Specifics on all Warrior SlaughterHouse Build

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Been playing for a bit with the build, and here's the best break down I've seen so far.
This is very detailed so have fun reading it...

(2) W/Mo -- Healers
Attribute Points:
Healing Prayers (10)
Strength (11 +1)
Axe Mastery (10 + 1)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Healing Ankh
Energy +12
Energy +15
Energy Regeneration -1
Health +30
PvP Axe with Fortitude Grip
Skills:
Martyr {E}
Restore Life
Heal Other
Doylak Signet
Endure Pain
Penetrating Blow
Disrupting Chop
Axe Rake

(2) W/Mo -- Protectors
Attribute Points:
Protection Prayers (10)
Strength (11 +1)
Swordsmanship (10 + 1)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Healing Ankh
Energy +12
Energy +15
Energy Regeneration -1
Health +30
PvP Sword with Fortitude Grip
Skills:
Restore Condition {E}
Convert Hexes
Remove Hex
Doylak Signet
Endure Pain
Sever Artery
Galrath Slash
Final Thrust

W/N
Attribute Points:
Curses (10)
Strength (11 +1)
Swordsmanship (10 + 1)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Grim Cesta
Energy +12
Curses +1
Health +30
PvP Sword with Fortitude Grip
Skills:
Plague Signet {E}
Weaken Armor
Rigor Mortis
Sprint
Sever Artery
Gash
Galrath Slash
Final Thrust

W/M
Attribute Points:
Inspiration (9)
Strength (10 + 1)
Swordsmanship (10 + 1)
Tactics (7 + 1)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Jeweled Chalice
Energy +12
Inspiration Magic +1
Health +30
PvP Sword with Fortitude Grip
Skills:
Flurry
Ether Lord
Ether Feast
“Fear Me!”
Sever Artery
Gash
Galrath Slash
Final Thrust

(2) W/R
Attribute Points:
Strength (11 + 1)
Swordsmanship (11 + 1)
Wilderness Survial (8)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Sword with Fortitude Grip
Skills
Battle Rage {E}
Sprint
Warrior’s Cunning
Frozen Soil
Sever Artery
Gash
Galrath Slash
Final Thrust

How the Build is played:
The two Healing Warriors have 55 energy (more then enough for their jobs), and between them can use Martyr every 5 seconds. They also heal in-between using Martyr. The attacks given to them are all Adrenaline based, since you don't want to mistakenly waste Energy. Doylak is there to keep anyone from using knockdown interrupts (W.E), and Endure Pain keeps them alive in-case anyone gets wise as to who's healing.

The two protection monks also have 55 energy, and remove all conditions received by the martyr monk, and remove all hexes with Convert Hexes and Remove Hex. Doylak is there to keep anyone from using knockdown interrupts (W.E), and Endure Pain keeps them alive in-case anyone gets wise as to who's protecting.

The Warrior Necro always leads the charge into battle. He accepts as many conditions as possible, and then passes them onto a called target that 4 Warriors descend on to kill (2 W.R, W.N, W.M). This character also Weakens Armor before everyone else arrives.

The Warrior Mesmer is a nice little Energy drainer. Flurry essentially let's him spam "Fear Me!". He's also got Ether Lord and Ether Feast. While attacking in unison with 3 other Warrior's this character can drain energy from virtually anyone at an alarming rate.

The Warrior/Rangers are set up for as much damage as possible in a short time, and also contribute to making sure when someone dies they STAY dead.

The build is stupid hard to get together given how many different aspects have to come together, but it’s a thing of beauty when it functions properly. You want to talk about spike dmg; there’s isn’t a character class around that can withstand 4 un-conditioned Warriors (who aren’t going to miss with their attacks for 10 seconds) whacking away at an enemy who’s armor is weakened.

The first kill is the hardest, but each subsequent kill gets easier and easier thanks to the W.M spamming “Fear Me!”. Helpful casters have less and less ability to save anyone in trouble, and Frozen Soil keeps anyone whose dead permanently down.

theclam

Jungle Guide

Join Date: May 2005

A Protection Monk could easily survive 4 Warriors. Throw on Protective Spirit and use Mend Ailment and Reversal of Fortune as necessary. Frankly, the only way that I can see making this work would be to have the W/N use Blood is Power. Otherwise, the W/Mos would run out of mana way too fast.

