W/Me Concept
LifeInfusion
Strength: 9+1 (48)
Axe Mastery: 9+2 (48)
Tactics: 9+1 (48)
Inspiration Magic: 9 (48)
Total attribute points used: 192/200
1) Disrupting Chop [Axe Mastery] 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.
2) Wild Blow [none] : Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits any stance being used by your target ends. This attack cannot be blocked or evaded.
3) Skull Crack [none] : If this attack hits while target foe is casting a spell, that foe is dazed for 15 seconds. This is an elite skill.
4) Penetrating Blow [Axe Mastery] Axe Attack: This axe attack has 50% armor penetration.
5) Mantra of Inscriptions [Inspiration Magic] Stance: For 66 seconds, your signet rings recharge 40% faster.
6) Dolyak Signet [Strength] Signet: For 16 seconds, you have +17 armor and cannot be knocked down, but your movement is slowed by 75%.
7) Healing Signet [Tactics] Signet: You gain 115 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
Axe Mastery: 9+2 (48)
Tactics: 9+1 (48)
Inspiration Magic: 9 (48)
Total attribute points used: 192/200
1) Disrupting Chop [Axe Mastery] 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.
2) Wild Blow [none] : Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits any stance being used by your target ends. This attack cannot be blocked or evaded.
3) Skull Crack [none] : If this attack hits while target foe is casting a spell, that foe is dazed for 15 seconds. This is an elite skill.
4) Penetrating Blow [Axe Mastery] Axe Attack: This axe attack has 50% armor penetration.
5) Mantra of Inscriptions [Inspiration Magic] Stance: For 66 seconds, your signet rings recharge 40% faster.
6) Dolyak Signet [Strength] Signet: For 16 seconds, you have +17 armor and cannot be knocked down, but your movement is slowed by 75%.
7) Healing Signet [Tactics] Signet: You gain 115 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
LifeInfusion
Strength: 8+1 (37)
Axe Mastery: 10+2 (61)
Inspiration Magic: 12 (97)
Total attribute points used: 195/200
1) Disrupting Chop [Axe Mastery] 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.
2) Eviscerate [Axe Mastery] Axe Attack: If Eviscerate hits, you strike for +34 damage and inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds. This is an elite skill.
3) Wild Blow [none] : Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits any stance being used by your target ends. This attack cannot be blocked or evaded.
4) Berserker Stance [Strength] Stance: For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
5) Inspired Enchantment [Inspiration Magic] Spell: Remove an enchantment from target foe and gain 13 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
6) Inspired Hex [Inspiration Magic] Spell: Remove a hex from target ally and gain 13 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
7) Ether Feast [Inspiration Magic] Spell: Target foe loses 5 energy. You are healed 24 for each point of energy lost.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
Axe Mastery: 10+2 (61)
Inspiration Magic: 12 (97)
Total attribute points used: 195/200
1) Disrupting Chop [Axe Mastery] 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.
2) Eviscerate [Axe Mastery] Axe Attack: If Eviscerate hits, you strike for +34 damage and inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds. This is an elite skill.
3) Wild Blow [none] : Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow hits any stance being used by your target ends. This attack cannot be blocked or evaded.
4) Berserker Stance [Strength] Stance: For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
5) Inspired Enchantment [Inspiration Magic] Spell: Remove an enchantment from target foe and gain 13 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
6) Inspired Hex [Inspiration Magic] Spell: Remove a hex from target ally and gain 13 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
7) Ether Feast [Inspiration Magic] Spell: Target foe loses 5 energy. You are healed 24 for each point of energy lost.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
LifeInfusion
Strength: 8+1 (37)
Axe Mastery: 10+2 (61)
Tactics: 8+1 (37)
Illusion Magic: 10 (61)
Inspiration Magic: 2 (3)
Total attribute points used: 199/200
1) Dismember [Axe Mastery] Axe Attack: If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 17 seconds.
2) Axe Twist [Axe Mastery] Axe Attack: If this attack hits a foe suffering from a deep wound, you strike for 16 more damage and that foe suffers from weakness.
3) Swift Chop [Axe Mastery] Axe Attack: If this attack hits you strike for +16 damage. If Swift Chop is blocked, your target suffers a deep wound and takes an additional 16 damage. Swift Chop cannot be evaded.
