Quote:
Originally Posted by rangersaurus
I am scratching my head at this flurry vs frenzy thing. Frenzy makes you take more damage, faster attack, and lasts longer than flurry, but flurry makes you do less damage, but increase attack rate. I would think that while the damage will be smaller the increased attack rate will make up for it and thus get you adrenaline faster than normal, and I don't see how taking double damage is better that dealing less damage, so while you may get adrenaline faster with frenzy I can't see it being significantly better and in some case I can see it as being worse. Again, I am new at warriors so please humor me here.
And while I still like the idea for my old build. Here is one taking into account some of your advice:
Warrior/Elementalist
Level: 20
Strength: 15 (12+3)
Hammer Mastery: 15 (12+3)
- Flurry (Warrior other)
- Backbreaker [Elite] (Hammer Mastery)
- Crushing Blow (Hammer Mastery)
- Irresistible Blow (Hammer Mastery)
- Bull's Strike (Strength)
- Counter Blow (Hammer Mastery)
- Sprint (Strength)
- Resurrection Signet ()
I am not sure if having bulls, irresistible, and counter is too much, and if perhaps a heal sig or some other stance should be thrown in there (dolyak?). I still want to use AS but I will try this first. Any more suggestions?
1. In gvg/hoh, warriors are generally the last targeted, so frenzy is generally the ias stance of choice. Keep in mind you will not always have frenzy up. I usually hit frenzy as I start an adrenal spike, but not when building up adrenaline. The damage lost from flurry really hinders warriors' spiking abilities. You should always use your cover stance (sprint/rush) when you are under fire. In addition, you should be calling your frenzy and monks will prot spirit you, making sure you don't take too much damage.
2. The build you posted is what I would normally run, except I would swap in Frenzy for flurry, for reasons noted above, and rush for sprint, because hammer warrior is so energy intensive. Also, there is no reason for 2 superior runes. You should be running a dwarven helm of superior hammer mastery which is +4 to your base hammer mastery, leaving hammer mastery at 16. Minor runes in strength and tactics should suffice. Take out counter blow for healing sig. You should also have enough points into tactics (9ish) to make healing sig worth using.
If you really want to use AS, then take out bull's strike for AS. Siphon points from strength and maybe some from hammer mastery. If indeed you go the AS route, you might have to just take out healing sig and use those points.
The combo would be:
Hit Frenzy>Backbreaker>crushing blow>AS>
you may want to consider a zealous hammer mod, because after one of these combo's youll be out of energy
on a soft target, this should be enough to kill them, but in teh end you should just try out builds and see what you like the most and are the most comfortable with.