Meimei

Academy Page

Join Date: Jun 2005

none

W/N

Where is your Res and Hamstring?

Moltov joss

Lion's Arch Merchant

Join Date: May 2005

D/

Hmmmm. I see no hex removal, if I remember corectly warriors dont like hexes.

Black Raine

Academy Page

Join Date: Jun 2005

Quote:
Originally Posted by theclam
A Protection Monk could easily survive 4 Warriors. Throw on Protective Spirit and use Mend Ailment and Reversal of Fortune as necessary. Frankly, the only way that I can see making this work would be to have the W/N use Blood is Power. Otherwise, the W/Mos would run out of mana way too fast. This is not true. A protection monk can tank one or two with those 3 skills, but not 4.

And Battle Rage + "Fear me!" doesn't work because "Fear me!" isn't an attack skill. >_<

The War/Me build seems to rely on *too* many adrenal skills. To utilize "Fear me!" to it's full potential I think dropping Final Thrust would be best. I think it would be best to drop Battle Rage, Ether Lord, and Ether Feast and get "For great justice!" and "Charge!" and Drain Enchantment. The energy drain won't be as heavy but with Battle Rage, you would have to sacrifice some adrenaline to use those two, not to mention having to stop chasing for a few seconds to cast. With Drain Enchantment there won't be annoying Aegis or anything bugging you. Well... to an extent.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Black Raine
This is not true. A protection monk can tank one or two with those 3 skills, but not 4. Correct me if I'm wrong, but most of the damage comes from Conditions and physical attacks. There are few, if any interrupts, Hexes, energy stealing, or knockdowns. Guardian, Reversal of Fortune, Protective Spirit, Mend Ailment, and/or Shielding Hands will shut down most of the damage. Depending on a secondary, something like Ward Against Melee would really impede the Warriors. If all else fails, you've got a second Monk that's virtually unharassed.

Black Raine

Academy Page

Join Date: Jun 2005

I'm not counting a second monk, because your original post never stated that. You made it sound like every warrior will be doing almost no damage at all which is definately not true. Those *3 skills* aren't enough to survive 4 warriors. I'm sure you know that too. The monk could survive using things like Mark of Protection, but then that holds true against any other class, including elementalists, besides ones using health degen.

It's all situational really.

Zeru

Wilds Pathfinder

Join Date: May 2005

Ignoring the obvious fact that you have 8 of one class...

With this build, there's no reason not to have an order spammer and frankly you're up your damage potential so much if you could keep SoH/JI on all the attacking warriors.

Btw the fear me setup isn't going to work well. You need echo, not battle rage (try it without echo, you can't spam fear me well at all), and flurry as a minimum.

Though honestly this is going to be mauled so badly vs kiting and a build with ample snares. I could see a revised setup (4 warriors can do more dps than the way you have them setup) doing moderately well if every warrior ran fear me and had some way of snaring/speed boost.

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Answering a couple of valid points brought up:

1. The group is not a DPS group. It's a spike dmg grp. That’s why you can have a secondary Healer/Protector. Over time their Energy needs dwindle thanks to opposing party death’s.
2. Introduce any primary caster into the mix and you negate the idea of the whole build -- which is to have no easily discernable priority target.
3. There is a priority list of targets for this build. Hex casters go first (because of high energy cost for Protection Warriors to keep team free and clear).
4. You don’t need a ‘snare’ with 4 Warriors attacking one target. Collision detection keeps the attacked foe stuck in place.
5. My mistake on the Battle Rage + Fear Me. Retard moment -- Meant to say Flurry (could also use Frenzy if you believed the W/Me wasn’t going to take dmg)

--------

theclam:
Blood is Power is a definite possibility, but who leads the charge in? Someone’s going to get spiked hard. That is inevitable. Plague/Weaken Armor at least gets the ball rolling on your first spiked target (which should be a hex caster).

--------

And as always, it’s very much a work in progress at all times with the build. But it DOES work reasonably well – trust me on that. Surprise factor alone makes it difficult to decide how to handle the group; and considering you’re a spike group that’s exactly what you want.

