Evaluation Requested. Adrenaline W/Mo Build.
younggun87
I give full credit to Javen who I got the initial idea of adrenaline warrior.
Swordsmanship: 12
STR: 10
Healing Prayers: 9
Skills:
1. Bersekers Stance
2. Flurry
3. Galrath Slash
4. Final Thrust
5. Hundred Blades
6. Gash
7. Vigorous Spirit
8. Mending
Pros: I find this build very balanced and reliable in most PvE circumstances. The build itself relies on very little mana (given that you only use hundred blades at the right time) and can sustain high lvl damages from multiple mobs at the same time. Also, the build is very resiliant to degen conditions and hexes such as poison and bleeding which most warriors die of in PvE situations. Coupled with a Furious sword, this sword can deal some serious damage to mobs for a sustainable period of time.
Cons: I find this build pretty weak in PvP situations. Against experienced cursers, this build is helpless without monks. In other words, this build is only effective when it gets going. No hit= No adrenaline = No damage + No life gain.
So I was thinking if anyone could add into this build to make it more viable in PvP situations, especially against anti-melee hexers.
Swordsmanship: 12
STR: 10
Healing Prayers: 9
Skills:
1. Bersekers Stance
2. Flurry
3. Galrath Slash
4. Final Thrust
5. Hundred Blades
6. Gash
7. Vigorous Spirit
8. Mending
Pros: I find this build very balanced and reliable in most PvE circumstances. The build itself relies on very little mana (given that you only use hundred blades at the right time) and can sustain high lvl damages from multiple mobs at the same time. Also, the build is very resiliant to degen conditions and hexes such as poison and bleeding which most warriors die of in PvE situations. Coupled with a Furious sword, this sword can deal some serious damage to mobs for a sustainable period of time.
Cons: I find this build pretty weak in PvP situations. Against experienced cursers, this build is helpless without monks. In other words, this build is only effective when it gets going. No hit= No adrenaline = No damage + No life gain.
So I was thinking if anyone could add into this build to make it more viable in PvP situations, especially against anti-melee hexers.
Morganas
For one thing, lose mending and vigorous spirit. There's no reason to cast them on yourself in pvp, and they'll get stripped from the monk fast as he gets pummeled with such spells in the first moments of combat. You also need the extra skills.
Instead, take remove hex and purge conditions. Voila, you can now do your job even with a mes/nec present. Don't forget to use remove hex on your monk too, migraine and other such spells will own him.
Oh, and now you don't need to waste points into healing, or any monk stat.
Instead, take remove hex and purge conditions. Voila, you can now do your job even with a mes/nec present. Don't forget to use remove hex on your monk too, migraine and other such spells will own him.
Oh, and now you don't need to waste points into healing, or any monk stat.
taion
Why run hundred blades instead of battle rage?
Slade xTekno
Quote:
Originally Posted by taion
Why run hundred blades instead of battle rage?
Exactly.
sino-soviet
Lose flurry for pvp, frenzy is better. Lose Hundred Blades, add in batttle rage, as stated. Lose the two healing, add in strength of honor and restore life.
kuramaroze
Why are you using swords for an adrenaline character? Use axes, they run much better on adrenaline.
younggun87
Sweet. Thanks for your help.. although the very latest reply isnt much of any help.
pearhk
agree
telling a lv20 is change weapon is not too clever
telling a lv20 is change weapon is not too clever
taion
For that matter, what's so unique and special about, err, an adrenaline warrior? I wasn't aware people set up warriors that depended on energy for either PvP or PvE, aside from the occasional aftershocks or miscellaneous other spells.
kuramaroze
Not helpful? Must I spell it out for you?
Use axe and take penetrating blow, cleave, executioner's strike, and disrupting chop. There you go, that will give you a higher DPS with a good spell interrupt in there.
If you want to deal conditions, use:
Eviscerate, Axe Rake, Axe Twist, Distupting Chop (or Penetrating Blow). That'll give you deep wound, weakness, and cripple alongside a decent DPS.
