Raging Wrecking Ball
smurfhunter
Quote:
Originally Posted by Yukito Kunisaki
Dur, of course it won't work, you have no strength.
you do it for the attack speed not the regen, the strength will only increase the number of pips you get which isnt the point
twicky_kid
Quote:
Originally Posted by TheCrusader
IF you wont see reason that BR sucks, please at LEAST understand that Apply Poison sucks...
never said it was a GREAT skill. great uses with sword for sever + poison is 7 hp degen. not so great with an axe.
twicky_kid
Quote:
Originally Posted by Zeru
I've rang for these guys, they have a powerful build with mediocre players for the most part.
It's 4 warriors, all buffed stacked like crazy, with almost permanent speed buffs, and several snares/kds. Nobody uses battle rage in it because their spike would then suck. Their spike is basically an instant-kill. Two sources of deepwounds because 1 evisc may be blocked (it relies on powering through any defense with pure brute force).
You missed what I said completely.
YOU can spike every 7 or so seconds. No reasonable character on your team can sustain a powerful spike that often for too long. Once every 10 seconds is pushing most teams spiking capabilities. Once every 15 seconds is going to be the most reasonable thing.
Look at it this way: You're spending 7 seconds to gain adren you'll use 14 seconds later in a spike because there's no point in spiking without your teams support. Your elite is letting you charge your spike faster, but you still can't use it any faster than before. You also have a very slow spike.
Running two axes also isn't the best idea usually.
1 sword will give you a powerful 2 hit spike with charge. Add sprint and that's almost a 100% speed boost.
1 Hammer will let you keep a target in place and stop him from effectively doing anything during the spike.
Running two evisc is nice do just brute force through blocks/evades. Other than that running one of the former options would be far better than a Battle Rage person. teams i have ran spike every 10 sec. don't know why you are waiting 15 sec to spike.
i've used evic + execute. spend most of your time building adrenaline. then see a gaurdian, aegis, stance (though with the new bar it only shows you the first couple of seconds of a stance) dodge your evis then by reaction hitting excutioner's. now you just drain 2 adrenaline from all your other adren skills and now have to start charging evis and executioner's again. if i miss with one skill it doesn't impact me as much. lose 1 adren but when i connect again it will be 2, skill gain 1, skill gain 1, skill gain 1, attack gain 2, skill gain1.........
the with BR there is no adrenaline curve. its just an engine that keeps going the entire battle if you choose it to. most of the time its always on. able to use the stance shield and weapon for bonus basicly always.
all in all its just a trade off. IAS suffers adren curve. adren curve suffers IAS. its called balance. IWAY is a bridge to combine BR with IAS. for 8v8 this would really rock. they both have great pros and cons. just part of the game its all about personal style. while you like to look like a lumberjack on crack. i like running fast and chain adren skills.
don't know if you know this but IRS (increase running speed) is capped at 33% or 50% can't exactly remember.
It's 4 warriors, all buffed stacked like crazy, with almost permanent speed buffs, and several snares/kds. Nobody uses battle rage in it because their spike would then suck. Their spike is basically an instant-kill. Two sources of deepwounds because 1 evisc may be blocked (it relies on powering through any defense with pure brute force).
You missed what I said completely.
YOU can spike every 7 or so seconds. No reasonable character on your team can sustain a powerful spike that often for too long. Once every 10 seconds is pushing most teams spiking capabilities. Once every 15 seconds is going to be the most reasonable thing.
Look at it this way: You're spending 7 seconds to gain adren you'll use 14 seconds later in a spike because there's no point in spiking without your teams support. Your elite is letting you charge your spike faster, but you still can't use it any faster than before. You also have a very slow spike.
Running two axes also isn't the best idea usually.
1 sword will give you a powerful 2 hit spike with charge. Add sprint and that's almost a 100% speed boost.
1 Hammer will let you keep a target in place and stop him from effectively doing anything during the spike.
Running two evisc is nice do just brute force through blocks/evades. Other than that running one of the former options would be far better than a Battle Rage person. teams i have ran spike every 10 sec. don't know why you are waiting 15 sec to spike.
i've used evic + execute. spend most of your time building adrenaline. then see a gaurdian, aegis, stance (though with the new bar it only shows you the first couple of seconds of a stance) dodge your evis then by reaction hitting excutioner's. now you just drain 2 adrenaline from all your other adren skills and now have to start charging evis and executioner's again. if i miss with one skill it doesn't impact me as much. lose 1 adren but when i connect again it will be 2, skill gain 1, skill gain 1, skill gain 1, attack gain 2, skill gain1.........
the with BR there is no adrenaline curve. its just an engine that keeps going the entire battle if you choose it to. most of the time its always on. able to use the stance shield and weapon for bonus basicly always.
all in all its just a trade off. IAS suffers adren curve. adren curve suffers IAS. its called balance. IWAY is a bridge to combine BR with IAS. for 8v8 this would really rock. they both have great pros and cons. just part of the game its all about personal style. while you like to look like a lumberjack on crack. i like running fast and chain adren skills.
don't know if you know this but IRS (increase running speed) is capped at 33% or 50% can't exactly remember.
Zeru
Um no
I've played many of the top guilds and the only ones who can sustain a spike every 10 seconds are ranrger spikers. They aren't a big threat even when we run no specific anti-ranger spike counters like aegis or ward harm or shields up so who cares.
Air eles can lightning orb once every 7.75 seconds. It's actually more than that if they are using glyphs and attunements. Gotta upkeep their energy somehow so they don't get burnt out.
Blood necros generally are more of support characters and get stuck in those duties which hinders their gaze/pact spike.
Rangers can spike about every 8-10 seconds.