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

fortitude grip?!? use a defence, they work much better.

Meimei

Academy Page

Join Date: Jun 2005

none

W/N

Quote:
Originally Posted by ZING
Answering a couple of valid points brought up:

4. You don’t need a ‘snare’ with 4 Warriors attacking one target. Collision detection keeps the attacked foe stuck in place. U got ur point, but where is ur res?

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by Meimei
U got ur point, but where is ur res? Restore Life (which both Healing Warriors carry) is actually a rez spell.

Meimei

Academy Page

Join Date: Jun 2005

none

W/N

So your none healing warriors dont need res?

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by Meimei
So your none healing warriors dont need res? The Healing Warriors can rez anyone that dies. IF both Healing Warriors die yur group might as well be dead too, so there's no need for anyone else to carry a rez spell.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

W/N should cast Rigor Mortis instead of all Warriors using Warrior's Cunning. And another weakness (every build has one) is against spike groups, your W/Mos just don't have enough power to heal spikes.

And spike groups are common nowdays. Even crappy spike groups could destroy your team.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

also to the poster who said the protective spirit / mend ailment / reversal ... your wasting a slot on protective spirit as 10% of 450 is 45 and each would be hitting you for about that anyways ... imo better to save that 10 energy for something else.

There is potential like all builds but it just takes someone to say 'hey, I'll throw my ballz on your chopping block to test your build'

also 1 other note is you have a potential 8-12 heals in a real battle with this build before your healers notice energy problems.

and when you do manage to get in a king of the hill situation ... you wont be able to manage it. Our guild has been working on a 8 paladin (as lame as it sounds) build 4 healers 4 protectors with straight punch ya in the nose combat for on the way up to the hoh (i know many counters thats why it has taken sooo long to play with) ... then when there a few heal areas ... protection spams on the hill.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by stumpy
also to the poster who said the protective spirit / mend ailment / reversal ... your wasting a slot on protective spirit as 10% of 450 is 45 and each would be hitting you for about that anyways ... imo better to save that 10 energy for something else. It protects you against Final Thrust, which is a major threat.

Tigris Of Gaul

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by UberRusty
W/N should cast Rigor Mortis instead of all Warriors using Warrior's Cunning. Yep, Rigor Mortis covered up is so much better then Warrior's Cunning. I think the cooldown on Cunning is like 60 seconds? That's not fun.

Black Raine

Academy Page

Join Date: Jun 2005

Quote:
Originally Posted by ZING
The Healing Warriors can rez anyone that dies. IF both Healing Warriors die yur group might as well be dead too, so there's no need for anyone else to carry a rez spell. So let's say the two healers die, wouldn't it be better if everyone else had a rez signet so you can keep trying even after they die? Just rez your healers and your back in the game again. (just with more DP)

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Quote:
Yep, Rigor Mortis covered up is so much better then Warrior's Cunning. I think the cooldown on Cunning is like 60 seconds? That's not fun. I have an even better addition to my input! Put in Rez Signet instead of Warrior's Cunning! =D

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by UberRusty
W/N should cast Rigor Mortis instead of all Warriors using Warrior's Cunning. And another weakness (every build has one) is against spike groups, your W/Mos just don't have enough power to heal spikes.

And spike groups are common nowdays. Even crappy spike groups could destroy your team. Phenominal suggestion with the Rigor Mortis. Change officially made.

As for spike grps, there are 2 warriors with heal. Both of them have a 55 Energy pool to draw from. That's a substantial amount of healing. But you're right; it's VERY sketchy against a spike grp. That Curse Warrior who runs in first may not make it if he's not perfectly healed.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

Quote:
Originally Posted by theclam
It protects you against Final Thrust, which is a major threat. true ... so your looking at casting protective spirit then while they whack away with say 40 damage * 8 every 1 seconds (sword attack speed animations) = 320 damge per second minus say 1 reversal of fortune per second = 40 damage in this example

for a total of 280 damage per second?

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

I still don't get what everybody's push for rezzing is all about. This is a spike group pure and simple. A spike group that only has a limited pool of energy. It's a big enough pool for the group plan, but it's not enough for a DoT situation.