Now, if you want to be stubborn and stick with swords, get rid of those monk skills and use something less obvious =). Also, with adrenaline, I'd suggest Frenzy or For Great Justice over flurry to charge your adrenaline up.
There, that was helpful. I'm not forcing you to switch to axes, but I'm saying that they're a better choice for a pure adrenal character =)
Use axe and take penetrating blow, cleave, executioner's strike, and disrupting chop. There you go, that will give you a higher DPS with a good spell interrupt in there.
If you want to deal conditions, use:
Eviscerate, Axe Rake, Axe Twist, Distupting Chop (or Penetrating Blow). That'll give you deep wound, weakness, and cripple alongside a decent DPS.
Now, if you want to be stubborn and stick with swords, get rid of those monk skills and use something less obvious =). Also, with adrenaline, I'd suggest Frenzy or For Great Justice over flurry to charge your adrenaline up.
There, that was helpful. I'm not forcing you to switch to axes, but I'm saying that they're a better choice for a pure adrenal character =)
Yukito Kunisaki
why do people do this?
he did NOT want to change weapons
he said adrenaline
he does NOT want to be stopped as a warrior
If you want to be an effective adrenaline warrior, you need a speed buff so people don't laugh and run away, you need an adrenaline enhancer, and you need to stop being hexed/conditioned. You also forgot that gash only works if they're bleeding, I didn't see sever artery. And yes, mending sux... Monk secondary should always have a res in my opinion since they're not usually targeted first.
Sever Artery
Gash
Galrath Slash
Final Thrust
Battle Rage [5 skills for adrenaline, that should easily fit your requirements]
Remove Hex
Mend Condition [Purge is too slow on the recharge. This heals too]
Restore Life [your friends will thank your high Healing Prayers.]
There you have it, a high damage adrenaline based unstoppable warrior. [hopefully he won't get interrupted]
he did NOT want to change weapons
he said adrenaline
he does NOT want to be stopped as a warrior
If you want to be an effective adrenaline warrior, you need a speed buff so people don't laugh and run away, you need an adrenaline enhancer, and you need to stop being hexed/conditioned. You also forgot that gash only works if they're bleeding, I didn't see sever artery. And yes, mending sux... Monk secondary should always have a res in my opinion since they're not usually targeted first.
Sever Artery
Gash
Galrath Slash
Final Thrust
Battle Rage [5 skills for adrenaline, that should easily fit your requirements]
Remove Hex
Mend Condition [Purge is too slow on the recharge. This heals too]
Restore Life [your friends will thank your high Healing Prayers.]
There you have it, a high damage adrenaline based unstoppable warrior. [hopefully he won't get interrupted]
pagansaint
A W/R would fair better probably by far as a pure adrenal warrior.
Add the points into wilderness survival from healing and take troll's unguent and apply poison and also storm chaser for a speed boost. Or take dryder's defense and get a decent evasion + good protection from elemental attacks.
Troll's unguent gives +9 regen for 5 thats what at 12? at 18 health a second?
Apply Poison SERIOUSLY ups your damage per second, combine this with sever artery and you have -7 degen on the target while you're not even hitting it, which is good for PvP where they like to blind/stance out of your grasp.
Also might want to think about instead of a speed boost using Hamstring. Cripples the target for a long time if you max out sword and now EVERYONE can catch your target.
Dryder's Defense: 75% evade and something like 35-50 armor vs elements for maxing out I believe 10 seconds. That would definitely be useful against any Elementalist Spikers. While at the same time letting you use trolls and regen and also to get some loving from your monk.
If you wanted to combine those with other conditions such as deep wound and weak, Axe would be the way to go.
Sever Artery
Gash
Galrath's
Final Thrust
Apply Poison
Dryder's Defense
Troll's Unguent
Ressurect Signet
They are bleeding, poisoned, wounded and being stabbed in the head while you are regening or not even getting hit.
Using a similar build and it is decimating casters in PvP, swap Gash out for Hamstring.
Fight starts with me closing halfway casting apply poison, choosing my target opening with Hamstring so they can't run, and after only a couple swings you can start them bleeding. Using galrath's and final thrust to finish them off. Usually at that time your energy and andrenaline is up enough to immediately Cripple and Bleed the next target, recast apply poison walk the whole 4 steps they got away and swing a few times then galraths or final thrust depending.
