Warrior/Elementalist
Strength
Swordsmanship
Air
are the primary attributes
Whirlwind - Spell
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Conjure Lightning - Enchantment Spell
Lose all enchantments. For 60 seconds, your attacks strike for an additional 1-13 lightning damage.
Sprint - Stance
For 8-13 seconds, you move 25% faster.
Sever Artery - Sword Attack
If this attack hits, the opponent will begin bleeding for 5-21 seconds, losing health over time.
Gash - Sword Attack
If this attack hits a bleeding foe, you strike for 5-9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Final Thrust - Sword Attack
Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.
Frenzy - Stance
For 8 seconds, you attack 25% faster, but take double damage
Hundred Blades {Elite} - Sword Attack
Swing twice at target foe and foes adjacent to your target.
Basically when there is more than one opponent near me or if I need to make a hasty escape I can use whirlind to knock em down and sprint to get some distance.
When I'm rushing at a caster, I can Run in, Do Hundred Blades + Whirlwind + Frenzy and wail on their cloth casters, Following with Sever Artery and Gash, using another hundred blades, then using the Final Thrust.
What do you guys think?
My War/E Build plz help
kitono
Witchfinder General
I assume you mean air instead of fire as a main attribute?
Energy might be a problem.
I like your build
Other angles to look at:
Fire is a better choice if your are taking for pbaoe; increase the damage you can do to multiple foes (best in pve)
Whirlwind scream to be tied with a hammer warrior. They have skills that knock down and do extra damage to knocked down target... Air magic and hammery mastery means your foes spend alot of time on their arses.
Energy might be a problem.
I like your build
Other angles to look at:
Fire is a better choice if your are taking for pbaoe; increase the damage you can do to multiple foes (best in pve)
Whirlwind scream to be tied with a hammer warrior. They have skills that knock down and do extra damage to knocked down target... Air magic and hammery mastery means your foes spend alot of time on their arses.
kitono
Yeah I understand that part but I think that the 10 energy pb aoe dmg + knock down is too much to pass up it's a VERY nice spell that is not used enough in the many builds I see. This is my tool to Temporarily disable any of my attackers or an entire group even allowing me the opportunity to a. finish my opponent off before he rez/heals something or b. make my escape. It wasn't really meant to keep everyone on their asses.
Although I have been considering going a Hammer/Air warrior, the slow hammer speeds drive me nuts and until I try it, as far as I know a perma knockdown is impossible. But it would be an interesting sight to see indeed.
Although I have been considering going a Hammer/Air warrior, the slow hammer speeds drive me nuts and until I try it, as far as I know a perma knockdown is impossible. But it would be an interesting sight to see indeed.
catharsis
*nods sagely*
You'll want a way to get energy back..Flourish or Victory is Mine come to mind. 10 for Conjure (can be cast in advance) + 5 for Hundred Blades + 10 for Whirlwind + 5 for Frenzy... that's all your energy gone already. By this time, odds are your opponent's dead, but still
It sounds like you're only using Air for Whirlwind (in that Conjure is part of every elemental tree except earth).. That, IMO, is not worthwhile. If somebody could confirm this, I'd much appreciate it, as I haven't used the skill... BUT... based on Whirlwind's description, it knocks down as an interrupt, not for any length of time (sort of like Bane Signet or Counter Blow).
That 1-second knockdown is not worth missing out on a much better AoE skill like Inferno, Phoenix, Immolate, Frozen Burst or Aftershock (but Earth has no Conjure.. blah).
Basically, every other school of magic has better Area attacks than Air (which, in turn, is better against single targets). If Whirlwind knocked down for a duration, it'd be useful.
The build's IDEA is good though (Burst Damage for crowd control, Sever/gash for individual, hundred blades for both).
You'll want a way to get energy back..Flourish or Victory is Mine come to mind. 10 for Conjure (can be cast in advance) + 5 for Hundred Blades + 10 for Whirlwind + 5 for Frenzy... that's all your energy gone already. By this time, odds are your opponent's dead, but still
It sounds like you're only using Air for Whirlwind (in that Conjure is part of every elemental tree except earth).. That, IMO, is not worthwhile. If somebody could confirm this, I'd much appreciate it, as I haven't used the skill... BUT... based on Whirlwind's description, it knocks down as an interrupt, not for any length of time (sort of like Bane Signet or Counter Blow).
That 1-second knockdown is not worth missing out on a much better AoE skill like Inferno, Phoenix, Immolate, Frozen Burst or Aftershock (but Earth has no Conjure.. blah).
Basically, every other school of magic has better Area attacks than Air (which, in turn, is better against single targets). If Whirlwind knocked down for a duration, it'd be useful.
The build's IDEA is good though (Burst Damage for crowd control, Sever/gash for individual, hundred blades for both).
kitono
Inferno - Spell
Deal 15-99 fire damage to nearby enemies.
10 3/4 20
Whirlwind - Spell
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
10 3/4 20
The fire aoe is capable of doing 50 dmg more which is nice, but even if the knock down n the air aoe is just 1 second, if I ran into a group of 1 or 2 it might not be worth it compared to fire but if I ran into a group of 3+ people that's like atleast 3 seconds of down time where my team mates could have those crucial few seconds that make a big difference. Also the fire aoe cannot be used as an interrupt/escape tool like the air one can, it's the only interrupt type spell in that list I think and it would be good to have atleast one kind of interrupt if the enemy is trying to rez or heal or something. I think all that is worth the loss of 50 POTENTIAL damage.
I suppose if I wanted to just try to kill a clothy faster I could go fire.
One thing that's good though is that it's not too hard to test both builds and I can see which I prefer then. I might even consider using gale/immolate- That immolate seems tempting when I get the sever/gash in that'll be hella degen.
Deal 15-99 fire damage to nearby enemies.
10 3/4 20
Whirlwind - Spell
All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
10 3/4 20
The fire aoe is capable of doing 50 dmg more which is nice, but even if the knock down n the air aoe is just 1 second, if I ran into a group of 1 or 2 it might not be worth it compared to fire but if I ran into a group of 3+ people that's like atleast 3 seconds of down time where my team mates could have those crucial few seconds that make a big difference. Also the fire aoe cannot be used as an interrupt/escape tool like the air one can, it's the only interrupt type spell in that list I think and it would be good to have atleast one kind of interrupt if the enemy is trying to rez or heal or something. I think all that is worth the loss of 50 POTENTIAL damage.
I suppose if I wanted to just try to kill a clothy faster I could go fire.
One thing that's good though is that it's not too hard to test both builds and I can see which I prefer then. I might even consider using gale/immolate- That immolate seems tempting when I get the sever/gash in that'll be hella degen.