If the two healers die, or too much times passes before the group gains an advantage it's done. There's no way around the fact that martyr + restore condition + hex removal can only be used for so long, before Warriors start getting into trouble.

You shouldn't really write off the group so quickly though. When you're going up against it, the questions for the opposing team always are: who do you target first? Who are your priority targets in an all Warrior build?

The more time you take to answer those questions the more time this build has to run up to your group, and spike one of your characters dead. Indecision is not something you want to have against this group.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

which is why i think this group has a shot ... at least to throw all flavours off.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

another idea you may want to invest in too ...

zealous hilts = sack a minus 1 regen and steal 1 energy per hit ...

in comparison ... your healing monks will currently only be getting 1 energy every 3 seconds due to the -1 regen on your off hand foci ...

throw on zealous hilts ... give them no regen every 3 seconds ... have them gain 3 energy every 3 seconds in melee battle (3 hits in 3 seconds and that doesnt include any sort of cyclone / multiple target damage) to help with energy regen.

just a thought

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by stumpy
true ... so your looking at casting protective spirit then while they whack away with say 40 damage * 8 every 1 seconds (sword attack speed animations) = 320 damge per second minus say 1 reversal of fortune per second = 40 damage in this example

for a total of 280 damage per second? I never said I could take 8, just 4, since ZING said 4 Warriors will be attacking. Swords attack once every 1.33 seconds, not once a second. I'll get hit about six times every 2 seconds. Reversal of Fortune will completely nullify two of those hits. Guardian will block about 43-50% of the hits (let's take it at 45%).

6 Hits/2s.
- 45% (Guardian) = 3.3 Hits/2s.
- 2 Hits/2.25s (RoF) = 1.7 Hits/2s.

For the sake of argument, let's say I get 45 from Divine Favor. Let's say the average Warrior hit does 40 damage (regular hits will do a bit less, skills will do more).

45 HP = 1.125 Hits

1.3 Hits/2s.
- 1.125 Hits/2.25s (RoF DF bonus) = 0.8 Hits/2s.
- 1.125 Hits/5s (Guardian DF bonus) = 0.35 Hits/2s.

0.35 Hits/2s = 7DPS.

So, if I continually cast RoF and Guardian every time their recharge timer runs out, I'll only take 7 DPS. Mend Ailment will heal me for about 105 if I have two conditions on me. Shielding Hands would greatly reduce the Warriors' DPS, but make Reversal of Fortune less useful.

Now the math is very rough, but you see what I'm getting at. I exaggerated a little bit. Still, a Protection Monk should be able to survive against 4 Warriors in this build without taking much damage, at least until his mana runs out. Most teams run two Monks, so there should be no problem beating this build.

I think what would be really dangerous would be 4 W/Es using Hammers and Aftershock. With good communication and a bit of luck, you can put two each on two Monks and kill very quickly. 6 Warriors with Swords and the same skills is an awful build. At the very least, throw an axe or two in there so you're not constantly overlapping Gash and Sever Artery.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

okay i was unsure of 1 or 1.5 attack speed ... but that helps what i failed to comprehend was in your post you stated simply prot spiri + mend ailment + reversal ... which wouldnt cut it. guardian can make a big factor.

I was going to also say that ... w/me are good but knockdowns may be crucial in knocking out a monk.

but in a 2 monk team it is unlikely that both are protection monks. so lets say you do have only 4 guys only you ... that you may be able to manage leaving the other monk vulnerable to 40 * 4 = 160 damage every 1.33 seconds excluding any DoT and self healing he uses. he will likely go down fast. But the 4 warriors on you would be getting frusterated.

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by theclam
I never said I could take 8, just 4, since ZING said 4 Warriors will be attacking. Swords attack once every 1.33 seconds, not once a second. I'll get hit about six times every 2 seconds. Reversal of Fortune will completely nullify two of those hits. Guardian will block about 43-50% of the hits (let's take it at 45%).