Add the points into wilderness survival from healing and take troll's unguent and apply poison and also storm chaser for a speed boost. Or take dryder's defense and get a decent evasion + good protection from elemental attacks.
Troll's unguent gives +9 regen for 5 thats what at 12? at 18 health a second?
Apply Poison SERIOUSLY ups your damage per second, combine this with sever artery and you have -7 degen on the target while you're not even hitting it, which is good for PvP where they like to blind/stance out of your grasp.
Also might want to think about instead of a speed boost using Hamstring. Cripples the target for a long time if you max out sword and now EVERYONE can catch your target.
Dryder's Defense: 75% evade and something like 35-50 armor vs elements for maxing out I believe 10 seconds. That would definitely be useful against any Elementalist Spikers. While at the same time letting you use trolls and regen and also to get some loving from your monk.
If you wanted to combine those with other conditions such as deep wound and weak, Axe would be the way to go.
Sever Artery
Gash
Galrath's
Final Thrust
Apply Poison
Dryder's Defense
Troll's Unguent
Ressurect Signet
They are bleeding, poisoned, wounded and being stabbed in the head while you are regening or not even getting hit.
Using a similar build and it is decimating casters in PvP, swap Gash out for Hamstring.
Fight starts with me closing halfway casting apply poison, choosing my target opening with Hamstring so they can't run, and after only a couple swings you can start them bleeding. Using galrath's and final thrust to finish them off. Usually at that time your energy and andrenaline is up enough to immediately Cripple and Bleed the next target, recast apply poison walk the whole 4 steps they got away and swing a few times then galraths or final thrust depending.
Vindexus
W/R's are the worst warriors in my opinion.
Apply Poison is better on a ranger, troll unguent is a long cast self-heal on a warrior who doesn't get attacked that won't save him anyway.
Apply Poison is better on a ranger, troll unguent is a long cast self-heal on a warrior who doesn't get attacked that won't save him anyway.
Lief
omg a war/mo build how rare!
pagansaint
Quote:
Originally Posted by Vindexus
W/R's are the worst warriors in my opinion.
Apply Poison is better on a ranger, troll unguent is a long cast self-heal on a warrior who doesn't get attacked that won't save him anyway.
LoL
Apply Poison better on a Ranger? Yeah, I can see how everytime you hit something you re apply the poison they are trying to use mend ailment on. Or how if you know when to use it, like right after conjure phantasm or life transfer or keeping it up against a warrior Troll's unguent is a waste.
My R/W using near the exact same setup except I take out dryder's for a trap and gash for hamstring Takes out the W/Mo except in the hands of a very knowledgable and skilled player. Even then its a deadlock, neither doing quite enough damage to kill the other, or I'm at above 75% at all times and they stay at a continual 50% or just enough higher Final Thrust doesn't work to full effect, after they figure out a way to play the gap inbetween when savage thrust or distracting blow recharges.
And against casters? LoL you get on some other monk than the primary targeted monk in Tombs/HoH and that one is out of the fight for the rest of their team.
It's all in playstyle, why do you think W/Mo have the bad reputation for being no skill newbs? Cause most people grab them thinking it'll be easiest to play and survive in, they're right it is, but it doesn't help the team out at all in 75% of scenarios. What good is a meat shield if the meat isn't being attacked? Or if the meat shield is getting obliterated by elemental attacks? (you know, what dryder's is good for while you get rid of the offending elementalist)
Apply Poison is better on a ranger, troll unguent is a long cast self-heal on a warrior who doesn't get attacked that won't save him anyway.
LoL
Apply Poison better on a Ranger? Yeah, I can see how everytime you hit something you re apply the poison they are trying to use mend ailment on. Or how if you know when to use it, like right after conjure phantasm or life transfer or keeping it up against a warrior Troll's unguent is a waste.