4) Mantra of Persistence [Inspiration Magic] Stance: For 38 seconds, any illusion magic hex you cast lasts 31% longer.
5) Fevered Dreams [Illusion Magic] Hex: For 12 seconds, whenever target foe suffers from a new condition, all nearby foes suffer from that condition as well. This is an elite skill.
6) Phantom Pain [Illusion Magic] Hex: For 10 seconds, target foe suffers health degeneration of 3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 15 seconds.
7) Healing Signet [Tactics] Signet: You gain 108 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
Axe Mastery: 10+2 (61)
Tactics: 8+1 (37)
Illusion Magic: 10 (61)
Inspiration Magic: 2 (3)
Total attribute points used: 199/200
1) Dismember [Axe Mastery] Axe Attack: If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 17 seconds.
2) Axe Twist [Axe Mastery] Axe Attack: If this attack hits a foe suffering from a deep wound, you strike for 16 more damage and that foe suffers from weakness.
3) Swift Chop [Axe Mastery] Axe Attack: If this attack hits you strike for +16 damage. If Swift Chop is blocked, your target suffers a deep wound and takes an additional 16 damage. Swift Chop cannot be evaded.
4) Mantra of Persistence [Inspiration Magic] Stance: For 38 seconds, any illusion magic hex you cast lasts 31% longer.
5) Fevered Dreams [Illusion Magic] Hex: For 12 seconds, whenever target foe suffers from a new condition, all nearby foes suffer from that condition as well. This is an elite skill.
6) Phantom Pain [Illusion Magic] Hex: For 10 seconds, target foe suffers health degeneration of 3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 15 seconds.
7) Healing Signet [Tactics] Signet: You gain 108 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
LifeInfusion
Strength: 8+1 (37)
Swordsmanship: 10+2 (61)
Tactics: 9+1 (48)
Domination Magic: 9 (48)
Total attribute points used: 194/200
1) Galrath Slash [Swordsmanship] Sword Attack: This attack strikes for +32 damage if it hits.
2) Riposte [Tactics] Skill: For 8 seconds, while you have a sword equipped, you block the next attack against you, and your attacker takes 27 damage.
3) Energy Surge [Domination Magic] Spell: Target foe loses 8 energy. For each point of energy lost, that foe and all foes in the area take 8 damage. This is an elite skill.
4) Blackout [Domination Magic] Skill: For 5 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
5) Hex Breaker [Domination Magic] Stance: For 132 seconds, the next time you are the target of a hex, that hex fails, the caster takes 32 damage, and Hex Breaker ends.
6) Watch Yourself!' [Tactics] Shout: Party members near you gain +20 armor for 9 seconds.
7) Healing Signet [Tactics] Signet: You gain 115 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
Swordsmanship: 10+2 (61)
Tactics: 9+1 (48)
Domination Magic: 9 (48)
Total attribute points used: 194/200
1) Galrath Slash [Swordsmanship] Sword Attack: This attack strikes for +32 damage if it hits.
2) Riposte [Tactics] Skill: For 8 seconds, while you have a sword equipped, you block the next attack against you, and your attacker takes 27 damage.
3) Energy Surge [Domination Magic] Spell: Target foe loses 8 energy. For each point of energy lost, that foe and all foes in the area take 8 damage. This is an elite skill.
4) Blackout [Domination Magic] Skill: For 5 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
5) Hex Breaker [Domination Magic] Stance: For 132 seconds, the next time you are the target of a hex, that hex fails, the caster takes 32 damage, and Hex Breaker ends.
6) Watch Yourself!' [Tactics] Shout: Party members near you gain +20 armor for 9 seconds.
7) Healing Signet [Tactics] Signet: You gain 115 health. You take double damage while using this skill.
8) Resurrection Signet [none] Signet: Resurrect target party member. You may use this skill only once per mission.
ifuwerepbandj
I really like all these builds. You haven't stated whether they are PvP or PvE but they appear PvP. You have healing signet for every buid except #2. I know that healing signet works well to heal a warrior because it is spammable and has no energy cost, ether feast is not spammable however because of its long recharge time. If I'm not mistaken the cast time is also atrocious for a skill a warrior would be using. The concept of stealing energy makes it attractive, but it doesn't go well with the theme of the other builds in being able to heal yourself relatively well.