6 Hits/2s.
- 45% (Guardian) = 3.3 Hits/2s.
- 2 Hits/2.25s (RoF) = 1.7 Hits/2s.

For the sake of argument, let's say I get 45 from Divine Favor. Let's say the average Warrior hit does 40 damage (regular hits will do a bit less, skills will do more).

45 HP = 1.125 Hits

1.3 Hits/2s.
- 1.125 Hits/2.25s (RoF DF bonus) = 0.8 Hits/2s.
- 1.125 Hits/5s (Guardian DF bonus) = 0.35 Hits/2s.

0.35 Hits/2s = 7DPS.

So, if I continually cast RoF and Guardian every time their recharge timer runs out, I'll only take 7 DPS. Mend Ailment will heal me for about 105 if I have two conditions on me. Shielding Hands would greatly reduce the Warriors' DPS, but make Reversal of Fortune less useful.

Now the math is very rough, but you see what I'm getting at. I exaggerated a little bit. Still, a Protection Monk should be able to survive against 4 Warriors in this build without taking much damage, at least until his mana runs out. Most teams run two Monks, so there should be no problem beating this build.

I think what would be really dangerous would be 4 W/Es using Hammers and Aftershock. With good communication and a bit of luck, you can put two each on two Monks and kill very quickly. 6 Warriors with Swords and the same skills is an awful build. At the very least, throw an axe or two in there so you're not constantly overlapping Gash and Sever Artery. Re-do your calculations to take into account:
Battle Rage on two of the Warriors
"Fear Me!"
Ether Feast
Ether Lord
Weaken Armor


And this is most important -- a Monk is NOT the highest priority target. As stated, Hex casters go first. Then the group comes lookin for your kind. And the more people this group kills the more time it can dedicate without worry to killing the next person.

You really think your protection monk can hold off 4 Warrior's with time on their side?

nicosharp

Frost Gate Guardian

Join Date: Mar 2005

Mo/N

So who is leading these warriors into the slaughterhouse? MOOOO!

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

SpaceFreak, their fearless leader with Divine Boon, of course!

The Red Knight

Krytan Explorer

Join Date: Apr 2005

Zero Files Remaining [LaG]

R/Mo

blah gw being slow =[

The Red Knight

Krytan Explorer

Join Date: Apr 2005

Zero Files Remaining [LaG]

R/Mo

Quote:
(2) W/R
Attribute Points:
Strength (11 + 1)
Swordsmanship (11 + 1)
Wilderness Survial (8)
Major Vigor Rune
Equipment:
Gladiator Armor
+ 8 Energy
PvP Sword with Fortitude Grip
Skills
Battle Rage {E}
Sprint
Warrior’s Cunning
Frozen Soil
Sever Artery
Gash
Galrath Slash
Final Thrust
why use sprint with battle rage thats retarded and warriors cunning is pretty bad too =/

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by The Red Knight
why use sprint with battle rage thats retarded and warriors cunning is pretty bad too =/ Battle Rage requires built up adrenaline. Sprint is energy based. Warrior's cunning is used because it's a spike team -- and a spike team isn't very good if it doesn't deal damage.

The Red Knight

Krytan Explorer

Join Date: Apr 2005

Zero Files Remaining [LaG]

R/Mo

yeah but you just hit a target close to you 4 times GASP YOU GOT ENERGY FOR BATTLE RAGE OMGUD!

ZING

ZING

Ascalonian Squire

Join Date: Jun 2005

W/R

Quote:
Originally Posted by The Red Knight
yeah but you just hit a target close to you 4 times GASP YOU GOT ENERGY FOR BATTLE RAGE OMGUD! And what happens at the beginning of the battle when -- OMGUD -- you've got no adrenaline, and you are getting spiked to shiet on your way to attacking a target that is moving back as fast as you're moving foward.

Or -- OMGUD -- you just finished killing of an enemy and you've got to stop to cast Frozen Soil, while the rest of your party runs off to spike the next guy. You just used a non-attack skill (in soil), so Rage over, and you're left all alone making you a nice juice target -- or better yet, because you're taking too long to get to the next target you're effecting your teams ability to spike.

OMGUD -- t3h l33t death. r0x0rs 4 t3h build!

Battle Rage is a cheap spamable adrenaline boost, which is its main reason for being part of the W.R build. To use it as a sprint is asking for trouble.

