W/Mo Paladin builds pvp and pve
Stormbringer
These are the builds I usually use everywhere. Beeing a paladin is the best way to stay alive and help your team at the same time.
The Hero.
1. Sever
2. Gash
3. Galrath's Slash
4. Battle Rage [elite]
5. Bonetti's Defense
6. Healing Breeze
7. Mending
8. Rebirth/Restore Life/Res. sig.
The Paladin.
1. Sever/Power Attack/Hamstring
2. Galrath's Slash
3. Final Thrust
4. Berserker Stance
5. Healing Hands
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig.
The Last One.
1. Hundred Blades [elite]
2. Galrath's Slash
3. Final Thrust
4. Shield Stance
5. Bonetti's Defense
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig.
The Ever Lasting Warmaster.
1. Galrath's Salsh
2. Final Thrust
3. Bonetti's Defense
4. Gladiator's Defense
5. Healing Sig.
6. Healing Breeze
7. Mending
8. Rebirth/Vengence/Res. sig
This build is mostly for FoW....not too good in pvp....
UWill die.
1. Banish / Symbol of Wrath
2. Holy Strike
3. Galrath's Slash
4. Final Thrust
5. Galdiator's Defense / Shield of Judgment
6. Shield Stance
7. Healing Sig. / Bonetti's defense
8. Rebirth
This is the tank's build for UW, the rest of the party, u know it
*edit
The Hero II.
1. Sever
2. Gash
3. Galrath's Slash
4. Final Thrust
5. Battle Rage [elite]
6. Mend ailment
7. Reversal of Fortune / Pacifism / Hex removers
8. Rebirth/Restore Life/Res. sig.
Spike, not blinded, good damage!
Quote:
Originally Posted by qwe4rty
The Hero.
1. Sever
2. Gash
3. Galrath's Slash
4. Battle Rage [elite]
5. Bonetti's Defense
6. Healing Breeze
7. Mending
8. Rebirth/Restore Life/Res. sig.
The Paladin.
1. Sever/Power Attack/Hamstring
2. Galrath's Slash
3. Final Thrust
4. Berserker Stance
5. Healing Hands
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig.
The Last One.
1. Hundred Blades [elite]
2. Galrath's Slash
3. Final Thrust
4. Shield Stance
5. Bonetti's Defense
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig.
The Ever Lasting Warmaster.
1. Galrath's Salsh
2. Final Thrust
3. Bonetti's Defense
4. Gladiator's Defense
5. Healing Sig.
6. Healing Breeze
7. Mending
8. Rebirth/Vengence/Res. sig
This build is mostly for FoW....not too good in pvp....
UWill die.
1. Banish / Symbol of Wrath
2. Holy Strike
3. Galrath's Slash
4. Final Thrust
5. Galdiator's Defense / Shield of Judgment
6. Shield Stance
7. Healing Sig. / Bonetti's defense
8. Rebirth
This is the tank's build for UW, the rest of the party, u know it
*edit
The Hero II.
1. Sever
2. Gash
3. Galrath's Slash
4. Final Thrust
5. Battle Rage [elite]
6. Mend ailment
7. Reversal of Fortune / Pacifism / Hex removers
8. Rebirth/Restore Life/Res. sig.
Spike, not blinded, good damage!
Quote:
-penetrating blow
-executioners strike
-eviscerate
-frenzy or beserkers
-sprint
-rez sig
-Strength of Honor (+ x dmg)
-Judges Insight (20% armor penetration, and holy dmg) @ 10 smite, it lasts 16 seconds
your 3 attack skills are all adrenaline based, and are very effective especially when you spike them all in a row. W/ judges insight up when I spike, Ive gotten eviscerate up to 194 damage, and executioners to 190.
Quote: Originally Posted by Fenix 10 Protection Prayers
9 Strength (8 + minor rune)
16 Axe Mastery (12 + helm + superior rune)
Penetrating Blow
Executioner's Strike
Dismember
Disrupting Chop
Battle Rage{E}
Succor
Life Bond
Res Sig
Bond your weakest teammate, then, make the call on whether a second lifebonded teammate would be better than giving someone succor. If I get a monk on my team I always put both bond and succor on him. Thank you Fenix.
