The Battery Tank (W/Mo build)
Hibou
IMPORTANT : For PvE only as it's abyssmal in PvP.
A party-friendly W/Mo for a change. I used this build with PUGs in many post-ascension missions with good results and got positive feedback from teammates.
Attributes
Strenght : 11 + runes + equipment
Axe : 10 + runes + equipment
Tactics : 10 + runes + equipment
Skills
1 - Executioner's Strike
2 - Penetrating Blow
3 - Battle Rage (E)
4 - Watch Yourself!
5 - Doylak Signet
6 - Healing Signet
7 - Succor
8 - Resurrection Signet
This build is very easy and relaxing to play. Cast succor on 2 teammates before the battle. I normaly cast succor on our monk(s), and sometimes on an Elementalist with bad energy management. As this build run with 0 energy most of the time, every other skills are either adrenaline based or signets.
The first two skills are the damage dealers. Battle Rage is very good at charging the two attack skills quickly. Watch Yourself! is quick to charge and transform nearby allies into tanks. Doylak Signet allows you to take more punishment and also lessen the armor penalty of the Healing signet. The Healing signet is a good heal to supplement your team monk.
So when engaging the ennemy, start by casting Doylak Signet, Watch Yourself!, then enter Battle Rage. Signets & "Watch Yourself!" cancel the battle rage stance so the best time to cast them is when Battle Rage is recharged and ready to recast. Use the resurrection signet if your monk dies in action.
What do you think ? What could be done to improve this build ? The main idea of this build is to have Succor on two allies so every other skill must be signet or adrenaline... Also remember this is aimed at PvE only.
A party-friendly W/Mo for a change. I used this build with PUGs in many post-ascension missions with good results and got positive feedback from teammates.
Attributes
Strenght : 11 + runes + equipment
Axe : 10 + runes + equipment
Tactics : 10 + runes + equipment
Skills
1 - Executioner's Strike
2 - Penetrating Blow
3 - Battle Rage (E)
4 - Watch Yourself!
5 - Doylak Signet
6 - Healing Signet
7 - Succor
8 - Resurrection Signet
This build is very easy and relaxing to play. Cast succor on 2 teammates before the battle. I normaly cast succor on our monk(s), and sometimes on an Elementalist with bad energy management. As this build run with 0 energy most of the time, every other skills are either adrenaline based or signets.
The first two skills are the damage dealers. Battle Rage is very good at charging the two attack skills quickly. Watch Yourself! is quick to charge and transform nearby allies into tanks. Doylak Signet allows you to take more punishment and also lessen the armor penalty of the Healing signet. The Healing signet is a good heal to supplement your team monk.
So when engaging the ennemy, start by casting Doylak Signet, Watch Yourself!, then enter Battle Rage. Signets & "Watch Yourself!" cancel the battle rage stance so the best time to cast them is when Battle Rage is recharged and ready to recast. Use the resurrection signet if your monk dies in action.
What do you think ? What could be done to improve this build ? The main idea of this build is to have Succor on two allies so every other skill must be signet or adrenaline... Also remember this is aimed at PvE only.
big mr furious
I think that you are onto a very team freindly tank. From the looks of it you can deal out damage and take damage as well as increase the effectivness of your teams spell casters (having played a mes/nec pve i'll take all the kindness I can get). You don't get to use cyclone axe but i think the twin succors are worth it. With this build and a good monk and good offensive spell caster I think you could do some damage.
Dont Look At My
Good Idea, Dont think theres much more for me to say, because I dont really know the warrior attack skills. But as you have a monk watching you, get rid of Dolyak Signet, just slows you down too much. And try to get more adrenaline-based damage skills
big mr furious
I kind of like the Dolyak sig. for the anti knockdown and armor boost. I think if you are in a team with some rangers and mabey another warrior it is ok to use since they will make up for your hindered mobility.
Eskimo Bob
What about stances? Shield stance at the least, it has a long duration.
Hibou
Quote:
Originally Posted by Eskimo Bob
What about stances? Shield stance at the least, it has a long duration.
1 - Battle Rage is a stance.
2 - Shield Stance cost 5 energy. I don't have energy with 2 succors running.
2 - Shield Stance cost 5 energy. I don't have energy with 2 succors running.
Spray
why dont you use Bonetti's defence stance then? Its uses adrenaline and u gain energy with it..
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2
stefan16
you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..
aint it?
aint it?
Racthoh
With Dolyak Signet and Watch Yourself, there is almost no need to have Bonetti's or Shield Stance. You won't be taking a lot of damage (at least you shouldn't be).
Hibou
Quote:
Originally Posted by Spray
why dont you use Bonetti's defence stance then? Its uses adrenaline and u gain energy with it..
