W/Mo Sword User

phatelephant22

phatelephant22

Banned

Join Date: Jul 2005

DLC

W/Mo

Yea whats an effective build where i can either not take alot of damage or a build where i can deal alot of damage quikly

im having trouble with staying alive so i need to be able to deal alot of damage what skills do i use

sry if this defys the rules which i believe i do

Nick The Nicker

Nick The Nicker

Academy Page

Join Date: Jul 2005

IL

Looking for one

N/

There are many many different ways to go, and these are just my suggestions. These builds can be changed and moved around to fit your style better, but are a very good start.

These are meant for PvE, though I do think they will hold up a bit in PvP as well.

If someone would like a PvP version of the War/Mo, let me know and I will share some of my builds I have put together over the past year.

Also, feel free to add to and change any of the builds here with your recommendations and ideas.

Have at it!

The first one is a healer with a bit of damage. This is good for keeping yourself alive and still being able to do a bit of work on the enemy, and I have even been able to completely solo some missions with builds similar to this:

Swordsmanship: 12 (97)
Healing Prayers: 12 (97)

Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent begins bleeding for 21 seconds, losing health over time.

2) Pure Strike (availability) - (5,0,8) If Pure Strike hits, you strike for +24 damage. If you are not using a stance, Pure Strike cannot be blocked or evaded.

3) Galrath Slash (availability) - (8a,0,0) This attack strikes for +32 damage if it hits.

4) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% health.

5) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.

6) Healing Hands (availability) (elite) - (5,14,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 21 health. This is an elite skill.

7) Orison of Healing (availability) - (5,1,2) Heal target ally for 60 health.

8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.

You will want to cast Balthazar's Spirit right at the beginning. This will be your source of energy.

Use the attack skills in the order above, final thrust should finish them off. Healing Hands when you are surrounded, Healing Breeze and/or Orison when you are getting hurt.

Next is high-damage protection. If you can't heal, than dont get hurt.

Swordsmanship: 11 (77)
Tactics: 10 (61)
Protection Prayers: 10 (61)

Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent begins bleeding for 20 seconds, losing health over time.

2) Pure Strike (availability) - (5,0,8) If Pure Strike hits, you strike for +22 damage. If you are not using a stance, Pure Strike cannot be blocked or evaded.

3) Galrath Slash (availability) - (8a,0,0) This attack strikes for +29 damage if it hits.

4) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 29 more damage. This damage is doubled if your target was below 50% health.

5) Healing Signet (availability) - (0,2,4) You gain 115 health. You take double damage while using this skill.

6) Mark of Protection (availability) (elite) - (15,1,45) For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 42. All your Protection Prayers are disabled for 10 seconds. This is an elite skill.

7) Shielding Hands (availability) - (5,34,25) For 10 seconds, damage received by target ally is reduced by 13.

8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.

Again, Balthazar's Spirit right away. Healing Signet only when you are safe, or maybe being attacked by a weak enemy. If you get in trouble cast Mark of Protection or Shielding Hands and then use Healing Signet so you wont get hit as hard.

The final one is my favorite way to go, it surprise them all but you need a good healer with you. Its a magic attack stance build. your sword isnt your weapon, smite magic is. The sword is just there to build adrenaline so you can go into a defensive stance and use magic to put the hurt on:

Swordsmanship: 10 (61)
Tactics: 10 (61)
Smiting Prayers: 11 (77)

Skills:
1) Shield Stance (availability) - (5,0,60) For 16 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.

2) Galrath Slash (availability) - (8a,0,0) This attack strikes for +27 damage if it hits.

3) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 27 more damage. This damage is doubled if your target was below 50% health.

4) Healing Signet (availability) - (0,2,4) You gain 115 health. You take double damage while using this skill.

5) Symbol of Wrath (availability) - (15,2,30) For 5 seconds, foes in this location take 25 holy damage each second.

6) Signet of Judgment (availability) (elite) - (0,2,30) Target foe is knocked down. That foe and all adjacent foes take 60 holy damage. This is an elite skill.

7) Smite (availability) - (10,1,10) This attack deals 43 holy damage. If attacking, your target takes an additional 21 holy damage.

8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.

Balthazar's Spirit once again. Shield stance for defense whenever its ready. I dont think it will go down like other stances when you use a skill.

Use smite on any melee opponents for 60 damage. When surrounded, go into shield stance and use Signet of Judgment for 60 damage to the entire group (especially if they are standing right next to you), and right after hit Symbol of Wrath while they are knocked down to hopefully get 125 damage to all of em as well.

If you are hurt, cast signet of judgement to drop everyone, and then immediatley cast healing signet to get the heal and not be attacked so you avoid the double damage.

This one is very similar to my PvE build, but I use hammer knockdowns for extra floor time to hit them with Wrath.

Good luck. These might work well too in PvP, but the best PvP builds for a warrior are pure damage or condition/interrupt builds, and the healing/protection is best left to the teams monks.


got them from here http://guildwars.ogaming.com/forum/i...showtopic=8386