My R/W using near the exact same setup except I take out dryder's for a trap and gash for hamstring Takes out the W/Mo except in the hands of a very knowledgable and skilled player. Even then its a deadlock, neither doing quite enough damage to kill the other, or I'm at above 75% at all times and they stay at a continual 50% or just enough higher Final Thrust doesn't work to full effect, after they figure out a way to play the gap inbetween when savage thrust or distracting blow recharges.
And against casters? LoL you get on some other monk than the primary targeted monk in Tombs/HoH and that one is out of the fight for the rest of their team.
It's all in playstyle, why do you think W/Mo have the bad reputation for being no skill newbs? Cause most people grab them thinking it'll be easiest to play and survive in, they're right it is, but it doesn't help the team out at all in 75% of scenarios. What good is a meat shield if the meat isn't being attacked? Or if the meat shield is getting obliterated by elemental attacks? (you know, what dryder's is good for while you get rid of the offending elementalist)
younggun87
Um.. we are losing the focus of this thread...
I was requesting an evaluationb of my adrenaline warrior build.. and people are writing 500 word essays on w/r builds...
Thank you Yukito for posting the very gist of those people's problems.
I do not want to change my weapon, and especially do not want to change my class.
Anymore useful feed backs would be greatly appreciated.
I was requesting an evaluationb of my adrenaline warrior build.. and people are writing 500 word essays on w/r builds...
Thank you Yukito for posting the very gist of those people's problems.
I do not want to change my weapon, and especially do not want to change my class.
Anymore useful feed backs would be greatly appreciated.
Enigmatics
Axes have more dps, swords have one good spike skill, as far as that goes. If you want aoe for some reason go axes and get cyclone axe; you'll also be able to have a decent elite. Oh yeah... use balthazaars spirit so you get adrenaline each time you're hit. It really shines in pve. As for troll unguent, you can easily interrupt it, and apply poison does work well for pvp, because it'd be too hard to continuously mend it.
rii
As a point, w/r get tigers fury. Which is better than frenzy OR flurry. Apply poison is a waste of space. Its always seemed just like a gimmick.
Your build is cool, there are only a few shutdowns for adrenaline (albeit theyre good ones). You might want remove hex to deal with these select few. Soothing Images, Pacifism and Amity are pretty much all you need to worry about that arent standard hexes like.... conjure phantasm. Warriors are often the primary ressers on a team, due to their low priority, so ressurect could be in there. I agree with the above that if you want adrenaline then youll need a a buff. battle rage is my personal favorite, combining speed and adrenaline buff. If you dont want any energy skills apart from utility, then dont bother with an attack speed buff, but if you do , take frenzy. It is bad if your focused, but me worrying about that would be contra to be saying warriors are low priority. Finally, Riposte is one underrated, albeit random skill. Four adrenaline isnt hard to come by with battle rage, and with high tactics it will significantly increase your dps in 1v1, etc.
So therefore, heres a suggestion:
Strength: 11+3
Swordsmanship: 10+3
Tactics: 10+1
Sever Artery
Gash
Galrath Slash
Final Thrust
Battle Rage [E]
Riposte
Remove Hex
Ressurect
Your build is cool, there are only a few shutdowns for adrenaline (albeit theyre good ones). You might want remove hex to deal with these select few. Soothing Images, Pacifism and Amity are pretty much all you need to worry about that arent standard hexes like.... conjure phantasm. Warriors are often the primary ressers on a team, due to their low priority, so ressurect could be in there. I agree with the above that if you want adrenaline then youll need a a buff. battle rage is my personal favorite, combining speed and adrenaline buff. If you dont want any energy skills apart from utility, then dont bother with an attack speed buff, but if you do , take frenzy. It is bad if your focused, but me worrying about that would be contra to be saying warriors are low priority. Finally, Riposte is one underrated, albeit random skill. Four adrenaline isnt hard to come by with battle rage, and with high tactics it will significantly increase your dps in 1v1, etc.
So therefore, heres a suggestion:
Strength: 11+3
Swordsmanship: 10+3
Tactics: 10+1
Sever Artery
Gash
Galrath Slash
Final Thrust
Battle Rage [E]
Riposte
Remove Hex
Ressurect
younggun87
Thanks for the above posts.