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2 Bonetti's defence give me energy when I get attacked, however, everytime one of my 2 "Succored" allies cast a spell I loose 1 pts of energy, so in the heat of battle, it wouldn't be usable.
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2 Bonetti's defence give me energy when I get attacked, however, everytime one of my 2 "Succored" allies cast a spell I loose 1 pts of energy, so in the heat of battle, it wouldn't be usable.
Jetdoc
Quote:
Originally Posted by stefan16
you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..
I haven't done this double succor build yet, but I would guess that going down to zero energy would not cancel them out, since you are still regenerating 2 pips and those two take away 2 pips. I don't think going negative in energy doesn't cancel out that effect, but I'm not sure.
Hibou
Quote:
Originally Posted by stefan16
you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..
aint it? Nope, maintained enchantment remove 1 pip of energy regeneration and that's it. For example, if I cast succor on 3 party members, I will get 1 pip of energy degen. When I hit 0 energy, and can't maintain the third required pip so the last succor will go away. As a matter of fact, I'm at 0 energy most of the time.
aint it? Nope, maintained enchantment remove 1 pip of energy regeneration and that's it. For example, if I cast succor on 3 party members, I will get 1 pip of energy degen. When I hit 0 energy, and can't maintain the third required pip so the last succor will go away. As a matter of fact, I'm at 0 energy most of the time.
Red Locust
Problem is, you most likely can't use a zealous axe/sword since that will only let you maintain 1 succor at a time. And without zealous, you can't replace succor when it's stripped off of the monk.
Hibou
Quote:
Originally Posted by Red Locust
And without zealous, you can't replace succor when it's stripped off of the monk.
True, if the succor get stripped, the monk isn't getting it back until the end of the fight. However, an experienced monk can avoid getting its enchantment(s) stripped by not doing alesia-style tanking and staying in the back lines. (I know, I had a monk running Peace & Harmony and it was rarely dispeled)
Eonwe
Just carry a staff in your extra weapon slot so that if you need to replace the enchantment in a tight situation, you have the energy to do so atleast once.
Hibou
Quote:
Originally Posted by Eonwe
Just carry a staff in your extra weapon slot so that if you need to replace the enchantment in a tight situation, you have the energy to do so atleast once.
This looks like a good idea, but I don't understand how switching to a staff is supposed to give me 10 energy ? I tough that when switching weapons, the current energy (0 in my case) doesn't change. Am I missing something ?
Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks as well.
Dont Look At My
...
its simpy, a staff normaly gives you +10energy without bonuses
so if you switch the weapons, you get that +10 to your pool and can recast succor,
thats how it works
its simpy, a staff normaly gives you +10energy without bonuses
so if you switch the weapons, you get that +10 to your pool and can recast succor,
thats how it works
Dont Look At My
Quote:
Originally Posted by Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks.
damn I hate my slow computer ... should have been faster :P
Hibou
Quote:
Originally Posted by Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks as well.
Interesting, I didn't knew about this mechanic. Does this means, I could have 2 staves, cast a spell, switch to the second staff, cast a spell, switch back to the first staff, cast a spell, switch the the second staff, etc ?
If that's the case, it must be kind of weird from the game designers point of view. IMO, switching to a staff should only increase the max energy, not the current.
If that's the case, it must be kind of weird from the game designers point of view. IMO, switching to a staff should only increase the max energy, not the current.
entropy
no both staffs give you plus 10 energy. whenever you switch you still only get the same amount. So switching staffs won't do much at all. Sure its there for the 10 energy boost when you need to recast succor but when you switch back to your axe you go negative.
Hibou
Quote:
Originally Posted by entropy
no both staffs give you plus 10 energy. whenever you switch you still only get the same amount. So switching staffs won't do much at all. Sure its there for the 10 energy boost when you need to recast succor but when you switch back to your axe you go negative.
Ooooook... I didn't knew you could go negative ! So this means that when I switch back to my axe after having recast succor, I'm at -10 energy and will stay there as I have my two succors running.
Last question : if I have negative energy, does the game consider I have 0 for conditionnal checks ? i.e. should a spell like Mind Wrack (if target foe's Energy is zero...) be read like "if target foe's Energy is less than 1" ?
Last question : if I have negative energy, does the game consider I have 0 for conditionnal checks ? i.e. should a spell like Mind Wrack (if target foe's Energy is zero...) be read like "if target foe's Energy is less than 1" ?
Dont Look At My
Quote:
Originally Posted by Hibou
Ooooook... I didn't knew you could go negative ! So this means that when I switch back to my axe after having recast succor, I'm at -10 energy and will stay there as I have my two succors running.
