Zero Energy Build - W/Mo
liddlman1
I have experimented quite a lot with Warrior/Monk builds for pvp and this build has worked the best for me so far.
Attributes:
12 + 1 (Helmet) + 3 (Rune) = 16 Axe Mastery
10 + 1 (Rune) = 11 Strength
8 Healing
Extra Attribute Points: 5
Misc. Runes:
Rune of Superior Absorption
Rune of Superior Vigor
Equipment:
Knight's Armor (optional, I just like the extra dmg reduction)
Pvp Tower Shield
- Armor: 16 (req. 9 Strength)
- Health +45 (while enchanted)
- Received damage -2 (while enchanted)
Furious PVP Axe of --- (haven't decided on what to put here yet)
- Slashing Dmg: 6-28 (req. 9 Axe Mastery)
- Damage +15% (while enchanted)
- Double Adrenaline on hit (Chance: 10%)
- (Other weapon upgrade)
- Damage +20% (from customization)
Skills:
Penetrating Blow
Eviscerate
Executioner's Strike
Rush
Purge Signet
Mending
Watchful Spirit
Resurrection Signet
As with most decent axe builds, I chose to use the Eviscerate/Executioner's Strike combo (mainly because the tremendous spike damage is a lot of fun ) With a running caster with 60 armor i can get 113 dmg with eviscerate due to automatic critical and then executioner's strike after with deals another 113 damage plus the 20% health decrease when deep wound kicks in. The rush allows me to continually chase a fleeing foe because while I am chasing I will get at least 4 hits in the 17 seconds it lasts and therefore charge the skill up for the next use.
Now for the Monk side of this build: The two enchants that I use give me +5 hp regeneration which is a tremendous help in most fights and combats most degeneration without me having to stop and cast healing breeze. Mending gives +3 hp regeneration at lvl 8 healing plus the automatic +2 from Watchful Spirit. Due to these enchants, I have no energy regen which is not bad due to the lack of spells that I have to cast (other than having to recast a removed enchantment). Purge Signet is actually useful in this build because the 10 energy loss per condition/hex is moot because I don't need energy. This allows me to combat two of the ways to shutdown a warrior with one skill rather than using mend ailment/remove hex. Plus the fact that the skill is a signet makes this skill useable with my build.
Weaknesses: Any remove enchantment will hurt me a little but won't shut me down completely because I will still have some health regeneration. Nature's Renewal is the only skill that can effectively ruin my day because I will suddenly have -2 energy renegeration and then when I hit zero energy the enchantments will be removed because I cannot maintain them any more.
I am open to suggestions/criticism, but don't simply post "W/Mo is for n00bs!!!111one".
Note: I mainly play in Random Arenas so the self heal is necessary because I don't always get a monk on my team.
Attributes:
12 + 1 (Helmet) + 3 (Rune) = 16 Axe Mastery
10 + 1 (Rune) = 11 Strength
8 Healing
Extra Attribute Points: 5
Misc. Runes:
Rune of Superior Absorption
Rune of Superior Vigor
Equipment:
Knight's Armor (optional, I just like the extra dmg reduction)
Pvp Tower Shield
- Armor: 16 (req. 9 Strength)
- Health +45 (while enchanted)
- Received damage -2 (while enchanted)
Furious PVP Axe of --- (haven't decided on what to put here yet)
- Slashing Dmg: 6-28 (req. 9 Axe Mastery)
- Damage +15% (while enchanted)
- Double Adrenaline on hit (Chance: 10%)
- (Other weapon upgrade)
- Damage +20% (from customization)
Skills:
Penetrating Blow
Eviscerate
Executioner's Strike
Rush
Purge Signet
Mending
Watchful Spirit
Resurrection Signet
As with most decent axe builds, I chose to use the Eviscerate/Executioner's Strike combo (mainly because the tremendous spike damage is a lot of fun ) With a running caster with 60 armor i can get 113 dmg with eviscerate due to automatic critical and then executioner's strike after with deals another 113 damage plus the 20% health decrease when deep wound kicks in. The rush allows me to continually chase a fleeing foe because while I am chasing I will get at least 4 hits in the 17 seconds it lasts and therefore charge the skill up for the next use.