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This one is a mediocre build as far as paladins go, I would say. You just don't do enough damage to really be effective. What I really don't get is why paladins insist on using sword. Just switching to axe would make this build *so* much better, with absolutely no downside. Replace sever, gash, galrath, and battle rage with eviscerate, penetrating blow, executioner's strike and axe twist (for example) and you're good to go. Or if you like battle rage, drop eviscerate and keep the others. The idea with battlerage is that you can keep spamming your high damage high adrenaline skills, but sword doesn't have any. You can only make them bleeding and deep wounded once, after that you'll just be waiting for galrath to recharge.
Originally Posted by Jczech
Sever Artery
Gash Galrath's Slash Final Thrust Battle Rage [e] Purge Signet Succor Resurrection Signet Thank you Jczech. I DO NOT want to see any of these: BOO PALADINS ARE SHIT LEAVE GW U NOOB!!! Plz give your point of view (justified lol) about these builds and even post some new ones of modify what u feel should be modified. Jczech
Yeah, paladin is just frowned upon because the template is considered to be very poor, and most people assume anyone using a W/Mo is using the template. Anyway, here's a paladin build I was using (and found to be quite party friendly) the other day:
Sever Artery Gash Galrath's Slash Final Thrust Battle Rage [e] Purge Signet Succor Resurrection Signet Slightly healer dependant if people target you, but most tended to ignore me (other than a few hexes which were easily purged) because I look like the usual paladin, so I ended up taking very little damage. Just give succor to two casters (If there's another w/mo, try to convince them to cast mending on you in exchange for one of the succor castings), and keep rage up as much as possible. Then just pick on whatever target, you should be able to take anything down pretty quickly if they don't heal, or slightly longer if they do. If they run... well, just rage after them. Free criticals and taking someone (effectively) out of the battle is nice. Could probably be a lot better, but I found it pretty effective. It also has an interesting side effect vs energy denial players, but that's another story for another thread. Rico Carridan
Quote:
Originally Posted by Stormbringer
The Hero. 1. Sever 2. Gash 3. Galrath's Slash 4. Battle Rage [elite] 5. Bonetti's Defense 6. Healing Breeze 7. Mending 8. Rebirth/Restore Life/Res. sig. |
Quote:
1. Sever/Power Attack/Hamstring
2. Galrath's Slash
3. Final Thrust
4. Beserk
5. Healing Hands
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig. I think having healing hands, vigorous spirit, and live vicarously on the same character is wasteful, even in pve. If you really want to stay defensive, drop one of them for a defensive stance of some kind. By beserk do you mean frenzy by any chance? Because you can't run beserker stance and healing hands on the same build. Again, if this is designed to be an attack build, I think you need more firepower, either something to speed up your adrenaline, or something to pump out more damage. If you want to bring vigor/vicarous, you should have hundred blades or cyclone axe.
Quote: Originally Posted by Stormbringer The Last One.
1. Hundred Blades [elite]
2. Galrath's Slash
3. Final Thrust
4. Shield Stance
5. Bonetti's Defense
6. Vigourous Spirit
7. Live Vicariously
8. Rebirth/Restore Life/Res. sig. I like this one a little better. For some very monster heavy pve areas, I think this one is workable. If you aren't planning on getting swarmed, don't run this build.
Quote:
The paladin build. The 2 hit=life enchantments are a must here, and by berserk, i mean Berserker Stance (sorry, I misspelled it, will correct in the post). In this build you don't use tactics since u have healing hands, so you really can't die vs. warriors nor vs. rangers. I agree that Hundred blades would be useful, but this build is made for PVP (and there you do not have mobs on you....) and PVE.
Originally Posted by Stormbringer
The Ever Lasting Warmaster.
