W/Mo Hammer Monk
uby
I figured why not try out a W/Mo with Hammer Mastery instead of the same ole.
Here's what I've got:
Hammer (enough for your hammer -- target 7/8 + 1 from rune)
Tactics 11 + 1 from hat + 1 from rune
Smite 12
Armor: usual - Gladiators with a piece of Ascalon for absorb, Stonefist gauntlets
General idea:
Skill 1 - Adren building skill of choice (Flurry, Berserker Stance, For Great Justice)
Skill 2 - Backbreaker {Elite}
Skill 3 - Holy Strike
Skill 4 - Crushing Blow
Skill 5 - Flexible spot. My favorite options: Bane Signet, Holy Wrath, Counter Blow, Belly Smash, another Stance
Skill 6 - Defensive stance of choice (I like Bonetti's for energy regen when I need it)
Skill 7 - Healing Sig
Skill 8 - Balthazar's Spirit
How to use it: build up adren as fast as you can using skill 1. When available, hit with Backbreaker for a ~5 second knockdown. While down, hit them with Holy Strike and Crushing Blow (use crushing blow first for more effect).
This simple combo will do almost 100 holy damage from holy strike and take off 20% health from crushing blow. Keeping them on the ground for nearly 5 seconds also does wonders for your damage taking ability.
It does pretty well in terms of survivability and is a nice blend, imho, of damage and disruption. I haven't extensively tested Holy Wrath in the combo yet due to energy concerns -- i'll be getting zealous upgrade soon enough.
Comments welcomed, especially if you've tried something like this out before.
Here's what I've got:
Hammer (enough for your hammer -- target 7/8 + 1 from rune)
Tactics 11 + 1 from hat + 1 from rune
Smite 12
Armor: usual - Gladiators with a piece of Ascalon for absorb, Stonefist gauntlets
General idea:
Skill 1 - Adren building skill of choice (Flurry, Berserker Stance, For Great Justice)
Skill 2 - Backbreaker {Elite}
Skill 3 - Holy Strike
Skill 4 - Crushing Blow
Skill 5 - Flexible spot. My favorite options: Bane Signet, Holy Wrath, Counter Blow, Belly Smash, another Stance
Skill 6 - Defensive stance of choice (I like Bonetti's for energy regen when I need it)
Skill 7 - Healing Sig
Skill 8 - Balthazar's Spirit
How to use it: build up adren as fast as you can using skill 1. When available, hit with Backbreaker for a ~5 second knockdown. While down, hit them with Holy Strike and Crushing Blow (use crushing blow first for more effect).
This simple combo will do almost 100 holy damage from holy strike and take off 20% health from crushing blow. Keeping them on the ground for nearly 5 seconds also does wonders for your damage taking ability.
It does pretty well in terms of survivability and is a nice blend, imho, of damage and disruption. I haven't extensively tested Holy Wrath in the combo yet due to energy concerns -- i'll be getting zealous upgrade soon enough.
Comments welcomed, especially if you've tried something like this out before.
Ole Man Bourbon
I don't really like Backbreaker that much because it requires a lot of adrenaline. I'd go with Devastating Hammer. No extra damage, but it does cause Weakness. Seems to be the better skill, but my experience with Hammer Warriors is limited so take it for what it's worth.
BTW, what are the other skills that cause extra damage while KD? Can't think of any off the top of my head.
Another thing, just in case you forgot. :P Don't forget to use the KD gloves from Drok's for a Hammer W.
BTW, what are the other skills that cause extra damage while KD? Can't think of any off the top of my head.
Another thing, just in case you forgot. :P Don't forget to use the KD gloves from Drok's for a Hammer W.
Lou
First of all stonefist gauntlets only increase the KD of things that arw below 4 seconds so if your using backbreaker dont bother with them. And devastating is really good since it oly takes 7 adrenaline and heavy blow is good for a KD and extra damage.
uby
stonefist gauntlets really have no effect on backbreaker? what's up with that -- i thought that was the whole point of backbreaker, but if you can increase knockdown on everything but that it certainly makes backbreaker weaker.
the only other skill i can think of that takes advantage of knockdown is Aftershock. but that's a common build.
will look into devestating hammer more =(
the only other skill i can think of that takes advantage of knockdown is Aftershock. but that's a common build.
will look into devestating hammer more =(
Ole Man Bourbon
Didn't know that about the SF Gauntlets, thanks.