Taking your feedbacks I have refined my skills and stats for pvp.
So far, it has been very successful with 2 monks, and one ranger in my team.
Stats:
12 Swordsmanship.
9 + 1 STR
9 Healing Prayers
3 Smiting.
Skills:
1. Sever Artery
2. Hamstring (I found that this skill is much more useful compared to Gash because it stops casters running away from me)
3. Flurry (I might change this with Frenzy)
4. Galrath Slash
5. Final Thrust
6. Battle Rage (E)
7. Mend Ailment (I took this over Purge Conditions because of lower mana cost and faster cool down)
8. Judge's Insight (Although it doesnt last long (10 sec), it gives 20% armor penetration which is useful in finishing off warriors that are left behind)
I am wondering, would it be better to use the remaining points on Tactics rather than Smiting for Deadly Riposte?
Taking your feedbacks I have refined my skills and stats for pvp.
So far, it has been very successful with 2 monks, and one ranger in my team.
Stats:
12 Swordsmanship.
9 + 1 STR
9 Healing Prayers
3 Smiting.
Skills:
1. Sever Artery
2. Hamstring (I found that this skill is much more useful compared to Gash because it stops casters running away from me)
3. Flurry (I might change this with Frenzy)
4. Galrath Slash
5. Final Thrust
6. Battle Rage (E)
7. Mend Ailment (I took this over Purge Conditions because of lower mana cost and faster cool down)
8. Judge's Insight (Although it doesnt last long (10 sec), it gives 20% armor penetration which is useful in finishing off warriors that are left behind)
I am wondering, would it be better to use the remaining points on Tactics rather than Smiting for Deadly Riposte?
Enigmatics
If you replaced JI with gash you'd actually do more damage. Since most deep wounds average around 100 max health taken away.
Jenhra T
I know this thread is old... but for a more orignal Wa/Mo I tend to bring the required adrenal skills (per your weapon) plus a choice between:
Purge Signet (it uses up energy you don't need, but can still be used at 0 energy, and it remove both hexes and conditions).
Succor (what do I need energy for? I'm and adrenal warrior, might as well give the love to my monk... and the 1 energy you lose for each of his casts doesn't hurt you)
Life Bond/Holy Wrath (either an 8 in Protection Prayers or 8 in Smitting) also cast on the monk. Holy wrath is expensive because it costs you energy, but you don't use it, and it doesn't end if you run out. Since the monk will be the focused target, simply HW on him and a lot of people start taking damage (combine with Retribution to return almost all damage back to attackers). I've had monks be more thankful for Life Bond though. They take half damage, you take the other half, reduced.
Since you have low energy regen as a Wo primary you can only choose 2 abilities to bring. My favorite is Succor + Life Bond on the Monk. Bring Purge Signet too. Now you can remove Hexes and Conditions from the monk, he has + 1 Energy and Health regen, and is taking half damage. Half damage for him and more energy for him means that he can heal himself (and others) more efficiently. If the enchantments get removed.... renew them when you get the energy, nothing else you have needs it.
Purge Signet (it uses up energy you don't need, but can still be used at 0 energy, and it remove both hexes and conditions).
Succor (what do I need energy for? I'm and adrenal warrior, might as well give the love to my monk... and the 1 energy you lose for each of his casts doesn't hurt you)
Life Bond/Holy Wrath (either an 8 in Protection Prayers or 8 in Smitting) also cast on the monk. Holy wrath is expensive because it costs you energy, but you don't use it, and it doesn't end if you run out. Since the monk will be the focused target, simply HW on him and a lot of people start taking damage (combine with Retribution to return almost all damage back to attackers). I've had monks be more thankful for Life Bond though. They take half damage, you take the other half, reduced.
Since you have low energy regen as a Wo primary you can only choose 2 abilities to bring. My favorite is Succor + Life Bond on the Monk. Bring Purge Signet too. Now you can remove Hexes and Conditions from the monk, he has + 1 Energy and Health regen, and is taking half damage. Half damage for him and more energy for him means that he can heal himself (and others) more efficiently. If the enchantments get removed.... renew them when you get the energy, nothing else you have needs it.