I think having healing hands, vigorous spirit, and live vicariously on the same character is wasteful, even in PVE. If you really want to stay defensive, drop one of them for a defensive stance of some kind. By berserk do you mean frenzy by any chance? Because you can't run berserker stance and healing hands on the same build. Again, if this is designed to be an attack build, I think you need more firepower, either something to speed up your adrenaline, or something to pump out more damage. If you want to bring vigor/vicarious, you should have hundred blades or cyclone axe.
1. Galrath's Salsh 2. Final Thrust 3. Bonetti's Defense 4. Gladiator's Defense 5. Healing Sig. 6. Healing Breeze 7. Mending 8. Rebirth/Vengence/Res. sig This build is mostly for FoW....not too good in pvp.... This would probably be workable for fissure. I would bring holy veil or smite hex, because otherwise you'll spend half the time under spiteful spirit. None of these builds so far will be any good for pvp by the way. Quote:
I'm sorry to say but, axe has a very big downside, the gap between max and min dmg... 6-28 dmg, the think is u have more chances to fall on the minimal dmg than on the maxed one, plus it has a SLIGHTLY lower attack speed, the skills for axe need much adrenaline and the best skills are elite so.....
I still say that sword is the best think for a warrior....That's how I feel... Quote: |
Quote:
This would probably be workable for fissure. I would bring holy veil or smite hex, because otherwise you'll spend half the time under spiteful spirit. None of these builds so far will be any good for PVP by the way.
I tested it in Fissure and it is very good, and yes these builds i just posted are nor PVP AND PVE, try them. The Hero and The Paladin are very good in PVP, i use them all the time!
sry for posting twice in a row, but I have to say this.
Quote:
Originally Posted by Man With No Name
Quote:
Eternal Shield blocks the attack.
Originally Posted by Rico Carridan
Don't bring vengeance. I don't have much experience with smite builds, so I would really comment here. I'm really curious why you insist on keeping with sword. A lot of these builds aren't using a superb elite skill anyway, so you might as well switch to axe and pick up eviscerate and load up your damage.
You are the first to say S.o.J. is a bad elite.......just use holy strike for 120 dmg in one attack....but for UW, well you DEFINITELY need a monk....but yes, I do agree that vengence is not the best here....
yesitsrob
Quote:
I still say that sword is the best think for a warrior....That's how I feel...
Heh, that's a pretty brave comment to make on here.... |
Personally I agree with the other guy, axes are my preferred warrior weapon, or hammers even in some pvp builds, the damage on swords is just a bit low (cripple on demand with hamstring is ok though) - the minimum damage for an axe doesn't play much of a roll when you have a high rank in the skill Also for tanking and being defensive with the axe you can combine Vigerous Spirit, Live Vicariously, Cyclone Axe, and Bonetti's Defense - the cyclone axe can quickly charge up the bonetti's if you are surrounded - and you still have room for elites there, eviscerate maybe, I personally think this is the best warrior skill there is smurfhunter
Quote:
Originally Posted by Stormbringer
The Hero and The Paladin are very good in PVP, i use them all the time!
*loads rifle*
*points at head* *shoots* Man With No Name
I'm not really concerned with PvE anymore. So I'll just comment on the PvP build(s)......err......where are the PvP builds..??
Problem is like all W/Mo's and the template -- it just smacks of self-healing and defensive stances. You may believe you've got some skills to help teammates but simply put -- you haven't. You can't take off enchantments, you can't break stances and you don't really do any damage. Can people still not see why Mending is not worth 1 pip of your energy regen :? 6 HP a second WILL NOT be a game winner -- at most you'll pro-long your own death for an extra few seconds. The same goes for Healing Breeze. Defensive Stances on a Warrior......again WHY ?? You've got the highest armour class in the game and smart opponents will simply disable you ( through Hexes + Conditions ) and kill you last. They should really remove the Paladin pre-made -- it's simply aweful. But for the sake of argument -- let's say we do wish to create a "Paladin-type" character -- I'd do something like this: Protection Prayers 10 Swordsmanship 16 ( 12 + 4 ) Strength 9 ( 8 + 1 ) Rez Sig Sever Gash Galrath Slash Final Thrust Frenzy Sprint Life Barrier (E) Weapon Mastery Helm Gladiators: Chest, Legs, Hands 1x Zealous Sword 1x Sword Slap Life Barrier on your Monk. He takes 40% less damage. It's far from perfect -- but it's 100x better than any "self-sufficient" W/Mo Stormbringer
Quote:
Originally Posted by smurfhunter
*points at head* *shoots* |
sry for posting twice in a row, but I have to say this.