The Muffen Man
Stone fist gauntlets affect KD skills that don't have a time attached to them
i.e devastating hammer, heavy blow, hammer bash, counter blow, irresistable blow,earth shaker,bulls strike,shock, bane signet, shield of judgement, signet of judgement, lightning surge,mind shock, thunder clap, whirlwind, earthquake, stoning, meteor, meteor shower water trident. All other Kd skill that have a time attached like , gale and back breaker dont benefit from the gauntlets.
Also most of the skills I mentioned a warrior cant use due to lack of energy
i.e devastating hammer, heavy blow, hammer bash, counter blow, irresistable blow,earth shaker,bulls strike,shock, bane signet, shield of judgement, signet of judgement, lightning surge,mind shock, thunder clap, whirlwind, earthquake, stoning, meteor, meteor shower water trident. All other Kd skill that have a time attached like , gale and back breaker dont benefit from the gauntlets.
Also most of the skills I mentioned a warrior cant use due to lack of energy
uby
re-arranging the build after some playtesting I kind of like the following lineup:
Frenzy
Devestating Hammer
Crushing Blow
Holy Strike
Heavy Blow
Bonetti's Defense
Healing Sig
Balthazar's Spirit
you build up about 8 adren using Frenzy in a little over 5 seconds.
then, Devestating Hammer for weakness + 3 second knockdown, Crushing Blow for deep wound, (normal hitting til they get up), Heavy Blow for 3 second knockdown (lose all adren), and Holy Strike while they are down for ~92 holy damage.
Depending on your stat layout with respect to hammer and strength, and of course the armor of the opponent, you have done 6 seconds of knockdown plus roughly 20+(20+0.2*(500-40))+20+(20+32)+92 = 296 damage on average.
Not the biggest spike in the world, but works well enough for me all-in-all.
Now if I could only find a way to fit Distracting Blow in here.
Frenzy
Devestating Hammer
Crushing Blow
Holy Strike
Heavy Blow
Bonetti's Defense
Healing Sig
Balthazar's Spirit
you build up about 8 adren using Frenzy in a little over 5 seconds.
then, Devestating Hammer for weakness + 3 second knockdown, Crushing Blow for deep wound, (normal hitting til they get up), Heavy Blow for 3 second knockdown (lose all adren), and Holy Strike while they are down for ~92 holy damage.
Depending on your stat layout with respect to hammer and strength, and of course the armor of the opponent, you have done 6 seconds of knockdown plus roughly 20+(20+0.2*(500-40))+20+(20+32)+92 = 296 damage on average.
Not the biggest spike in the world, but works well enough for me all-in-all.
Now if I could only find a way to fit Distracting Blow in here.
Vermilion Okeanos
with stonefist gaunlet, you can get both crushing blow and holy strike in at the same knockdown with devastating hammer/hammer bash/etc.
Personally I would use
Devastating hammer -> crushing blow -> holy strike -> heavy blow -> irresitable blow = dead target.
However, I actually do prefer backbreaker for the + dmg
16 hammer
backbreaker -> crushing blow -> holy strike -> hammer bash -> irresistable blow = more garuntee dead target
I would use strength of honor with both build to garuntee death in 1 KD to target.
I had also made more variation related to this combo quite awhile back.
All of them tide to backbreaker -> crushing blow.
E/W or W/E: glyph of elemental power -> backbreaker -> crushing blow -> aftershock -> irresistable blow/hammer bash/mighty blow/obsidian flame
Mo/W or W/Mo: strength of honor, backbreaker -> crushing blow -> holy strike -> irresistable blow/hammer bash/mighty blow/banish
I would rather get the atk in later but garuntee death than getting the attack in earlier and allow the target to live. (considering most of the people in CA aren't that great of a partner anyway) Devastating hammer are probably the better choice when you know another good damager is somewhere in your team.