Now for the Monk side of this build: The two enchants that I use give me +5 hp regeneration which is a tremendous help in most fights and combats most degeneration without me having to stop and cast healing breeze. Mending gives +3 hp regeneration at lvl 8 healing plus the automatic +2 from Watchful Spirit. Due to these enchants, I have no energy regen which is not bad due to the lack of spells that I have to cast (other than having to recast a removed enchantment). Purge Signet is actually useful in this build because the 10 energy loss per condition/hex is moot because I don't need energy. This allows me to combat two of the ways to shutdown a warrior with one skill rather than using mend ailment/remove hex. Plus the fact that the skill is a signet makes this skill useable with my build.
Weaknesses: Any remove enchantment will hurt me a little but won't shut me down completely because I will still have some health regeneration. Nature's Renewal is the only skill that can effectively ruin my day because I will suddenly have -2 energy renegeration and then when I hit zero energy the enchantments will be removed because I cannot maintain them any more.
I am open to suggestions/criticism, but don't simply post "W/Mo is for n00bs!!!111one".
Note: I mainly play in Random Arenas so the self heal is necessary because I don't always get a monk on my team.
Eonwe
Wearing full knight's armor really gives no advantage at all. You only need one piece to get the damage reduction bonus from the set. So go full gladiator's, with your +1 to attribute helm, and knight's boots.
The fact that you're running at 0 pips of energy regen also puts you at a disadvantage.Sacrificing that 2 regen so you can gain what... 5 pips of hp regen? I'd suggest dropping watchful spirit to be honest, 2 pips of health regen is nothing to get excited over. That's not going to keep you alive if you're actually being focused. But then again, focus fire is a basic concept that many players in random arena seem to fail to grasp.
I guess the build would be alright for pve and random arena. But in any type of competitive pvp you're going to be laughed out of any group that has an idea of what they're doing. So if you do want to do tombs, or even random arena where there's some sort of organization, drop watchful spirit, purge, rush, and mending; throw in frenzy, sprint, disrupting chop, and another skill from your secondary (possibly strength of honor).
Zealous and vampiric prefixes still remain the best in the game, and I'm a big fan of the defense suffix if you're looking to fill that spot.
The fact that you're running at 0 pips of energy regen also puts you at a disadvantage.Sacrificing that 2 regen so you can gain what... 5 pips of hp regen? I'd suggest dropping watchful spirit to be honest, 2 pips of health regen is nothing to get excited over. That's not going to keep you alive if you're actually being focused. But then again, focus fire is a basic concept that many players in random arena seem to fail to grasp.
I guess the build would be alright for pve and random arena. But in any type of competitive pvp you're going to be laughed out of any group that has an idea of what they're doing. So if you do want to do tombs, or even random arena where there's some sort of organization, drop watchful spirit, purge, rush, and mending; throw in frenzy, sprint, disrupting chop, and another skill from your secondary (possibly strength of honor).
Zealous and vampiric prefixes still remain the best in the game, and I'm a big fan of the defense suffix if you're looking to fill that spot.
Effigy
Well, generally speaking I'm opposed to W/Mo with Mending and especially Watchful Spirit, but I'll put that aside for now.
Although you won't have any energy pips with those enchantments on, you can still regain energy by using a zealous axe. I would take Sprint over Rush because the latter requires you to already have adrenaline before you can chase someone. Even if you have adrenaline, using Rush will costs a strike which is one less to use for spiking. With a zealous heft, you should easily be able to afford 5 energy for Sprint.
Even if you insist on using Mending, I strongly suggest getting rid of Watchful spirit. Instead, you could swap in Healing Breeze and use it when you're taking heavy fire. 1 sec cast time is nothing, and it would be much more beneficial to you. This way you'd also keep 1 pip of energy regen. I mean, chances are you're not going to be getting hit 100% of the time, so why sacrifice 100% of your energy regen to constantly regen hp when you're not hurt? Just pop Breeze when things get hairy.