Quote:
I'm not really concerned with PvE anymore. So I'll just comment on the PvP build(s)......err......where are the PvP builds..??
Problem is like all W/Mo's and the template -- it just smacks of self-healing and defensive stances. You may believe you've got some skills to help teammates but simply put -- you haven't.
You can't take off enchantments, you can't break stances and you don't really do any damage.
Can people still not see why Mending is not worth 1 pip of your energy regen :?
6 HP a second WILL NOT be a game winner -- at most you'll pro-long your own death for an extra few seconds. The same goes for Healing Breeze.
Defensive Stances on a Warrior......again WHY ?? You've got the highest armour class in the game and smart opponents will simply disable you ( through Hexes + Conditions ) and kill you last.
They should really remove the Paladin pre-made -- it's simply aweful. But for the sake of argument -- let's say we do wish to create a "Paladin-type" character -- I'd do something like this:
Protection Prayers 10
Swordsmanship 16 ( 12 + 4 )
Strength 9 ( 8 + 1 )
Rez Sig
Sever
Gash
Galrath Slash
Final Thrust
Frenzy
Sprint
Life Barrier (E)
Weapon Mastery Helm
Gladiators: Chest, Leggins, Hands
1x Zealous Sword
1x Sword
Slap Life Barrier on your Monk -- and great. He takes 40% less damage -- which means more healing/protecting for both him and you. It's far from perfect -- but it's 100x better than any "self-sufficient" W/Mo Thank you for posting another build, but before u jump to conclusions like mending heal breeze are worthless, try the build......
And your "PVP" build is only useful in "team" arenas, not competition ones.
And since you use strength, use berserk not frenzy, monks get mad when people use frenzy.... TRUST ME!
Problem is like all W/Mo's and the template -- it just smacks of self-healing and defensive stances. You may believe you've got some skills to help teammates but simply put -- you haven't.
You can't take off enchantments, you can't break stances and you don't really do any damage.
Can people still not see why Mending is not worth 1 pip of your energy regen :?
6 HP a second WILL NOT be a game winner -- at most you'll pro-long your own death for an extra few seconds. The same goes for Healing Breeze.
Defensive Stances on a Warrior......again WHY ?? You've got the highest armour class in the game and smart opponents will simply disable you ( through Hexes + Conditions ) and kill you last.
They should really remove the Paladin pre-made -- it's simply aweful. But for the sake of argument -- let's say we do wish to create a "Paladin-type" character -- I'd do something like this:
Protection Prayers 10
Swordsmanship 16 ( 12 + 4 )
Strength 9 ( 8 + 1 )
Rez Sig
Sever
Gash
Galrath Slash
Final Thrust
Frenzy
Sprint
Life Barrier (E)
Weapon Mastery Helm
Gladiators: Chest, Leggins, Hands
1x Zealous Sword
1x Sword
Slap Life Barrier on your Monk -- and great. He takes 40% less damage -- which means more healing/protecting for both him and you. It's far from perfect -- but it's 100x better than any "self-sufficient" W/Mo Thank you for posting another build, but before u jump to conclusions like mending heal breeze are worthless, try the build......
And your "PVP" build is only useful in "team" arenas, not competition ones.
And since you use strength, use berserk not frenzy, monks get mad when people use frenzy.... TRUST ME!
smurfhunter
Quote:
Originally Posted by Stormbringer
Thank you for posting another build, but before u jump to conclusions like mending heal breeze are worthless, try the build......