It is a good idea to build your andrenline on a different target than the one you want to kill. (ex: monk would often run so much that you barely get any andrenline charge, would be better if you charge andrenline on a warrior or something first)
Both E/W and Mo/W hit harder than W/Mo and W/E, however, you pay for being targeted first and softer armor.
Aftershock is much more deadly, but you pay with being less effective against warrior and ranger.
Personally I would use
Devastating hammer -> crushing blow -> holy strike -> heavy blow -> irresitable blow = dead target.
However, I actually do prefer backbreaker for the + dmg
16 hammer
backbreaker -> crushing blow -> holy strike -> hammer bash -> irresistable blow = more garuntee dead target
I would use strength of honor with both build to garuntee death in 1 KD to target.
I had also made more variation related to this combo quite awhile back.
All of them tide to backbreaker -> crushing blow.
E/W or W/E: glyph of elemental power -> backbreaker -> crushing blow -> aftershock -> irresistable blow/hammer bash/mighty blow/obsidian flame
Mo/W or W/Mo: strength of honor, backbreaker -> crushing blow -> holy strike -> irresistable blow/hammer bash/mighty blow/banish
I would rather get the atk in later but garuntee death than getting the attack in earlier and allow the target to live. (considering most of the people in CA aren't that great of a partner anyway) Devastating hammer are probably the better choice when you know another good damager is somewhere in your team.
It is a good idea to build your andrenline on a different target than the one you want to kill. (ex: monk would often run so much that you barely get any andrenline charge, would be better if you charge andrenline on a warrior or something first)
Both E/W and Mo/W hit harder than W/Mo and W/E, however, you pay for being targeted first and softer armor.
Aftershock is much more deadly, but you pay with being less effective against warrior and ranger.
audioaxes
holy strike will put a burden on your energy and i dont think its necessary
how about this:
devastating -> crushing -> mighty -> heavy -> irresistable
note that this combo requires an extra hit in between mighty and heavy. With this chain you can spike-kill enemies at full health.
how about this:
devastating -> crushing -> mighty -> heavy -> irresistable
note that this combo requires an extra hit in between mighty and heavy. With this chain you can spike-kill enemies at full health.
Secret chief
without sprint u gonna get kite 2 hell
i prefer devastating to, and i still use hammer bash , even with no dmg bonus, it lets u change target
i prefer devastating to, and i still use hammer bash , even with no dmg bonus, it lets u change target
lyra_song
My KD/HS is pretty standard as well:
Sprint
Devastating <--KD
Crushing Blow
Hammer Bash <---Interupt + KD
Holy Strike
Irresistable Blow <--Stance Breaker
Healing Sig
Res Sig
Sprint
Devastating <--KD
Crushing Blow
Hammer Bash <---Interupt + KD
Holy Strike
Irresistable Blow <--Stance Breaker
Healing Sig
Res Sig
QuixotesGhost
Quote:
Originally Posted by audioaxes
holy strike will put a burden on your energy and i dont think its necessary
2 things I like about Holy Strike.
- It gets through Protective Spirit no problem.
- Against a blocking target you can Irresistable --> Holy Strike for a good ~110-120
damage through the offending enchantment/stance.
- It gets through Protective Spirit no problem.
- Against a blocking target you can Irresistable --> Holy Strike for a good ~110-120
damage through the offending enchantment/stance.
lasteele
This is my build and it works out well so far in gvg.
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l
audioaxes
Quote:
Originally Posted by lasteele
This is my build and it works out well so far in gvg.
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l no thats perfect, keep using it!
