Ubermancer
14-12-2005, 15:14
In my experiences with my Guild (http://p3.forumforfree.com/viewtopic.php?t=10&mforum=rfe) I have noticed alot of people play with a small group of gaming buddies. Its fairly common for these people to make a pair of characters, and have them do the questing missions etc together.
So I thought Id make a duo Warrior build. How this works is you have two Warriors with complenting skills who are used together to greater effect then a single Warrior could.
This particular build is for Hammers, and requires a W/E and a W/Mo.
Warrior / Elementalist
12 Hammer
12 Tactics
10 Earth
1) Counter Blow
2) Heavy Blow
3) Devestating Hammer
4) Aftershock
5) "Watch Yourself!"
6) "Shields Up!"
7) Armor of Earth
8) Ressurection Signet
Warrior / Monk
12 Strength
12 Hammer
10 Smite
1) Power Attack
2) Heavy Blow
3) Devastating Hammer
4) Holy Strike
5) Dolyak Signet
6) Smite Hex
7) Balthazar's Spirit
8) Rebirth
This duo build has something for every occassion. When facing tough opponets, like Mursaat Monks, you can simply have one Warrior knock them down (aka, KD them) then have both Warriors pull off a coordinated Aftershock (AS) + Holy Strike (HS) combo for 124 earth damage, and 80 armor ignoring holy damage... 75 damage of which is AOE. This is well over 200 damage against your target in under 3 seconds, and while they are KD'ed, too. Having two Warriors allows you to pull the combo off twice as often... even certain "Unpleasant" Mursaat bosses cannot stand up to this sort of spike.
The W/E's tactics allows him to buff the armor of him and the W/Mo by 20, which gives you ~21% damage reduction. Stacking this with a Hammer of Defense is ideal (read, defense > fortitude). Armor of Earth (48 armor) and Dolyak Signet (30 armor) allow each Warrior to tank extremely effectively, yet in different ways. So that in enchant removal heavy areas, you still have an effective tank.
Weakness is key to this build, and be sure to ask your Necro if they can bring Enfeeble/Enfeebling Blood (assuming they are Curses) to help with the spreading of Weakness. The more mobs you have Weakened, the more mobs you can easily KD and spike.
Weapons and armor are up to you, but I suggest full Gladiators with Ascalon or Knights boots (for reasons I wont go into atm, but just trust me, make sure your boots have 'reduces damage from attacks' before you rune it). A Furious Hammer of Defense is ideal.
Frankly, youd be stupid not to bring Stonefist Guantlets. They add another second onto your KD time. With the combined KD between the two Warriors, its feasible that any mob you are coordinating your KD's on will not be standing up for very long at all.
Smite Hex allows you to remove particularly nasty hexes (for 60 AOE armor ignoring damage) incase your Monk cant keep up with the hexes or is incompetent.
Counter Blow lets you KD targets who are A) attacking you B) attacking a non-tank quickly. This can be crucial as most soft characters have a hard time standing up against Stone Summit Carvers, Skeletal Berserkers, and the like.
Some other skills which you might want to add in -
For Great Justice - to help charge adrenalin faster, of course
Judge's Insight - truly great vs undead
Mend Ailment - to remove nasty conditions
Distracting Blow - that 'I need it NOW!' interupt for stopping the nastiest of skills
Whirlwind - AOE knockdown, followed by an Aftershock. OUCH.
Bonetti's Defense - mostly for the energy, as this build uses alot of it
You might should even ask your Necro, if hes a battery, to run BIP on you if you ask for it. Be sure to explain that you are set up to deal alot of damage, but need some help with energy. This should give you an excess of energy, if he agrees. Balthazars Spirit, when used discretely, has the same effect.