LOL... LOL... aaaah *chokes and dies*
but seriously, i love mending. those 3 pips have saved me more than once, ill tell you that. and healing breeze is like my godmother/father type thing. i think
but seriously, i love mending. those 3 pips have saved me more than once, ill tell you that. and healing breeze is like my godmother/father type thing. i think
Kabale
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The Hero and The Paladin are very good in PVP, i use them all the time!
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*loads rifle* *points at head* *shoots* Rinse&Repeat pls. I SERIOUSLY hope you're not talking about Tombs/GvG. Competition arenas.............. ok........... but ANYTHING ELSE PVP RELATED. Please, dear God...no... Yukito Kunisaki
W/Mo with brains will use Strength of Honor over Mending.
Why? Cause dead enemies don't hurt you that's why... Here's my take on a sword toting W/Mo Knight of the round... Jedi Knight build for pvp Sever Gash [hey, it's the deep wound that r0x0rs baby] Galrath Slash Final Thrust Frenzy Sprint Strength of Honor Signet of Judgement {E}/Res Sig Does it need an elite? Well, maybe not. Monk smite elites are very limited and sword elites are just uh... yeah... But Judgment Signet could rock for people trying to get away... qwe4rty
The main reason people really hate the paladin build is because it is so inefficent.
Let me state, if you want to bring healing to your team, play a monk. monks have more pips of energy regen all your attributes will be focused to saving people warriors have only 2 pips of energy regen, a very low energy base, etc mending and healing breeze are actually very inefficient as well. THere was a post floating around a few weeks ago that showed ALL of the monk healing spells with there hp per-point-of-energy. Mending and breeze were low. Paladin builds really don't help the team all that much. Mediocre dmg, Mediocre healing They try to delve into two opposite functions, and the end result is that neither is very strong. Trust me, I've tried, I've tried again, I've stopped and come back, and the onlly really ok W/Mo healing paladin is a W/Mo axe farmer that some1 listed above. Before I list my build that I use, I want to explain several things. -when attacking a target fleeing you, you get a critical every single time -frenzy is not necessarily bad. Let me explain. Warriors are usually targetted last, so an increased attack speed that is cheap,and lasts 8 seconds is VERY good. However, once you start taking dmg, turn on sprint. You can only have 1 stance at a time, so if you are worried about double dmg as they hit u, turn on sprint, and frenzy is turned off -swords and axes have the exact same attack speed One argument that many paladins make is that they can keep there allies alive in battle. Sure, this is all well and good, and sure, u may be the one saving people in the absense of a monk, but you may only get a few wins this way, as your damage is going to be really low. I usually go in as damage, and hope I get a monk, and if not, hope we can kill the other team b4 they have a chance to kill us. While I may not win a few initial ones, the end outcome is I get on a team w/ a good monk, and we get a long streak, rather than a few "lucky" breaks here and there Here is the W/Mo build that I use, and I will attempt to explain it as best I can. Axe:15 Smite: 10 Str: 9 (might be 10, i dont remember) -penetrating blow -executioners strike -eviscerate -frenzy or beserkers -sprint -rez sig -Strength of Honor (+ x dmg) -Judges Insight (20% armor penetration, and holy dmg) @ 10 smite, it lasts 16 seconds your 3 attack skills are all adrenaline based, and are very effective especially when you spike them all in a row. W/ judges insight up when I spike, Ive gotten eviscerate up to 194 damage, and executioners to 190. Strenght of honor adds 7 more dmg for me (not bad) but because it is an enchantment, it fuels my swords and shields that give bonus while enchanted (judges insight does the same, but Str is permanent basically, dont have to worry about energy) use frenzy or beskers stance to get adrenaline fast, try to keep up judges insight as much as you can. When the enemy runs, I'm not "o shit" im like "O DEAR GOD, YES THANK YOU". vs enemy casters that are running, your doing a crit every single hit, and w/ judges insight, I've gotten it to 87 dmg , a hit, without attack skills. Imagine that you then used eviscerate..... Thats a lot of dmg with one skill. Even against warriors, just turn on judges insight, and your doing 50 dmg a pop. Another bonus, vs necs that use the armor that takes increased dmg from holy? guess what judges insight does.... Rather than trying to keep your team alive, leave that job to the monk, and dish out as much dmg as you can. I used this last week, died the first few times in CA, then got a god awesome group with another monk, mesmer, and warrior, and proceeded to tear apart the team arenas after we got the 10 wins in competition. After stuff like this, a sword just doesnt compare, the damage is weak. The trying to heal at the same time just limits you. The only good self heals are the ones that are already in the attributes you are using (ether feast for inspiration mesmers, etc) Eonwe
Quote:
Originally Posted by Stormbringer
I'm sorry to say but, axe has a very big downside, the gap between max and min dmg... 6-28 dmg, the think is u have more chances to fall on the minimal dmg than on the maxed one, plus it has a SLIGHTLY lower attack speed, the skills for axe need much adrenaline and the best skills are elite so.....