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l no thats perfect, keep using it!
lasteele
thx i appreciate it
audioaxes
uh, i hope you were being sarcasting also ;/
lasteele
you know what really pisses me off when you ask a question and all you get is sarcasm.i asked for advice not noob answers.
dont feel no pain
*shakes fist at audioaxes* play it straight and dont make games why not give him some advice rather than anoyy him :P
lasteele
You know it feels like we are dueling posters on these two forums no one else is awake.hey what is your ign we'll have to get together sometime and kill stuff.
dont feel no pain
we are going realy off topic my ign is my name on here i'm not on much for the 2 weeks but i be on like almot all tommorow now lets leave this thread we are not helping it. if u got something to say pm me
lasteele
lmao ok
audioaxes
noob answer???
the reason why i gave a sarcastic answer was because the build you posted was so noobishly horrible that you claim does "well" in gvg that you just had to have been being sarcastic yourself
the reason why i gave a sarcastic answer was because the build you posted was so noobishly horrible that you claim does "well" in gvg that you just had to have been being sarcastic yourself
lasteele
it has worked well but then again i havent been in alot of gvg's to know the difference then either.so what is your advice oh wise one of knowledge and sanctaty.
audioaxes
Quote:
Originally Posted by lasteele
it has worked well but then again i havent been in alot of gvg's to know the difference then either.so what is your advice oh wise one of knowledge and sanctaty.
mending is a no no in organized pvp
defensive stances/healings is a no no on warriors in pvp
counter/bane are anti melee skills when you should be killing casters
you have no elite
you have no res sig
defensive stances/healings is a no no on warriors in pvp
counter/bane are anti melee skills when you should be killing casters
you have no elite
you have no res sig
lasteele
dwarven battle stance is elite and i dont use rez in gvg or should i
dont feel no pain
u should a opposing team with no rez is like a gift from god!!!
lasteele
true but it opens a slot for something if not anything else and we usually have two to three monks and the npc's who rez us,but your advice is very well noted thx.
Vermilion Okeanos
saying there is only one way to go is wrong...
this game give us a big "IF"; therefore, as long as it suit your team build, you should be fine. That should be the priority of concerns.
this game give us a big "IF"; therefore, as long as it suit your team build, you should be fine. That should be the priority of concerns.
Lambentviper
This would be a good build for Comp Arenas. You won't always be guarenteed a monk. Let alone a good monk. And some monks even play a main smite build so yeah.....Dwarven Stance is great against monks or casters because of the constant interupt, and mending can get you through alot of Warrior vs Warrior. Most mesmers i see on today in CA are just illusionist who dont even bother with enchant stripping so you should be fine on that end. The damage is pretty good if you can chain it all nicely.
Rico Carridan
Quote:
Originally Posted by lasteele
This is my build and it works out well so far in gvg.
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l Here's the short answer...
Bonetti's defense--useless in PvP
Mending--useless in PvP
Bane signet--useless if you're above level 10 (IMHO)
Dwarven battle stance--basically useless elite (IMHO)
No res sig--very very very bad in PvP
Here's the slightly longer answer...
Never bring defensive stances in PvP, because you won't be fighting warriors, most of the time. As a hammer warrior, you should be fighting casters, probably all the time, until they're all dead. Enemy warriors will similarly be engaging your casters and will be ignoring you. If you really feel the need for something defensive, you're better off with something like smite hex or purge conditions, because that's what will most likely be causing you problems.
There is no real justifiable reason to bring mending into a PvP match, even, I would argue, in comp arenas. The amount of healing is fairly insignificant in the grand scheme of things, and the amount of energy drain is significant for most builds. If you want to maintain a persistant enchantment as a warrior, there are some sneaky things you can do (life bond your monk, for example), or something like strength and honor, or maybe judge's insight, might be better use of your energy, if it comes to that.
Bane signet does very little damage, has a huge casting time, and has only a conditional knockdown. That aside, your attributes with this skill are now spread over at least 4, if not 5 attribute lines, making you completely hopeless. You should have, ideally, something like 16 hammer, 10-13 strength, and the remaining points, which will come to about 4-7 I believe, in a third skill, for a hammer warrior.
I don't like dwarven battle stance much. Duration is short, you can't use a skill while its on, and chances are, if someone (a caster) sees you use it, they will probably just run. Since you can't activate a speed boost (you should have a speed boost by the way), they will be hard to catch, and can probably outwait your stance. Devastating hammer is normally the way to go with hammer warriors, although I will concede that backbreaker can be very nice too.