Savio
I'm assuming this is for PvP Arenas...
First build: Getting a lvl 9 Tactics doesn't quite help anything if all you're using it for is Healing Signet. Dolyak pretty much kills your chances of ever catching up to anyone if they decide to run. Again, getting lvl 9 Inspiration doesn't help if all it's for is Mantra of Inscriptions. Heal Sig charges fast enough, and at a high enough strength level you shouldn't worry too much about the cooldown of Dolyak. This seems to be more of an Arenas build, aimed more for anti-casting, but also anti-warrior with Dolyak and Wild Blow.
Also, just to add that Penetrating Blow has 20% armor penetration and does additional damage.
Second build: Better, because it doesn't spread out its points as much. The problem with Inspired Hex and Enchant, though, is that 1. they are replaced by the inspired skil for 20 seconds, effectively a 20-second cooldown, which is too slow for an enchant-heavy build or a hex caster. 2. The skills you do inspire won't do much good, as they will most likely be from other classes. Still, I suppose they're the best, as long as you're a warrior in Arenas. Heal Sig is better than Ether Feast because Ether has too long of a recharge time - 8 seconds if I remember correctly. But since this build is Inspire-heavy, Heal Sig would be hard to bring in without reducing your effectiveness.
Third build: Even though it's spread out among 4 attributes, I kinda like this build. Fevered Dreams and multiple Conditions seems interesting. You'll get to pull off Fevered Dreams/Phantom Pain only every so often because of energy limitations though. Hope that the other team doesn't have a hex removal. I'd drop Phantom Pain and the Mantra, and toss in Axe Rake and Flurry (Frenzy if you're chancy.)
Fourth build: Blackout Warrior, my most fun as W/Me. But if you use Blackout, try to bring skills that last for a while or interrupting skills. Blackout means your skills are disabled too, so you have to make the most of it. Some stance , Flurry or Frenzy, and Watch Yourself! would be nice, as both last during Blackout.
Hex Breaker is ok, but since I'd rather have Flurry/Frenzy, I'd swap it for Shatter Hex. Decent AoE damage and the ability to remove hexes is better than trying to prevent hexes IMO.
Energy Surge probably doesn't fit into what you're doing, which is interrupting the enemy. Same with Riposte. Savage Slash and Sprint would be better.
If you're fighting a healer, try to time Blackout so it's when they need to heal the most, i.e. when they're below half health or so.
First build: Getting a lvl 9 Tactics doesn't quite help anything if all you're using it for is Healing Signet. Dolyak pretty much kills your chances of ever catching up to anyone if they decide to run. Again, getting lvl 9 Inspiration doesn't help if all it's for is Mantra of Inscriptions. Heal Sig charges fast enough, and at a high enough strength level you shouldn't worry too much about the cooldown of Dolyak. This seems to be more of an Arenas build, aimed more for anti-casting, but also anti-warrior with Dolyak and Wild Blow.
Also, just to add that Penetrating Blow has 20% armor penetration and does additional damage.
Second build: Better, because it doesn't spread out its points as much. The problem with Inspired Hex and Enchant, though, is that 1. they are replaced by the inspired skil for 20 seconds, effectively a 20-second cooldown, which is too slow for an enchant-heavy build or a hex caster. 2. The skills you do inspire won't do much good, as they will most likely be from other classes. Still, I suppose they're the best, as long as you're a warrior in Arenas. Heal Sig is better than Ether Feast because Ether has too long of a recharge time - 8 seconds if I remember correctly. But since this build is Inspire-heavy, Heal Sig would be hard to bring in without reducing your effectiveness.
Third build: Even though it's spread out among 4 attributes, I kinda like this build. Fevered Dreams and multiple Conditions seems interesting. You'll get to pull off Fevered Dreams/Phantom Pain only every so often because of energy limitations though. Hope that the other team doesn't have a hex removal. I'd drop Phantom Pain and the Mantra, and toss in Axe Rake and Flurry (Frenzy if you're chancy.)