I still say that sword is the best think for a warrior....That's how I feel... Heh, actually you're 100% incorrect. Axes are going to do more damage than swords, hands down, end of discussion. Also, swords and axes have the same attack speed, 1.33 sec. Also, you say that Axe skills require more adrenaline? Do you bother reading skill descriptions? It is going to take you 8 hits to build up the typical axe spike, Eviscerate into Executioner's. You can follow that up with whatever else you'd like, but that's your bread and butter, and it's the most effective warrior spike in the game. On the other hand we have swords, whose only worthwhile spike would be Galrath into Final Thrust. This requires you to hit 10 times before you're charged, and after using final thrust, you lose all adrenline. I also don't see what you mean by "the best (axe) skills are elite so....". There are two axe elites, Eviscerate, and Cleave (the latter being pure shit). rii
Quote:
Originally Posted by Yukito Kunisaki
W/Mo with brains will use Strength of Honor over Mending.
Why? Cause dead enemies don't hurt you that's why... Here's my take on a sword toting W/Mo Knight of the round... Jedi Knight build for pvp Sever Gash [hey, it's the deep wound that r0x0rs baby] Galrath Slash Final Thrust Frenzy Sprint Strength of Honor Signet of Judgement {E}/Res Sig Does it need an elite? Well, maybe not. Monk smite elites are very limited and sword elites are just uh... yeah... But Judgment Signet could rock for people trying to get away... Signet of Judgement is pretty poor, but in signet smiters (warrior buffers) with mantra of inscriptions it passes off as distinctly average. Shield of Judgement always seemed to be essential on primary monk smiters in ca. It makes everyone stop hitting you or die, which is quite important as a non-healer primary monk. Ya, deep wound is good. But your spike consists of 4 strikes, and im assuming your spiking because anyone wanting to put out dps would have taken something along the lines of battle rage [e], which, considering you have no elite and all adrenaline attacks works well. And, the loose all condition doesnt matter too much since its obviously just a ca build. Anyway... 4 strikes is a bull spike - ah yeah, your finishing with final... must be a spike. Yeah - thats not good. Quote: Do you need an elite, well maybe not Un-Quote ........... Ive made one build in the last year that couldnt be made better with an elite.. turned out i was wrong. That build... does. Ard Wen
I've built more of a tank than a paladin. I worry more about myself in the healing departmant.
Sever artery Galrath's slash Final Thrust Mending Remove conditions defensive stance shield stance res sig/res AtomicMew
Actually, paladins aren't nearly as bad as people are making them out to be (IMO). They're pretty much the only type of character that can penetrate an enemy's back line and go chasing after an enemy monk and such.
qwe4rty
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Originally Posted by traversc
Actually, paladins aren't nearly as bad as people are making them out to be (IMO). They're pretty much the only type of character that can penetrate an enemy's back line and go chasing after an enemy monk and such.
Im willing to disagree here.