Last question : if I have negative energy, does the game consider I have 0 for conditionnal checks ? i.e. should a spell like Mind Wrack (if target foe's Energy is zero...) be read like "if target foe's Energy is less than 1" ? well its more like this (I can only guess because I havent tryed). But what I know for sure:
As you have 0 energy (but in fact you have -10) mesmers cant steal you energy with leech skills, and it could be possibly that they dont by Shackles, but It could also be that Mind wrack gets activated when shackles gives u -0 energy and that means your energy=0 and mind wrack damages you. As far as I know you can only go to negative by switching staffs. I think its like that, if mesmers casts mind wrack onyou, and you actually have 0, it wont do anything, I think, as soon as you loose -0 energy, mind wrack starts working.
Last question : if I have negative energy, does the game consider I have 0 for conditionnal checks ? i.e. should a spell like Mind Wrack (if target foe's Energy is zero...) be read like "if target foe's Energy is less than 1" ? well its more like this (I can only guess because I havent tryed). But what I know for sure:
As you have 0 energy (but in fact you have -10) mesmers cant steal you energy with leech skills, and it could be possibly that they dont by Shackles, but It could also be that Mind wrack gets activated when shackles gives u -0 energy and that means your energy=0 and mind wrack damages you. As far as I know you can only go to negative by switching staffs. I think its like that, if mesmers casts mind wrack onyou, and you actually have 0, it wont do anything, I think, as soon as you loose -0 energy, mind wrack starts working.
Hibou
Still trying to come up with the best team friendly warrior (for PvE) I tried various skills and ended up with the following build. The main goals are to tank damage and to help improve team efficiency.
Skills :
-Disrupting Chop
-Defy Pain (E)
-"Watch Yourself!"
-Doylak Signet
-Signet of Healing
-Purge Signet
-Succor
-Resurrection Signet
Because I run two succors at all time, all other skills have a 0 energy cost.
Skills Breakdown
Disrupting Chop : Useful, especialy when fighting against monk boss or any enemy spamming one particular skill.
Defy Pain (E) : More health is always a good thing against DOT & Holy/Shadow damage.
"Watch Yourself!" : Help fellow warriors and anybody I'm trying to protect.
Doylak Signet : The "Armor of Crawling". For when I get whacked from all sides.
Signet of Healing : Between fights and when healing monks can't keep up.
Purge Signet : Purge me or an ally of all conditions and hexes. Very good against stacked DOT hex and conditions.
Succor : Boost the efficiency of monks, elementalists, etc. So great ! Like having two elite "Peace and Harmony" running without the do-not-attack drawback, and don't forget the "mending" effect too.
Resurrection Signet : In case one of our monks die in action. Can be swapped with "Rebirth" when playing with an average PUG.
Please comment...
Skills :
-Disrupting Chop
-Defy Pain (E)
-"Watch Yourself!"
-Doylak Signet
-Signet of Healing
-Purge Signet
-Succor
-Resurrection Signet
Because I run two succors at all time, all other skills have a 0 energy cost.
Skills Breakdown
Disrupting Chop : Useful, especialy when fighting against monk boss or any enemy spamming one particular skill.
Defy Pain (E) : More health is always a good thing against DOT & Holy/Shadow damage.
"Watch Yourself!" : Help fellow warriors and anybody I'm trying to protect.
Doylak Signet : The "Armor of Crawling". For when I get whacked from all sides.
Signet of Healing : Between fights and when healing monks can't keep up.
Purge Signet : Purge me or an ally of all conditions and hexes. Very good against stacked DOT hex and conditions.
Succor : Boost the efficiency of monks, elementalists, etc. So great ! Like having two elite "Peace and Harmony" running without the do-not-attack drawback, and don't forget the "mending" effect too.
Resurrection Signet : In case one of our monks die in action. Can be swapped with "Rebirth" when playing with an average PUG.
Please comment...
User Name
Quote:
Originally Posted by Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks as well.
and as soon as he switched back to his weapon to attack he'd be at negative energy and the enchant would drop......
and as soon as he switched back to his weapon to attack he'd be at negative energy and the enchant would drop......
Eonwe
Quote:
Originally Posted by User Name
and as soon as he switched back to his weapon to attack he'd be at negative energy and the enchant would drop......
No, it wouldn't drop. Let's not get into an argument over fact, please.
smurfhunter
it depends on the enchantment. succor doesnt drop if you reach 0. its alot like holy wrath and retribution in that respect. otoh, something like life bond does drop if you reach 0. it just depends on what enchantment you cast ^^
Eonwe
Life Bond doesn't drop if you reach zero energy. As long as you have the required amount of pips needed to maintain the enchantment, it isn't going to drop.
Dmitri3
Quote:
Originally Posted by Eonwe
Life Bond doesn't drop if you reach zero energy. As long as you have the required amount of pips needed to maintain the enchantment, it isn't going to drop.
I think he meant Protective Bond, looks similar...