And if you think it's a bad choice recommend something better; no need to be a jerk. I want feedback not ignorance.

UberRusty

Banned

Join Date: Jun 2005

amsterdam, where male prostitution is legal

[GGG] Gay Guild Gals

W/R

Quote:
why use sprint with battle rage thats retarded and warriors cunning is pretty bad too =/
The posts above already stated a change that W/N is casting Rigor Mortis.

Quote:
yeah but you just hit a target close to you 4 times GASP YOU GOT ENERGY FOR BATTLE RAGE OMGUD! It takes around 5 - 7 seconds to build up aldrenaline once you actually are ON the target, and even more if they start running. Then there are the collison detection stops, etc. Sprint is a great skill to use running INTO battle, but once you're hitting the target Sprint is useless.

That's why I suggest one of the Warrior bring Charge! as an elite or something. In fact ZING you could make one of the Warriors a "party buffer battery" with skills such as Watch Yourself! and Charge! among other things.

Lodurr

Lodurr

Frost Gate Guardian

Join Date: Jul 2005

Our Other Name Was Funnier [BaN]

W/E

I see what you're saying about this being a spike group. But with just a little tweaking, this group could be viable in long battles as well.

The W/Mo healers really won't be able to keep up with the pace of damage. They only have 2 regen arrows (the Energy regen -1 ankhs would really kill their mana in a long battle), which means it takes about 7 seconds to regen 5 mana to cast a single heal--a heal that won't be benefitted by Divine Favor. I would suggest bringing Word of Healing as your {E} for the biggest bang for your buck.

A better approach to healing would be to have 2 Life Bonders. Each Life Bonder could Life Bond 2 other people, and use only signets and adrenal skills to make up for their 0 Energy regen. They could use Purge Signet for removing conditions and hexes, and Battle Rage to keep the adrenal attacks flowing. This would also reduce the effectiveness of damage spikes, and slow down the damage to a pace your half-Mos can keep up with. I have tried Purge Signet w/ Life Bond and it doesn't kill the enchantments, even though your energy drops to 0.

I don't think any team can pump out conditions fast enough to be a big threat. Blind and Cripple are the biggest threats to this build, and those must be the least-used Conditions in ToPK builds since they're anti-Warrior. One-shot condition removers should be sufficient, but literally everyone should bring them. That way your W/Mos can bring better heals instead.

Plague Touch is so much better than Plague Signet. It's unlikely that all the conditions will be piled on one guy, even if he trots out in front of the enemy first. After that, it's more of an advantage to get rid of a condition RIGHT AWAY whenever it pops up, rather than having to wait up to 20 seconds, then sacrifice some life just for the advantage of spreading it to other enemies. Besides, what would a group of casters have to fear from being Blinded?

Enchantment removal is a must. It will be visibly and obviously clear to the other team which of their guys is being targeted. I would suggest the W/Me bring Drain Enchantment, and the W/N bring Rend Enchantments.

The W/Rs should also bring Nature's Renewal. This is a team that doesn't rely on enchantments at all, and enchantments and hexes will also be its biggest problem. Sprint is also unnecessary if you've got Battle Rage already. If he really needs to run off, he can just whack someone a few times first, or recast BR earlier.

I think it's unnecessary for literally all the sword bearers to bring Sever Artery. Two should be sufficient to keep the target constantly bleeding--maybe even just one. If you only have room for three attack skills, the bring Gash, Galrath, and Final.

Re: Zealous hilts, the text reads (as of the last time I read it), "Energy gain on hit: 1." It's not stealing the energy. Everyone carrying Vampiric hilts on switch would be a good idea though, since it's adding free damage, so long as you're hitting often enough.

Finally, Ether Lord is weak at mana stealing unless you've got 12 in Inspiration. 7 seconds of Energy degen of 2 is only 5 mana (1 arrow = 1 mana/3 sec). At the same level, Energy Tap would be stealing about 9 or 10.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Wow, to think someone came up with this!

4v4 games would make sense for builds like this, now I'm inspired to make one...

4 warriors...

1 w/mo
1 w/n
1 w/me
1 w/e

Hmm...