I don't think you're really losing anything by losing the furious heft either. One extra adrenaline every ~10 swings isn't much, but I guess it's your call. You'd probably get more damage from a vamp mod, plus you'd get healing too (just switch to a non-vamp weapon/shield slot when you're not attacking to avoid the hp degen).
Although you won't have any energy pips with those enchantments on, you can still regain energy by using a zealous axe. I would take Sprint over Rush because the latter requires you to already have adrenaline before you can chase someone. Even if you have adrenaline, using Rush will costs a strike which is one less to use for spiking. With a zealous heft, you should easily be able to afford 5 energy for Sprint.
Even if you insist on using Mending, I strongly suggest getting rid of Watchful spirit. Instead, you could swap in Healing Breeze and use it when you're taking heavy fire. 1 sec cast time is nothing, and it would be much more beneficial to you. This way you'd also keep 1 pip of energy regen. I mean, chances are you're not going to be getting hit 100% of the time, so why sacrifice 100% of your energy regen to constantly regen hp when you're not hurt? Just pop Breeze when things get hairy.
I don't think you're really losing anything by losing the furious heft either. One extra adrenaline every ~10 swings isn't much, but I guess it's your call. You'd probably get more damage from a vamp mod, plus you'd get healing too (just switch to a non-vamp weapon/shield slot when you're not attacking to avoid the hp degen).
Slade xTekno
This is a Random Arena build, correct?
Third Quarter
If you really want to make hamburger, drop Mending for Succor, and Watchful for Penetrating, Disrupting Chop, or whatever other skill suits your fancy.
You won't be able to heal yourself anymore, but any monks that happen to be around sure will.
You won't be able to heal yourself anymore, but any monks that happen to be around sure will.
RukusTrueshott
warriors that takes heals for themselves are retarded.
Jetdoc
I agree that a warrior should be ALL about the attack in PvP. Bring one healing spell for emergencies, and a res signet. Otherwise, the rest should be attack-minded. You also are in desperate need of an interrupt (like Disrupting Chop) and a crippler (I like Axe Rake). Rush will do okay, but since it is adrenaline based, you can't rely on it to be there when you need it.
I personally use a Sprint/Axe Rake combo. Overdoes it a bit, but in the end, one is always available to track down the casters.
Executioner's Strike
Penetrating Blow
Eviscerate
Disrutping Chop
Axe Rake
Sprint
Orison of Healing or Healing Breeze
Ressurection Signet
I've also been thinking about replacing Axe Rake with Bull's Strike (for the knockdown effect). Add a pair of Stonefist Gauntlets and that might be nice.
I personally use a Sprint/Axe Rake combo. Overdoes it a bit, but in the end, one is always available to track down the casters.
Executioner's Strike
Penetrating Blow
Eviscerate
Disrutping Chop
Axe Rake
Sprint
Orison of Healing or Healing Breeze
Ressurection Signet
I've also been thinking about replacing Axe Rake with Bull's Strike (for the knockdown effect). Add a pair of Stonefist Gauntlets and that might be nice.
liddlman1
I just want to point out that this build is for random arenas where self-heal is necessary as you do not get a monk most of the time... as you should have read at the bottom of my original post. So please read before you flame RukusTrueshott. Comments like that simply show your ignorance.
giroml
I like your build and run something very similar to great effectiveness. Although I am primarily PVE. Mending is excellent in PVE but I can see how it could be useless in PVP. The reason you don't want Mending in PVP is because it really isn't giving you any benefit because Warriors are last targets of opportunity usually and by the time you are on focus fire the rest of your team is dead and Mending isn't going to do anything for you. I like the other person's suggestion of using a Succor on your monk.
lhurgrokoyv
if you really wanna do that in tombs, take out mending and watchful spirit for succor+prot bond to put on ur monk, they'll luv you for that
entropy
prot bond its like 3 energy a hit it will end in around 2 seconds with a warrior... and thats at 12
MindBullets
The idea of having little to no energy to make a build work is great if you can pull it off for a warrior.