In fact, I'm going to go so far as to say my W/Mo non-pally can do much better. (posted above if you want to see) Why? -I've got the same armor as the pally. -I've got the dmg to make a caster run, in which case, I have the skills to catch up and inflict critical after critical. What does the pally have? -A ton of useless spells, that have low hp gain per point of energy -Very low dmg out put What do you think a monk is going to be afraid of, an axe warrior w/ armor penetration/ignore spiking huge amounts of dmg at once? Or a Paladin that is so focused on spamming healing spells as fast as the monk hes fighting, and trying to stack bleeding? I normally don't see monks run from Paladins. A monk can just tank one all day I most definately see monks run from axe spikes. When a monk runs, hes not healing... Why is this? A sword warrior usually has two spikes, Galrash and Final thrust. Final thrust is only really effective vs enemies who have hp less than 50%. So until the paladins team gets some1 below that threshold, hes spamming bleed and deep wound (both easy to get rid of), and galrath. An axe is effective whether your at full hp or 75%, or 40%, etc. AtomicMew
You're really over-exagerating the loss in attack power to gain a small amount of healing. As a monk player, I'm really not afraid of a single warrior of ANY type. It's only when they focus that they become dangerous. But then, multiple deep wounds from eviscerate isn't really going to help spike, anyway.
When you do go chasing after an enemy in the back lines you really have to make sure that you can get back in case you get focused. Or if you get blinded. Or if you get snared. Of course, a paladin won't be capable of handling all those situations either, but still, a paladin has a much, much longer range, and can also double as a runner. SCOTTYBONES
[QUOTE=traversc]. As a monk player, I'm really not afraid of a single warrior of ANY type.
You must only be playing againist paladins. Lasareth
Guys, try to keep the topic about the build. No need to harass other players because they may use it.
carnivore
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Originally Posted by SCOTTYBONES
Originally Posted by traversc
. As a monk player, I'm really not afraid of a single warrior of ANY type.
You must only be playing againist paladins. totally agree. as a monk a axe warrior makes me cry =P anyway, i run a typical paladin build for soloing(gotten from a warrior who soloed thirsty river for me) server gash galrath final healing hands healing breeze mending balths spirit but for parties, i take out every monk skill, put in heal sig, watchyourself, succor and rebirth oh thats all pve builds... a paladin should never be used in pvp smurfhunter
deleting my posts.... pshaw. at least i get a +1 post count for it
on topic again... if you think a warrior cant kill you in CA, you are gravely mistaken. qwe4rty
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Originally Posted by traversc
You're really over-exagerating the loss in attack power to gain a small amount of healing. As a monk player, I'm really not afraid of a single warrior of ANY type. It's only when they focus that they become dangerous. But then, multiple deep wounds from eviscerate isn't really going to help spike, anyway.
When you do go chasing after an enemy in the back lines you really have to make sure that you can get back in case you get focused. Or if you get blinded. Or if you get snared. Of course, a paladin won't be capable of handling all those situations either, but still, a paladin has a much, much longer range, and can also double as a runner. Hmm, I'm pretty sure my axe warrior (posted above, again) has the same armor? I'm pretty sure my axe warrior has sprint? Doesnt sprint allow me to run? Paladin has nothing special against snares. The only reason I can see a paladin being better is because no1 bothers to snare one... Fenix Swiftblade
For comp arenas:
10 Protection Prayers 9 Strength (8 + minor rune) 16 Axe Mastery (12 + helm + superior rune) Penetrating Blow Executioner's Strike Dismember Disrupting Chop Battle Rage{E} Succor Life Bond Res Sig Bond your weakest teammate, then, make the call on whether a second lifebonded teammate would be better than giving someone succor. If I get a monk on my team I always put both bond and succor on him. Stormbringer
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Originally Posted by Lasareth
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Originally Posted by traversc
You're really over-exagerating the loss in attack power to gain a small amount of healing. As a monk player, I'm really not afraid of a single warrior of ANY type. It's only when they focus that they become dangerous. But then, multiple deep wounds from eviscerate isn't really going to help spike, anyway.