In PvP, warriors and rangers are the last people to be killed. Therefore, they must carry res sigs, because they will outlive the squishy caster targets, and will need to res them. Really, everyone in PvP should carry a res sig, except possibly monks, who can often go with no res at all (some people want their monks to have resurrect spell for GvG, few tombs builds call for it though). This is important to understand: in PvE, often people will rely on the monks having a res and won't bother bringing anything else. While this is ok in PvE (I don't like it as a monk personally, but that's another story), it fails miserably in PvP for two reasons... first, the monks don't have time to cast a 8 second res spell, and will probably get interrupted even if they thought they did have the time. Second, the monk will probably be the first one to die, so them having a res doesn't really help much.
What you should *always* have for a PvP warrior is as follows: res sig, speed boost, attack speed boost. Normally that means sprint, and one of frenzy, tiger's fury, or IWAY (special circumstances only). The rest of your skills should mostly be devoted to attack skills. If you're in comp arena, you should probably try to squeeze in a self-heal; in tombs or GvG, don't bother.
Rico
counter blow
hammer bash
irresitable blow
crushing blow
bonetti's defense
dwarven battle stance
mending
bane signet
advice on changes is appreciated this is my first tank so i am new at front line fighting.l Here's the short answer...
Bonetti's defense--useless in PvP
Mending--useless in PvP
Bane signet--useless if you're above level 10 (IMHO)
Dwarven battle stance--basically useless elite (IMHO)
No res sig--very very very bad in PvP
Here's the slightly longer answer...
Never bring defensive stances in PvP, because you won't be fighting warriors, most of the time. As a hammer warrior, you should be fighting casters, probably all the time, until they're all dead. Enemy warriors will similarly be engaging your casters and will be ignoring you. If you really feel the need for something defensive, you're better off with something like smite hex or purge conditions, because that's what will most likely be causing you problems.
There is no real justifiable reason to bring mending into a PvP match, even, I would argue, in comp arenas. The amount of healing is fairly insignificant in the grand scheme of things, and the amount of energy drain is significant for most builds. If you want to maintain a persistant enchantment as a warrior, there are some sneaky things you can do (life bond your monk, for example), or something like strength and honor, or maybe judge's insight, might be better use of your energy, if it comes to that.
Bane signet does very little damage, has a huge casting time, and has only a conditional knockdown. That aside, your attributes with this skill are now spread over at least 4, if not 5 attribute lines, making you completely hopeless. You should have, ideally, something like 16 hammer, 10-13 strength, and the remaining points, which will come to about 4-7 I believe, in a third skill, for a hammer warrior.
I don't like dwarven battle stance much. Duration is short, you can't use a skill while its on, and chances are, if someone (a caster) sees you use it, they will probably just run. Since you can't activate a speed boost (you should have a speed boost by the way), they will be hard to catch, and can probably outwait your stance. Devastating hammer is normally the way to go with hammer warriors, although I will concede that backbreaker can be very nice too.
In PvP, warriors and rangers are the last people to be killed. Therefore, they must carry res sigs, because they will outlive the squishy caster targets, and will need to res them. Really, everyone in PvP should carry a res sig, except possibly monks, who can often go with no res at all (some people want their monks to have resurrect spell for GvG, few tombs builds call for it though). This is important to understand: in PvE, often people will rely on the monks having a res and won't bother bringing anything else. While this is ok in PvE (I don't like it as a monk personally, but that's another story), it fails miserably in PvP for two reasons... first, the monks don't have time to cast a 8 second res spell, and will probably get interrupted even if they thought they did have the time. Second, the monk will probably be the first one to die, so them having a res doesn't really help much.
What you should *always* have for a PvP warrior is as follows: res sig, speed boost, attack speed boost. Normally that means sprint, and one of frenzy, tiger's fury, or IWAY (special circumstances only). The rest of your skills should mostly be devoted to attack skills. If you're in comp arena, you should probably try to squeeze in a self-heal; in tombs or GvG, don't bother.
Rico