The axe skills you have chosen are the staple core that most stick to.
I see the potential problems with this being lack of adrenaline, adrenaline denial and just pure length of time to get the job done.
Penetrating Blow has you sitting at 5 adrenaline to get it off...
Eviscerate...again relying on the fact that you're going to get to 8 Adrenaline.
Executioners Strike...another hefty 8 Adrenaline needed.
Rush...This is extremely conditional, you may or may not have the needed 4 Adrenaline to chase down the player you've targeted, allowing them a quick get away.
You used an example of you taking at least 4 hits while in pursuit. My experience speaks different of this, especially as a warrior. It's just too conditional to rely on.
Purge Signet isn't going to be your friend because you're looking at a 30 second cooldown before it's up and ready for you again, more than enough time for someone to slap some hexes and conditions on you to ruin your day.
You may look at Mend Ailment as a substitute for this.
I brought up the Adrenaline costs because your build has no way of getting the much needed Adrenaline up and going. Axe builds rely heavily on Adrenaline. Frenzy, Flurry and the many other skills need to be in your build or you'll be spending all your time waiting for the adrenaline to kick in. In all honesty you'll most likely be dead or running by that time.
+5 health regeneration isn't going to save your skin. That energy can be put to better use like damage output to help your team out. I realize that Arena is tough because you can be in a great group and hit a Fragility Necro/Mes and it all goes down the toilet. I bring this up because it is impossible to be prepared for everything you might face there. The best thing you can do is bring the hardest punch you can to make a dent in the oppositions strategy.
Arena is won in mere minutes, it's all about who can decimate the other team. +5 health regen isn't going to help with that.
Another thing to look at is the longer it takes to drop one of the enemy the more likely it is you'll lose one of your own. Once that happens, it's tag team time and it seems to me this build wouldn't fair well.
I think you might want to look at using some energy to get those axe moves going, if you have to use Rush it is going to be stealing from your potential damage by robbing you of Adrenaline.
Have you considered using Swift Chop followed by an Axe Rake? That will allow you to cripple your opponent making your job easier.
If you want to stick with Warrior/Monk, you might look at also picking up Judges Insight. The Holy Damage it inflicts ignores armor, making you a wrecking machine. Granted, again you are relying on energy, but that's why you love warriors right?
If you're looking for an Arena warrior, you might also consider a Warrior Necro. I'm not trying to deter you from your Zero Energy idea, it just needs some tweaking to be productive.
Sorry the post was so long, I was bored...
Mind
The axe skills you have chosen are the staple core that most stick to.
I see the potential problems with this being lack of adrenaline, adrenaline denial and just pure length of time to get the job done.
Penetrating Blow has you sitting at 5 adrenaline to get it off...
Eviscerate...again relying on the fact that you're going to get to 8 Adrenaline.
Executioners Strike...another hefty 8 Adrenaline needed.
Rush...This is extremely conditional, you may or may not have the needed 4 Adrenaline to chase down the player you've targeted, allowing them a quick get away.
You used an example of you taking at least 4 hits while in pursuit. My experience speaks different of this, especially as a warrior. It's just too conditional to rely on.
Purge Signet isn't going to be your friend because you're looking at a 30 second cooldown before it's up and ready for you again, more than enough time for someone to slap some hexes and conditions on you to ruin your day.
You may look at Mend Ailment as a substitute for this.
I brought up the Adrenaline costs because your build has no way of getting the much needed Adrenaline up and going. Axe builds rely heavily on Adrenaline. Frenzy, Flurry and the many other skills need to be in your build or you'll be spending all your time waiting for the adrenaline to kick in. In all honesty you'll most likely be dead or running by that time.
