War/Mes axe
tektonik
11 AXE 8 Str 9 Insp 8 Dom
blackout || Cleave || Disrupting chop || leech sig || power drain || power spike || inspire hex || sprint
Armor: Gladiator
Weap: Best Axe
Off Hand: Best Focus for Insp.
uhh yeah. Blackout spam as much as possible and inbetween use cleave + interupt skills and inspire hex as much as you can. Pretty straight forward. Any questions, comment, or flames on how this sucks? Oh look I fit my whole build in 2 lines too.
EDIT: added armor
blackout || Cleave || Disrupting chop || leech sig || power drain || power spike || inspire hex || sprint
Armor: Gladiator
Weap: Best Axe
Off Hand: Best Focus for Insp.
uhh yeah. Blackout spam as much as possible and inbetween use cleave + interupt skills and inspire hex as much as you can. Pretty straight forward. Any questions, comment, or flames on how this sucks? Oh look I fit my whole build in 2 lines too.
EDIT: added armor
Elythor
I would personally get rid of Inspired Hex and take Shatter/Inspired Enchantment instead. Very good to get rid of pesky shielding hands or healing seeds that Monks love to have.
But in general, I believe disruption is something you should rely on primary Me or R. They have much better caster-hate skills and can do so from a safe distance away.
But in general, I believe disruption is something you should rely on primary Me or R. They have much better caster-hate skills and can do so from a safe distance away.
tektonik
Yeah thats what I want to do drop a 5 en skill for a 15 or 10? No thanks. This is for GvG and meant for locking down so everyone else int he group can kill.
Talizar
Disrupting Chop
Description: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Not sure if this is recent info but if u are going after casters whats the point of disabling skills? or is skills same as spells?
Description: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Not sure if this is recent info but if u are going after casters whats the point of disabling skills? or is skills same as spells?
tektonik
Quote:
Originally Posted by Talizar
Not sure if this is recent info but if u are going after casters whats the point of disabling skills? or is skills same as spells?
yes
adding text because it was a yes or no answer
adding text because it was a yes or no answer
Talizar
i still dont understand how this build works, if u blackout someone u are blackingout yourself too, so this is only to shut down one person? and why do u need any other skills at all if all u are doing is spamming blackouts, or u plan on using other skills in the 5 secs u get while blackout still recharges? Also u have a lot of skills that must be cast while someone else is casting...and blacked out person wont be doing much casting will u be switching targets while person is blacked out to perform other skills on people who are able to cast? not saying this is bad build just trying to figure out how u are planning on playing it.
Nash
I don't know where to start with this build...
Back to the drawing board.
Back to the drawing board.
tektonik
You play this build as though you lockdown on one target to prevent him from doing anything. You have 4 interupts + blackout and around 40 energy. 2 interupts give you back energy and 2 dont use energy. cleave is there as an elite and because it is only 4 adren. which is about what I will get right before the next blackout.
Aranarth
I was looking at a similar build. I assume a +1 strength and +3 axe rune, and a +1 axe helmet.
Class: Warrior / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Strength: 10+1 (61)
Axe Mastery: 11+4 (77)
Domination Magic: 10 (61)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Cleave [Axe Mastery] (0,0,4) Axe Attack: If this attack hits, you strike for +25 damage. This is an elite skill.
2) Penetrating Blow [Axe Mastery] (0,0,5) Axe Attack: This axe attack has 50% armor penetration.
3) Executioner's Strike [Axe Mastery] (0,0,8) Axe Attack: If this attack hits, you strike for +40 damage.
4) Disrupting Chop [none] (0,0,6) Axe Attack: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
5) Blackout [Domination Magic] (10,1,10) Skill: For 5 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
6) Frenzy [none] (5,0,4) Stance: For 8 seconds, you attack 33% faster but take double damage.
7) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
8) Bull's Strike [Strength] (5,0,8) : If this attack hits a fleeing foe, you strike for +23 damage, and your target is knocked down.
Basically, you attack, hit frenzy, hit blackout. By the time black out ends, you have enough adrenaline to swing with your 3 adrenaline attack spells.
After that, frenzy + blackout again. You can skip frenzy if you expect to pull a crowd of unhappy people away from whatever they're doing to save their monk.
You can also use sprint before blackout rather than frenzy if you think you'll need it. Sprint is mainly for Sprint + Bull's Strike to stop a runner from escaping. You could replace Bull's Strike with hex/enchant removal if you want, though.
Class: Warrior / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Strength: 10+1 (61)
Axe Mastery: 11+4 (77)
Domination Magic: 10 (61)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Cleave [Axe Mastery] (0,0,4) Axe Attack: If this attack hits, you strike for +25 damage. This is an elite skill.
2) Penetrating Blow [Axe Mastery] (0,0,5) Axe Attack: This axe attack has 50% armor penetration.
3) Executioner's Strike [Axe Mastery] (0,0,8) Axe Attack: If this attack hits, you strike for +40 damage.
4) Disrupting Chop [none] (0,0,6) Axe Attack: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
5) Blackout [Domination Magic] (10,1,10) Skill: For 5 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
6) Frenzy [none] (5,0,4) Stance: For 8 seconds, you attack 33% faster but take double damage.
7) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
8) Bull's Strike [Strength] (5,0,8) : If this attack hits a fleeing foe, you strike for +23 damage, and your target is knocked down.
Basically, you attack, hit frenzy, hit blackout. By the time black out ends, you have enough adrenaline to swing with your 3 adrenaline attack spells.
After that, frenzy + blackout again. You can skip frenzy if you expect to pull a crowd of unhappy people away from whatever they're doing to save their monk.
You can also use sprint before blackout rather than frenzy if you think you'll need it. Sprint is mainly for Sprint + Bull's Strike to stop a runner from escaping. You could replace Bull's Strike with hex/enchant removal if you want, though.
tektonik
Yeah I would perfer soemthing like that, in attrib, but look 8 Dom is the same as 10 Dom for blackout, 5 seconds. Also I have a feeling I would run into energy issues if I was asked to lock down a target for a long period of time so I lost some DPS in favor of longevity.
Aranarth
Yeah. I considered taking 6 in inspiration for a gain of 13 (net gain of 8) energy with power drain. That may actually be the way to go.
This would make the combo cost exactly 20 energy, but gain me 13 energy and 10 seconds of regeneration before I need to cast blackout again.
Attack - Frenzy - Blackout. (15 energy spent)
5 seconds of blackout pass (5 seconds of energy regeneration plus 5 seconds to build adrenaline.)
Cleave - Power Drain - Penetrating Blow - Disrupting Chop (cost in order, 4 adrenalin, 5 energy, 5 adrenaline, 6 adrenaline)
I gain 13 energy from drain, easily leaving me with enough to frenzy + blackout again. If they don't cast a spell for me to power drain, I just change the order of the skills and save the power drain for when they do, followed with blackout.
If they are low on health, I try to finish them with executioner's strike rather than going for blackout again.
Sounds good on paper, at least. This is something I am seriously considering trying now...
This would make the combo cost exactly 20 energy, but gain me 13 energy and 10 seconds of regeneration before I need to cast blackout again.
Attack - Frenzy - Blackout. (15 energy spent)
5 seconds of blackout pass (5 seconds of energy regeneration plus 5 seconds to build adrenaline.)
Cleave - Power Drain - Penetrating Blow - Disrupting Chop (cost in order, 4 adrenalin, 5 energy, 5 adrenaline, 6 adrenaline)
I gain 13 energy from drain, easily leaving me with enough to frenzy + blackout again. If they don't cast a spell for me to power drain, I just change the order of the skills and save the power drain for when they do, followed with blackout.
If they are low on health, I try to finish them with executioner's strike rather than going for blackout again.
Sounds good on paper, at least. This is something I am seriously considering trying now...
tektonik
Hate to burst your bubble but the reasons I only have 4 adren skills is that Blackout erases ALL adren and you dont gain any while under effects of.
Aranarth
Really? Where is this information? I don't find that listed on any sites. We can't be the first people to think of this type of build, so it should be marked somewhere.
tektonik
I didn't think of this I played this last BWE and I know from experience.
Aranarth
Given that, I see no point in using blackout with an axe user. I'd rather use more interrupt + energy gain spells and just spam away with my axe skills.
I will probably go with several spell disruption + energy gain skills and just fire away with adrenaline axe skills as fast as I can. Ether feast is interesting, too. Maybe something like Cleave, penetrating blow, disrupting blow, frenzy, sprint, ether feast, leech signet, power drain. 10+1 strength 11+4 axe and 10 inspiration
Maybe replace frenzy or sprint with Mantra of Signets to be able to use leech signet twice quickly... I dunno.
Edit: this also gives me inspired enchantment and simpathetic visage as options.
I will probably go with several spell disruption + energy gain skills and just fire away with adrenaline axe skills as fast as I can. Ether feast is interesting, too. Maybe something like Cleave, penetrating blow, disrupting blow, frenzy, sprint, ether feast, leech signet, power drain. 10+1 strength 11+4 axe and 10 inspiration
Maybe replace frenzy or sprint with Mantra of Signets to be able to use leech signet twice quickly... I dunno.
Edit: this also gives me inspired enchantment and simpathetic visage as options.
Jia Xu
btw, it's very worthwhile to get domination magic up to lvl 12 (using runes and whatever) if u are using blackout - you disable their skills for 6 secs, so you get a second of skill-usage that they don-t - hence your character is doing more things than they are - a good option is to shutdown a caster with a blackout followed by a backfire - you cast the backfire as soon as skills are available , and because you have a second's cast time over them, you can generally get the backfire in before they cast, further locking them down. However, i tried blackout once or twice, you can only really get it to work in GvG, as your team needs to know that fairly often you can't use any skills.
