*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...
03 Nov 2005 at 16:31 - 11
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...
03 Nov 2005 at 16:35 - 12
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)
03 Nov 2005 at 19:57 - 13
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).
03 Nov 2005 at 21:02 - 14
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.
03 Nov 2005 at 21:13 - 15
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
03 Nov 2005 at 23:06 - 16
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.
04 Nov 2005 at 00:06 - 17
Quote:
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.
04 Nov 2005 at 03:08 - 18
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.
04 Nov 2005 at 03:50 - 19
[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.
04 Nov 2005 at 03:53 - 20
Guys, try to keep the topic about the build. No need to harass other players because they may use it.
04 Nov 2005 at 03:54 - 21
Quote:
Originally Posted by SCOTTYBONES
Quote:
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
04 Nov 2005 at 03:57 - 22
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.
04 Nov 2005 at 15:50 - 23
Quote:
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...
04 Nov 2005 at 16:10 - 24
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.
04 Nov 2005 at 17:35 - 25
Quote:
Originally Posted by Lasareth
Guys, try to keep the topic about the build. No need to harass other players because they may use it.
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