagined Burden on him. With Mantra up, all your hexes last about 80% longer, and thus helps you a lot in energy management since your hexes costs 10 or 15 mana. You'll have no trouble catching them when they have Burden on, and interrupting with savage slash becomes a lot easier when all their spells take twice as long to cast.
I don't see why people insist on using Domination though. Illusion has some very good spells such as Migraine and Fragility (since you're a conditions swordsman anyway). Pack Migraine and savage slash for some really fun times with casters. Elementalists especially will LOVE you. The difference between a 2 s. lighting orb and a 4 s. lightning orb is dramatic. Also... why hex breaker when inspired hex is so much better: costs 5 energy, 1 s. cast time, AND you gain energy? Plus you steal their hex spell for 20 seconds, which is kinda funny.
How about this:
Swordsman 8 + whatever
Illusion 11
Inspiration 11
1. Res signet
2. Migraine (E)
3. Sever Artery
4. Savage Slash
5. a.) Hamstring or b.) Gash
6. Inspired Hex
7. a.) Fragility or b.) Imagined Burden
8. Mantra of Persistence (as your stance)
Ditch the shield altogether and use the chakram for extra energy. Personally I think option b. would be better. Put up Mantra as the match begins, find your target and put Migraine and Imagined Burden on him. With Mantra up, all your hexes last about 80% longer, and thus helps you a lot in energy management since your hexes costs 10 or 15 mana. You'll have no trouble catching them when they have Burden on, and interrupting with savage slash becomes a lot easier when all their spells take twice as long to cast.
Mercury Angel
Quote:
Originally Posted by ElderAtronach
Quote:
That is a very, very good point. Time to look for a + damage stance sword.
Hex Breaker Description: For 60-156 seconds, the next time you are the target of a hex, that hex fails, the caster takes 10-39 damage, and Hex Breaker ends. Energy Cost: 5 Activation Time: None. Recharge Time: 5 Seconds. Linked Attribute: Domination Magic. Increases duration and damage dealt. 5 cost, you can use it prior to the battle, and it's reuseable rapidly. Inspired hex has a 20 second downtime. Also, sometimes once a hex is on you, you won't get it off so easily. Backfire for example. And when not being hexed, you have a long-lasting stance to use with your sword with 15% damage while in a stance. As for the rest, I won't bother commenting as I don't like playing as a warrior, and do so as little as possible. Just wanted to point out the perks of hex breaker. ElderAtronach
Hmm, the skill listing on GWG lists Hex Breaker as costing 10 mana. Well in that case, it would be better than inspired hex most of the time, but not for my build above which uses mantra of persistence as its stance
QuixotesGhost
Quote:
Originally Posted by Mercury Angel
|
Quote:
Quote:
Also... why hex breaker when inspired hex is so much better: costs 5 energy, 1 s. cast time, AND you gain energy? Plus you steal their hex spell for 20 seconds, which is kinda funny.
I never realised Inspired Hex was so cheap, it's definatly something to experiment with. As are the rest of your suggestions. Once I get some more of the skills you mention I might try it out. Quote:
|