EDIT:
hmm, i didn't really say what i meant. I find that blackout is only useful on a primary mesmer character, as if you run an IW build, you would find that you can still do things effectively. However, i find that blackout is a bit finicky and generally its just better to conundrum someone and throw down some interrupts - you still shut them down, using guilt/shame/power <xxx>, and get to fuel some of your other skills, so when you have guilt or shame on a char, you know the next skill they cast is going to screw up so you then chuck out an eruption, or conjure phantasm, or something that will make them panic even more - cue rest of the team ripping meaty chunks out of the headless chicken that was your target
EDIT:
hmm, i didn't really say what i meant. I find that blackout is only useful on a primary mesmer character, as if you run an IW build, you would find that you can still do things effectively. However, i find that blackout is a bit finicky and generally its just better to conundrum someone and throw down some interrupts - you still shut them down, using guilt/shame/power <xxx>, and get to fuel some of your other skills, so when you have guilt or shame on a char, you know the next skill they cast is going to screw up so you then chuck out an eruption, or conjure phantasm, or something that will make them panic even more - cue rest of the team ripping meaty chunks out of the headless chicken that was your target
tektonik
right because 4 attrib is worth 1 second......
Aranarth
This is a primary warrior build, so we have no option for mesmer runes.
We've been talking outside of the boards for a bit, and I've decided to drop black out and just go with power block + disrupting chop for long term spell disabling, backed with leech signet and power drain to make sure I have the energy to allow this.
We've been talking outside of the boards for a bit, and I've decided to drop black out and just go with power block + disrupting chop for long term spell disabling, backed with leech signet and power drain to make sure I have the energy to allow this.
Ander Deathblade
way too much energy. let a mesmer bring blackout. no use doing this
tektonik
what is the logic of a caster using blackout? A war can at least do moderate damage.
shalafifred
last BWE i played a mesmer/warrior <illusionary warrior>
12+4 Illusion
10+1 Domination
8+1 Fast Casting
My main skills were
Illusionary Weaponry {Elite}
Description For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 43 damage.
Energy Cost 15
Casting Time 1 second
Recharge Time 40 seconds
Skill Type Enchantment
Linked Attribute Illusion Magic
Imagined Burden
Description For 21 seconds, target foe moves 50% slower than normal.
Energy Cost 15
Casting Time 1 second
Recharge Time 30 seconds
Skill Type Hex
Linked Attribute Illusion Magic
Distortion
Originally Published by Spooky
Description For 5 seconds, you have a 75% chance to "Evade" attacks. Whenever you evade an attack this way, you lose 0 Energy or Mantra of Distortion ends.
Energy Cost 5
Casting Time 0 seconds
Recharge Time 5 seconds
Skill Type Stance
Linked Attribute Illusion Magic
Blackout
Description For 6 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy Cost 10
Casting Time 1 second
Recharge Time 10 seconds
Skill Type Hex
Linked Attribute Domination Magic
Flurry
Description: For 5 seconds, your attack rate is increased, but you deal less damage.
Energy Cost: 5
Casting Time: 0
Recharge Time: 5seconds
Skill Type: Stance
Linked Attribute: None
Sprint
Originally Published by THX
Description: For 8 seconds, you move 25% faster.
Energy Cost: 5
Casting Time: 0
Recharge Time: 20 seconds
Skill Type: Stance
Linked Attribute: Strength
I used IW and then flurry or distortion(depending on the situation) and then blackout, when my skills recharged i used flurry or distortion again and then blackout, while i was waiting for IW to recharge i just casted blackout 2 times
12+4 Illusion
10+1 Domination
8+1 Fast Casting
My main skills were
Illusionary Weaponry {Elite}
Description For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 43 damage.
Energy Cost 15
Casting Time 1 second
Recharge Time 40 seconds
Skill Type Enchantment
Linked Attribute Illusion Magic
Imagined Burden
Description For 21 seconds, target foe moves 50% slower than normal.
Energy Cost 15
Casting Time 1 second
Recharge Time 30 seconds
Skill Type Hex
Linked Attribute Illusion Magic
Distortion
Originally Published by Spooky
Description For 5 seconds, you have a 75% chance to "Evade" attacks. Whenever you evade an attack this way, you lose 0 Energy or Mantra of Distortion ends.
Energy Cost 5
Casting Time 0 seconds
Recharge Time 5 seconds
Skill Type Stance
Linked Attribute Illusion Magic
Blackout
Description For 6 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
Energy Cost 10
Casting Time 1 second
Recharge Time 10 seconds
Skill Type Hex
Linked Attribute Domination Magic
Flurry
Description: For 5 seconds, your attack rate is increased, but you deal less damage.
Energy Cost: 5
Casting Time: 0
Recharge Time: 5seconds
Skill Type: Stance
Linked Attribute: None
Sprint
Originally Published by THX
Description: For 8 seconds, you move 25% faster.
Energy Cost: 5
Casting Time: 0
Recharge Time: 20 seconds
Skill Type: Stance
Linked Attribute: Strength
I used IW and then flurry or distortion(depending on the situation) and then blackout, when my skills recharged i used flurry or distortion again and then blackout, while i was waiting for IW to recharge i just casted blackout 2 times
Ander Deathblade
Quote:
Originally Posted by tektonik
what is the logic of a caster using blackout? A war can at least do moderate damage.
because a main healer losing access to all his skills for 6 seconds is far more important than a domination mesmer losing access to all his skills for 5. A Warrior loses all adrenaline, and he's the one that is supposed to be killing the monk with adrenal skills while there's no healing.