Keep in mind that this build is meant to be flexible, and should be used flexibly. Change skills whenever you feel its needed, and dont get roped into using skills you find to be ineffective. If strength seems like a waste for the W/Mo, drop it! Same with tactics for the W/E! (though the thought of playing a PVE Warrior without Watch Yourself and Shields Up is disturbing to me)
Have fun, and tell me how this (totally untested) build works out for you :)
So I thought Id make a duo Warrior build. How this works is you have two Warriors with complenting skills who are used together to greater effect then a single Warrior could.
This particular build is for Hammers, and requires a W/E and a W/Mo.
Warrior / Elementalist
12 Hammer
12 Tactics
10 Earth
1) Counter Blow
2) Heavy Blow
3) Devestating Hammer
4) Aftershock
5) "Watch Yourself!"
6) "Shields Up!"
7) Armor of Earth
8) Ressurection Signet
Warrior / Monk
12 Strength
12 Hammer
10 Smite
1) Power Attack
2) Heavy Blow
3) Devastating Hammer
4) Holy Strike
5) Dolyak Signet
6) Smite Hex
7) Balthazar's Spirit
8) Rebirth
This duo build has something for every occassion. When facing tough opponets, like Mursaat Monks, you can simply have one Warrior knock them down (aka, KD them) then have both Warriors pull off a coordinated Aftershock (AS) + Holy Strike (HS) combo for 124 earth damage, and 80 armor ignoring holy damage... 75 damage of which is AOE. This is well over 200 damage against your target in under 3 seconds, and while they are KD'ed, too. Having two Warriors allows you to pull the combo off twice as often... even certain "Unpleasant" Mursaat bosses cannot stand up to this sort of spike.
The W/E's tactics allows him to buff the armor of him and the W/Mo by 20, which gives you ~21% damage reduction. Stacking this with a Hammer of Defense is ideal (read, defense > fortitude). Armor of Earth (48 armor) and Dolyak Signet (30 armor) allow each Warrior to tank extremely effectively, yet in different ways. So that in enchant removal heavy areas, you still have an effective tank.
Weakness is key to this build, and be sure to ask your Necro if they can bring Enfeeble/Enfeebling Blood (assuming they are Curses) to help with the spreading of Weakness. The more mobs you have Weakened, the more mobs you can easily KD and spike.
Weapons and armor are up to you, but I suggest full Gladiators with Ascalon or Knights boots (for reasons I wont go into atm, but just trust me, make sure your boots have 'reduces damage from attacks' before you rune it). A Furious Hammer of Defense is ideal.
Frankly, youd be stupid not to bring Stonefist Guantlets. They add another second onto your KD time. With the combined KD between the two Warriors, its feasible that any mob you are coordinating your KD's on will not be standing up for very long at all.
Smite Hex allows you to remove particularly nasty hexes (for 60 AOE armor ignoring damage) incase your Monk cant keep up with the hexes or is incompetent.
Counter Blow lets you KD targets who are A) attacking you B) attacking a non-tank quickly. This can be crucial as most soft characters have a hard time standing up against Stone Summit Carvers, Skeletal Berserkers, and the like.
Some other skills which you might want to add in -
For Great Justice - to help charge adrenalin faster, of course
Judge's Insight - truly great vs undead
Mend Ailment - to remove nasty conditions
Distracting Blow - that 'I need it NOW!' interupt for stopping the nastiest of skills
Whirlwind - AOE knockdown, followed by an Aftershock. OUCH.
Bonetti's Defense - mostly for the energy, as this build uses alot of it
You might should even ask your Necro, if hes a battery, to run BIP on you if you ask for it. Be sure to explain that you are set up to deal alot of damage, but need some help with energy. This should give you an excess of energy, if he agrees. Balthazars Spirit, when used discretely, has the same effect.
Keep in mind that this build is meant to be flexible, and should be used flexibly. Change skills whenever you feel its needed, and dont get roped into using skills you find to be ineffective. If strength seems like a waste for the W/Mo, drop it! Same with tactics for the W/E! (though the thought of playing a PVE Warrior without Watch Yourself and Shields Up is disturbing to me)
Have fun, and tell me how this (totally untested) build works out for you :)