Fourth build: Blackout Warrior, my most fun as W/Me. But if you use Blackout, try to bring skills that last for a while or interrupting skills. Blackout means your skills are disabled too, so you have to make the most of it. Some stance , Flurry or Frenzy, and Watch Yourself! would be nice, as both last during Blackout.
Hex Breaker is ok, but since I'd rather have Flurry/Frenzy, I'd swap it for Shatter Hex. Decent AoE damage and the ability to remove hexes is better than trying to prevent hexes IMO.
Energy Surge probably doesn't fit into what you're doing, which is interrupting the enemy. Same with Riposte. Savage Slash and Sprint would be better.
If you're fighting a healer, try to time Blackout so it's when they need to heal the most, i.e. when they're below half health or so.
LifeInfusion
I was just tossing stuff together that isnt W/Mo. W/Me has to be the most unused build ever.
I do like the criticism, but the problem with shatters are they cost too much energy (15 energy) for a warrior to handle which is why I used inspire (5-10 energy each).
Stances (wild blow to counteract), hexes, and enchants are usually the counters to a warrior build.
I do like the criticism, but the problem with shatters are they cost too much energy (15 energy) for a warrior to handle which is why I used inspire (5-10 energy each).
Stances (wild blow to counteract), hexes, and enchants are usually the counters to a warrior build.
stumpy
personal preference here but ... no warrior is worth his spot if hes running less than 12 in his weapon attribute of choice. But I love W/Me running inspiration. I tested it in the random arenas and it seems okay ... but it would be much more effective as a tombs/teams build. I just couldn't keep up completely with the W/Mo brigade that runs rampant in their.
Eonwe
Hopefully those are pve builds. Because you can get away with running retarded shit in pve.
LifeInfusion
lol. Eonwe, I want constructive criticism. I can take the criticism, just if it has value to it.
Yukito Kunisaki
ouch bite from IQ...
At any rate, W/Me pairs the class that hates fighting spell casters with the class that LOVEs ripping them to pieces.
Think of it from that perspective and you can probably come up with more effective battlesystems.
My gripe is that W/Me usually has energy management issues. [stealing a ton of energy or what not and not having big enough skills to strike with]
At any rate, W/Me pairs the class that hates fighting spell casters with the class that LOVEs ripping them to pieces.
Think of it from that perspective and you can probably come up with more effective battlesystems.
My gripe is that W/Me usually has energy management issues. [stealing a ton of energy or what not and not having big enough skills to strike with]
Eonwe
I'll give some criticism. How about skills that I personally would never use on a warrior primary, and some I would never use in general.
On W primary:
Energy Surge
Fevered Dreams
Skull Crack
Mantra of Inscriptions
Inspipred Hex
Hex Breaker
Ether Feast
Berserker Stance
Axe Twist
Mantra of Persistance
In General
Fevered Dreams
Skull Crack
Berserker Stance
Axe Twist
Hopefully that clears some things up. Throwing some sub-par, and a few utterly terrible skills together unfortunately does not make for an even half-decent build. I think you should re-think what you *want* to be doing as a warrior, and choose skills based on that. I look at those builds, and just see random skills thrown together. Sorry.
On W primary:
Energy Surge
Fevered Dreams
Skull Crack
Mantra of Inscriptions
Inspipred Hex
Hex Breaker
Ether Feast
Berserker Stance
Axe Twist
Mantra of Persistance
In General
Fevered Dreams
Skull Crack
Berserker Stance
Axe Twist
Hopefully that clears some things up. Throwing some sub-par, and a few utterly terrible skills together unfortunately does not make for an even half-decent build. I think you should re-think what you *want* to be doing as a warrior, and choose skills based on that. I look at those builds, and just see random skills thrown together. Sorry.
Calibretto_9
Eonwe's right, these builds don't excel at any one purpose. Exactly what is it you're trying to do, and once you've answered that question to yourself you'll be better able to construct a build. My good bud started a warrior the other day and to my surprise it was a warrior/mesmer. I was a little discouraged because he looked to me for help on the build and it wasn't my favorite class combination, but I threw a few bones his way. One of which was an idea for a warrior hammer build that used various knockdowns, and then once those have run their course and the opponent gets up, toss blackout on them. It seems a decent way to keep somebody out of the fight for a looong time. Might not be perfect, but I haven't taken the time to test it yet.
