
Anyway, I've played a warrior/monk with sword/shield for all the BWE's since E3 until Febuary. In february I toyed around with a hammer W/Mo and I really found him to be alot more effective than the sword warrior.
Now I know I'm going to get comments saying that I should dump my hammer and get a sword, and that the added attack speed is a huge advantage for gaining adrenaline and stacking damage skills. I know all that, but I love my hammer too much to drop it, tell me you would think twice about salvaging this hammer if you had it in your inventory:
Cold Damage: 19-35
Damage +14% (while health over 50%)
Damage +20% (customized)
After calculating all its bonus' (and my hammer mastery of 12) the hammer's damage comes out to: 26-49 Damage. That's 24.63 DPS.
I have hit a couple times for 140-150 damage in GvG with this hammer after using a Hammer Bash. I don't know how I did it, (critical hits? armor penetration?) But I never even came close to doing that kind of damage in one hit with my sword warrior, even with final thrust.
Now onto my dilemna, the goal of my warrior is to annoy monks with knockdown till they start running. Getting them to run may not be as effective as killing them, but at least it achieves the same effect: they no longer heal their team. I have a choice between a W/Mo Smiter or W/E Water.
For my W/Mo Smiter:
Hammer: 12
Strength: 10
Smiting Prayers: 10
-Counter Blow: [4Adren] If this attack hits an attacking foe, that foe is knocked down.
-Hammer Bash: [6Adren] Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
-Berserker Stance: [C5, A0, R30] For 9 seconds, you attack 33% faster than normal and gain 50% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
-Sprint: [C5, A0, R20] For 12 seconds, you move 25% faster.
-Mighty Blow: [7Adren] This attack deals 24 more damage if it hits.
*or*
Power Attack: [C5, A0, R4] If this attack hits, you strike for 22 more damage (before armor).
-Bull's Strike: [C5, A0, R8] If this attack hits a fleeing foe, you strike for 22 more damage (before armor), and your target is knocked down.
-Scourge Healing: [C10, A2, R5] For 30 seconds, every time target foe is healed, the healer takes 15-67 holy damage.
-Judge's Insight: [C10, A2, R10] For 16 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
And now the alternative W/E Water Build:
Hammer: 12
Strength: 10
Water Magic: 10
-Counter Blow: [4Adren] If this attack hits an attacking foe, that foe is knocked down.
-Hammer Bash: [6Adren] Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
-Berserker Stance: [C5, A0, R30] For 9 seconds, you attack 33% faster than normal and gain 50% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
-Sprint: [C5, A0, R20] For 12 seconds, you move 25% faster.
-Mighty Blow: [7Adren] This attack deals 24 more damage if it hits.
*or*
Power Attack: [C5, A0, R4] If this attack hits, you strike for 22 more damage (before armor).
-Flurry: [C5, A0, R5] For 5 seconds, your attack rate is increased, but you deal less damage.
-Conjure Frost: [C10, A1, R60] Lose all enchantments. For 60 seconds, your attacks strike for an additional 11 cold damage.
-Water Trident: [C5, A1, R3] Send out a water trident at target foe. Water Trident strikes for 50 cold damage if it hits. If it hits a moving foe, that foe is knocked down. This is an elite skill.
Now, healing scourge is a great spell, and I found that the first thing monks did when they get back up from a knockdown is heal themselves, (does healing scourge activate everytime healing hands heals?) so it would be a good spell to reduce the effectiveness of a monk healing themselves.
Water trident on the other hand is something that I've badly needed, a way of snaring people who run away from me. Bull's Strike along with sprint is ok for handling that but its only successful about 40% of the time. So water trident is the perfect alternative.
Now conjure frost and judge's insight both boost my damage, its hard to say which one will do a better job, does holy damage and +20% penetration give me more than +11dmg?
If you can help me with deciding which sec class to choose, and maybe even suggest some alternative skills I would appreciate it.