Shatter mes have a very long recharge. Burn/surge do have moderate ones too and all 3 require some energy management that has long recharges.
Warriors take FOREVER to charge their adren. Kiting/ward foes/aegis/guardian/ward melee make it so slow battle rage or not.
Can you run 5 non rangers who can spike every 10 seconds? Yes. Is your team going to suck heavily? Yes. Your defense will get run through so fast and you won't get enough kills to compensate.
Top teams do this: 1-2 warriors, 3-4 casters who can spike and have various forms of support. They can't spike all the time because they are doing offense and defense. It's a very efficient use of slots because in the present metagame based defenses spikes is all that counts unless you are running a hex heavy build. At the same time you can't just spike so often because it simply won't work.
Either your defense sucks or you're feeding me a load of bull. Spiking every 10 seconds is extremely taxing and is a reason why ranger spike teams lose more than they should (though it's not strong anyway). At that pace your spikes get thrown off.
There is a tradeoff between battle rage and frenzy/eviscerate but it's really slanted in favor of eviscerate no question. I'd rather have a hammer or sword than 2 axes anyway though.
You're the one who wants numbers and proof. Go out there and prove that this is more effecient than what the best teams run or quit spewing bs and making this forum worse than it already is.
Running speed is capped at 133% FYI.
I've played many of the top guilds and the only ones who can sustain a spike every 10 seconds are ranrger spikers. They aren't a big threat even when we run no specific anti-ranger spike counters like aegis or ward harm or shields up so who cares.
Air eles can lightning orb once every 7.75 seconds. It's actually more than that if they are using glyphs and attunements. Gotta upkeep their energy somehow so they don't get burnt out.
Blood necros generally are more of support characters and get stuck in those duties which hinders their gaze/pact spike.
Rangers can spike about every 8-10 seconds.
Shatter mes have a very long recharge. Burn/surge do have moderate ones too and all 3 require some energy management that has long recharges.
Warriors take FOREVER to charge their adren. Kiting/ward foes/aegis/guardian/ward melee make it so slow battle rage or not.
Can you run 5 non rangers who can spike every 10 seconds? Yes. Is your team going to suck heavily? Yes. Your defense will get run through so fast and you won't get enough kills to compensate.
Top teams do this: 1-2 warriors, 3-4 casters who can spike and have various forms of support. They can't spike all the time because they are doing offense and defense. It's a very efficient use of slots because in the present metagame based defenses spikes is all that counts unless you are running a hex heavy build. At the same time you can't just spike so often because it simply won't work.
Either your defense sucks or you're feeding me a load of bull. Spiking every 10 seconds is extremely taxing and is a reason why ranger spike teams lose more than they should (though it's not strong anyway). At that pace your spikes get thrown off.
There is a tradeoff between battle rage and frenzy/eviscerate but it's really slanted in favor of eviscerate no question. I'd rather have a hammer or sword than 2 axes anyway though.
You're the one who wants numbers and proof. Go out there and prove that this is more effecient than what the best teams run or quit spewing bs and making this forum worse than it already is.
Running speed is capped at 133% FYI.
cookiehoarder
Quote:
Originally Posted by twicky_kid
16 weapon mean -75 life. i can kill you faster with my spikes thanx for the help. between 14-16 isn't that much of a difference. 75 life is not worth the increase in little dmg.
apply poison works wonders. you do not have ias in this build. the hp degen really makes up for the dps you lose from not having ias. also love it when they run which most targets do when you are a warrior. that helps me even more. bleeding and poison are 7 hp degen that i can keep on you every time i catch up. makes up for the dmg i'm not doing while i catch up. if they are not running it makes the monk work that much harder.
you don't have to save any of you adrenaline attacks with this build. you might want to read battle rage again. unlike fgj it does give you double adrenaline like it says. battle rage lets you spam them constatly. soon as i use one another is charged. if you save them you are just wasting the adrenaline. don't know where you get the dmg is really crappy from b/c i'm doing 80+ dmg a hit with my skills and around 30+ with normal attacks while the 7 hp degen is going.
might want to use this before you post. thanx 14-16 makes a big differnece. If you're not running a superior weapon rune for the life...Then you should...Umm...Dunno what to sya >_>
Warriors MUST have a superior weapon rune.
apply poison works wonders. you do not have ias in this build. the hp degen really makes up for the dps you lose from not having ias. also love it when they run which most targets do when you are a warrior. that helps me even more. bleeding and poison are 7 hp degen that i can keep on you every time i catch up. makes up for the dmg i'm not doing while i catch up. if they are not running it makes the monk work that much harder.
you don't have to save any of you adrenaline attacks with this build. you might want to read battle rage again. unlike fgj it does give you double adrenaline like it says. battle rage lets you spam them constatly. soon as i use one another is charged. if you save them you are just wasting the adrenaline. don't know where you get the dmg is really crappy from b/c i'm doing 80+ dmg a hit with my skills and around 30+ with normal attacks while the 7 hp degen is going.
might want to use this before you post. thanx 14-16 makes a big differnece. If you're not running a superior weapon rune for the life...Then you should...Umm...Dunno what to sya >_>
Warriors MUST have a superior weapon rune.
twicky_kid
Quote:
Originally Posted by cookiehoarder
14-16 makes a big differnece. If you're not running a superior weapon rune for the life...Then you should...Umm...Dunno what to sya >_>
Warriors MUST have a superior weapon rune. yes do agree. following suggestions here have moved to the sup rune. also upped my str more.
i have changed my builds much since i have posted this so its a little outdated.
Warriors MUST have a superior weapon rune. yes do agree. following suggestions here have moved to the sup rune. also upped my str more.
i have changed my builds much since i have posted this so its a little outdated.