Smi77y
I love the ideas, I just switched secondary to mesmer...
By the way I have a level 16 mesmer that has about 30 skills unlocked for mesmer and when I switched mesmer to my secondary on my warrior it only had about 7 skills in total for the mesmer side of things. Shouldn't all 30 be unlocked?
So just wanted to bump this because I think it's a great post on a looked over build.
By the way I have a level 16 mesmer that has about 30 skills unlocked for mesmer and when I switched mesmer to my secondary on my warrior it only had about 7 skills in total for the mesmer side of things. Shouldn't all 30 be unlocked?
So just wanted to bump this because I think it's a great post on a looked over build.
Jetdoc
No - being "unlocked" just means that you can use them in PvP. Each character has to buy or earn his own skills.
Yukito Kunisaki
A Warrior's pathetic E. Pool and E. Regen is such that if you bring any skill that's more than 5e. that skill is either shitty in retrospect or Godlike for your cause...
A lot of those skills in the opening post are um, shitty...
W/Me is either Inspiration Magic based or inefficient otherwise, plain and simple. The vast majority of Domination and Illusion skills worth glancing at are well over 5e. and just not worth a Warrior's time.
I'd never want a warrior saying he'd use Imagined Burden as his snare because that just tells me he won't be able to do damage worth crap...
W/Me Insp. or bust for me...
A lot of those skills in the opening post are um, shitty...
W/Me is either Inspiration Magic based or inefficient otherwise, plain and simple. The vast majority of Domination and Illusion skills worth glancing at are well over 5e. and just not worth a Warrior's time.
I'd never want a warrior saying he'd use Imagined Burden as his snare because that just tells me he won't be able to do damage worth crap...
W/Me Insp. or bust for me...
Foppe
If ur target is dazed u shud have something like frenzy to have a bigger chance of interrupt.
chilln_1ce
Ive been playing a W/Me for a long time and to me there are very few skills that offer any use whatsoever.
Physical Resistance/Mantra of ...../Elem Res
All very useful especially for PvE farming, a really good stance and if for example you choose to fight hydras you will get energy back constantly which cant be bad from mantra of flame.
Fragility + ViM + Condition warrior skills
I think it got nerfed but its still a very powerful way of both doing damage to a hero and constantly healing and replenishing your mana.
Backfire + Distrupting Blow + etc ...
Mass anti casters, could work but not something I have tried yet.
Chaos Storm + Cyclone Axe/Hundred Blades + Gladiators (not with HB)
Tried it, and its not very powerful imo, leaves you too diverse if you want to pretend you're a typical W/Mo farmer.
Spirit of Failure + Gladiators + Empathy
Too diverse but didnt work too badly when I tried.
Inspired Enchantment/Hex
Honestly this is a crap idea, you're forced into owning some ineffective enchantment (due to usually having no attribute points in that type of skill) and it dosent really give you energy back very effectively.
Sympathetic Visage
Probably the most useful skill besides fragility in PvP afaik, 10 energy for energy AND adrenalin denial for up to 18 seconds is no joke.
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Anyway, comments?
Physical Resistance/Mantra of ...../Elem Res
All very useful especially for PvE farming, a really good stance and if for example you choose to fight hydras you will get energy back constantly which cant be bad from mantra of flame.
Fragility + ViM + Condition warrior skills
I think it got nerfed but its still a very powerful way of both doing damage to a hero and constantly healing and replenishing your mana.
Backfire + Distrupting Blow + etc ...
Mass anti casters, could work but not something I have tried yet.
Chaos Storm + Cyclone Axe/Hundred Blades + Gladiators (not with HB)
Tried it, and its not very powerful imo, leaves you too diverse if you want to pretend you're a typical W/Mo farmer.
Spirit of Failure + Gladiators + Empathy
Too diverse but didnt work too badly when I tried.
Inspired Enchantment/Hex
Honestly this is a crap idea, you're forced into owning some ineffective enchantment (due to usually having no attribute points in that type of skill) and it dosent really give you energy back very effectively.
Sympathetic Visage
Probably the most useful skill besides fragility in PvP afaik, 10 energy for energy AND adrenalin denial for up to 18 seconds is no joke.
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Anyway, comments?