+5 health regeneration isn't going to save your skin. That energy can be put to better use like damage output to help your team out. I realize that Arena is tough because you can be in a great group and hit a Fragility Necro/Mes and it all goes down the toilet. I bring this up because it is impossible to be prepared for everything you might face there. The best thing you can do is bring the hardest punch you can to make a dent in the oppositions strategy.
Arena is won in mere minutes, it's all about who can decimate the other team. +5 health regen isn't going to help with that.
Another thing to look at is the longer it takes to drop one of the enemy the more likely it is you'll lose one of your own. Once that happens, it's tag team time and it seems to me this build wouldn't fair well.
I think you might want to look at using some energy to get those axe moves going, if you have to use Rush it is going to be stealing from your potential damage by robbing you of Adrenaline.
Have you considered using Swift Chop followed by an Axe Rake? That will allow you to cripple your opponent making your job easier.
If you want to stick with Warrior/Monk, you might look at also picking up Judges Insight. The Holy Damage it inflicts ignores armor, making you a wrecking machine. Granted, again you are relying on energy, but that's why you love warriors right?
If you're looking for an Arena warrior, you might also consider a Warrior Necro. I'm not trying to deter you from your Zero Energy idea, it just needs some tweaking to be productive.
Sorry the post was so long, I was bored...
Mind
Yukito Kunisaki
If you MUST survive in random arena without a monk, go protection prayers... Nobody has fun without some protection... Unless you pull out and pray... [uh, don't quote me on that...] Wait a second... Survival comes by removing harmful hexes/condtions, NOT straight up healing. [as a former blood w/n, I have experienced this...]
12+1+3 Axe Mastery
8+1 strength
8 Smiting
7 Protection
Swift Chop
Eviscerate {E}
Exe Strike
Disrupting Chop
Frenzy
Sprint
Mend Ailment
Smite Hex
Res sig can replace your swift chop if need be. I used to bring it to random arena myself, but now I know that EVERYONE brings a res sig so I just calculate that if 3 of my teammates have it, I should charge and be first to die so they can use it on me lol...
That and 4 res sigs is a waste... Having 3 res sigs and 1 extra hard hitting skill is fine...
Smite Hex R0X0Rs when the foes are moving in mass. 50+ PBAoE armor ignoring dmg on 3 foes is great.
12+1+3 Axe Mastery
8+1 strength
8 Smiting
7 Protection
Swift Chop
Eviscerate {E}
Exe Strike
Disrupting Chop
Frenzy
Sprint
Mend Ailment
Smite Hex
Res sig can replace your swift chop if need be. I used to bring it to random arena myself, but now I know that EVERYONE brings a res sig so I just calculate that if 3 of my teammates have it, I should charge and be first to die so they can use it on me lol...
That and 4 res sigs is a waste... Having 3 res sigs and 1 extra hard hitting skill is fine...
Smite Hex R0X0Rs when the foes are moving in mass. 50+ PBAoE armor ignoring dmg on 3 foes is great.
Third Quarter
'Victory is Mine!' works nicely alongside a sword warrior, as they are not hurt much by the lack of a damage elite. Combos nicely alongside Sever, Gash, and Hamstring. (particularly the latter, as ViM helps to recoup the energy cost)
MindBullets
I was wondering if Yukito would post here.
I almost posted one of your warrior builds in my post, I figured I'd let you take that credit however.
As always good info on an axe warrior.
Mind
I almost posted one of your warrior builds in my post, I figured I'd let you take that credit however.
As always good info on an axe warrior.
Mind
Alone)
Quote:
Originally Posted by Eonwe
Wearing full knight's armor really gives no advantage at all. You only need one piece to get the damage reduction bonus from the set. So go full gladiator's, with your +1 to attribute helm, and knight's boots.
Actually. You'd be surprised. Absorption is NOT universal. If you have a friend with knights armor, experiment the damage with dif. parts of armor.
Actually. You'd be surprised. Absorption is NOT universal. If you have a friend with knights armor, experiment the damage with dif. parts of armor.