the turtle! (Warrior/Elementalist)

Shadowsong

Ascalonian Squire

Join Date: Apr 2005

can this build work in pvp?

1st: Warrior
2nd: Elementalist

Axe Mastery: 11
Tactics: 10
Earh Magic: 10

points: 199(200)

Skills:
Executioner's Strike (Axe)
Penetrating Blow (Axe)
Gladietor's Defense (Tactics)
Disciplined Stence (Tactics)
Healing Signet (Tactics)
Armor of Earth (Earth Magic)
Magnetic Aura (Earth Magic)
Stone Dagger (Earth Magic)

Criticis and help are much apprecciated.

Thanks!

WNxTyphoon

WNxTyphoon

Academy Page

Join Date: Feb 2005

Warrior Nation

R/W

In Arena, you are going to be a tough one to kill.

In Tombs or GvG, you are going to be useless because you do barely any damage, which in turn makes it so people will just leave you alone until the rest of your teammates are dead.

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

if you wanna turtle i'd go with hammers

they do high DPS with just regular attacks, plus you have good singular skills (knockdowns are class) which can help out your team a lot without taking up a whole lot of inventory space.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

In a word, no. No one cares if you can make yourself nigh-invincible - you're slow and non-threatening, and can safely be ignored while the rest of your team is systematically eliminated. Once it's eight on one, all the defense in the world isn't going to save you.

Peace,
-CxE

Zek

Ascalonian Squire

Join Date: Apr 2005

Like everybody else said, your defense doesn't mean very much in PvP. Just being a Warrior primary pretty much makes you the bottom priority target by default, so you want to do some damage in the meantime. Incredible defense isn't going to do anything until the rest of your team is dead, and at that point you're probably screwed anyway.

MindBullets

MindBullets

Frost Gate Guardian

Join Date: Feb 2005

SLC, Utah

While your idea is one that has merit, the skills you chose are lacking any real depth.
Let me explain.

For starters, you've limited your effectiveness by not being able to really cause any conditions(ie. bleeding); you've also allowed your enemy a means of escape.
You have no way to cripple them.

Keep in mind that you can only use one stance at a time.
Berserkers would allow you to be more effective when it comes to damage output.

Drop Healing Signet, you won't get enough healing out of it to make it worth your time: not only that but you'll take more damage when using it.

Armor of Earth is a great spell, if you don't plan on really going after your enemy...
The other two, don't fit in a warrior PvP build.
You'll tax yourself so much using the 3 that you won't have energy for things that you are sorely missing.

For example...any form of Sprint or Rush ability.

Without those you might as well just wave at the opponent and tell them that if they don't come back, you'll be very angry.

Instead, look at maybe using a conjure spell like lightning/fire or possibly one from the smiting line that does holy damage(penetrates armor).

Your monk will keep you healed in theory. If you have a team that is based on the fact that everyone is self-sufficient, they'll fail.

Include some condition skills, sprint etc and you'll be on the right track.

Hope that helps a bit,

Mind