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View Full Version : Build Critique - Warrior/Elementalist, Walking Wall



Sadow
14-05-2005, 21:36
Attributes:
Strength - 8 (+2 Helmet/Rune)
Axe Mastery - 9 (+1 Rune)
Tactics - 7 (+1 Rune)
Earth Magic - 11

Skills:
1) Battle Rage (Elite)
Description: For 15 seconds, you move 25% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline.

2) Distracting Blow
Description: Swipe your weapon at the target, dealing no damage but disrupting the target's current action (and the actions of foes adjacent to your target).

3) Executioner's Strike
Description: If this attack hits, you strike for +30 damage.

4) Cyclone Axe
Description: Perform a spinning axe attack striking for +9 damage to all adjacent opponents.

5) Healing Signet
Description: You gain 100 health. You take double damage while using this skill.

6) Armor of Earth
Description: For 30 seconds, you gain 51 armor, but move 23% slower than normal.

7) "Watch Yourself!"
Description: Party members near you gain +20 armor for 8 seconds.

8) Resurrection Signet
Description: Resurrect target party member. You can only use this skill ring once per mission.

The obvious advantages of this build is that almost all damage, with the exception of Holy and Shadow, is greatly decreased by the massive amount of armor I'm wearing. (Knight's Armor, +50 from Earth Armor, +20 from "Watch Yourself!" I'm not sure of the actual armor calculations, but my chest piece along would provide 160 points of armor, plus the absorption from Knight's.) The movement decrease from Armor of Earth is a decent problem, which is where Battle Rage comes in. The double adrenaline gain ensures that I can continue to chain cast it, meaning that the speed decrease from AoE is nullified, as well as going one or two percent over the standard movement speed. With 10 Earth Magic, I can get a +10-15 Energy or so Scroll, meaning I'll come out with 30-35 energy - plenty enough for the occasional Armor of Earth, Cyclone Axe, or Distracting Blow. If I obtain a dedicated team with plenty of healers, I can forego Resurrection Signet and use Lesser Energy Glyph instead, further decreasing my energy use.

The disadvantage is that runners are more of a problem than in some other builds. If Battle Rage ends while the person is still running, I'm stuck at -23% speed, which can provide a signifigant disadvantage. Once it wears off, however, I can then persue the runner by building up rage on another opponent and then Battle Raging to chase after them. The only other problem is that a Mesmer or a Necromancer can take advantage of my low energy and continue to strip Armor of Earth, meaning that I take signifigantly more damage. Properly timed Healing Signets would be advantageous in this situation, since I could Disrupt and then heal.

Comments? Would it work or not?

TW III
15-05-2005, 05:18
sorry double post

TW III
15-05-2005, 05:20
Comments? Would it work or not?


Since you say you'd have a problem with runners I assume you talk about pvp. In that case, no. Absolutely not. You'll deal horrible damage, every decent team will just ignore you because you're no threat at all. 160 AL won't help you if your whole team is dead and the enemy team is fully alive because your damage was too bad to take out their monks. Nobody attacks warriors first anyways so Warriors don't need armor boosts. That's also the flaw of the tactics line, it's wasted attribute points because at the point you as a warrior are getting attacked in pvp you'll have lost the match anyways.

poiuyt
16-05-2005, 14:58
I suggest water for a primaty warrior... here I say why:

http://forums.gwonline.net/showthread.php?t=345174