When you do go chasing after an enemy in the back lines you really have to make sure that you can get back in case you get focused. Or if you get blinded. Or if you get snared. Of course, a paladin won't be capable of handling all those situations either, but still, a paladin has a much, much longer range, and can also double as a runner. THANK YOU, BOTH OF YOU! Listen to what they say you good for nothing antipaladism people! This thread explores the various builds of W/Mo, if you got a problem with that, post it in another thread,allright?? Stop comparing axes and swords, allright?? If you use/want an axe build post it without the usual, ouh swords stink, gna gna gna gna gna ... Alone)
Not to compare. But each to his or her own. Preference.
I say the build needs some axe/hammer warriors. Axe for dealing faster spike damage, while maybe the hammer can do some knockdowns for spell casters. Eh? QuixotesGhost
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Originally Posted by Fenix
10 Protection Prayers 9 Strength (8 + minor rune) 16 Axe Mastery (12 + helm + superior rune) Penetrating Blow Executioner's Strike Dismember Disrupting Chop Battle Rage{E} Succor Life Bond Res Sig Bond your weakest teammate, then, make the call on whether a second lifebonded teammate would be better than giving someone succor. If I get a monk on my team I always put both bond and succor on him. |
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Helllooooo, Earth calling qwe4rty, Do you copy?
Or a Paladin that is so focused on spamming healing spells as fast as the monk hes fighting, and trying to stack bleeding?
What kills me is the W/Mos that take "Heal Area" (they're out there I've seen them ). They start pounding on a monk, take some damage from somewhere, then heal area to get rid of it, right next to the enemy monk. If there is one thing that absolutley boggles my mind about GW players that's it right there. QuixotesGhost
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Originally Posted by Stormbringer
LOL, NO WAY!!!
I used sometimes heal area but always near my team....because that spell has a good healing power but other than that, it isn't good enough... You're a warrior...when are you near your team and away from the enemy? Do you break aggro to run back and heal people or something? thekolman
The only good W/Mo build in this thread is Jczech's build. That build uses no energy skills, so you can succor multiple monks, purge signet is pretty useful actually (at least in tombs and GvG), and the sever artery - gash - galrath - final thrust spike is pretty nasty IF you can get it off before it's mended.
Sir Santiago
If I ever choose W/Mo over W/R or W/N in random arena, it is because of Purge Signet/Purge Condition. You can't always rely on getting a monk on your team, and even when you do there's a good chance he either doesn't have condition removal or isn't paying attention when you spam "X is blinded!" three or four times.
I usually prefer Purge Condition. It casts faster and the recharge is faster, by one second and ten seconds, respectively. Often times, by the time you get Purge Signet off, the opposing N/Me will already have recast Faintheartedness/Weakness on you I use something like this: 16 Axe (12 + 3 + 1) 11 Strength (10 + 1) 8 Smite Eviscerate [E] Penetrating Blow Disrupting Chop/Swift Chop Frenzy Sprint Purge Condition/Purge Signet Strength of Honor Rez Sig Stormbringer
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Originally Posted by qwe4rty
In fact, I'm going to go so far as to say my W/Mo non-pally can do much better. (posted above if you want to see) Why? -I've got the same armor as the pally. -I've got the dmg to make a caster run, in which case, I have the skills to catch up and inflict critical after critical. |
Palas have the caster run skills too if you didn't notice, yes they are warriors too, OOOOOOOHHHH!!!!, plus they are NOT healer dependent (xcept in GVG and TOOMBS).
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-A ton of useless spells, that have low hp gain per point of energy
-Very low dmg out put Low damage output???? Go to a psy.
Quote: Originally Posted by qwe4rty What do you think a monk is going to be afraid of, an axe warrior w/ armor penetration/ignore spiking huge amounts of dmg at once?
Or a Paladin that is so focused on spamming healing spells as fast as the monk hes fighting, and trying to stack bleeding? Only noob paladins do that. GET REAL!
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Originally Posted by qwe4rty
I normally don't see monks run from Paladins. A monk can just tank one all day I most definately see monks run from axe spikes. When a monk runs, hes not healing... Yep, like I thought, you're blind. Quote:
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