by, 15-06-2006 at 01:38 (448 Views)
I've played around with a whole lot of builds for my warrior/_____ and I just keep having to use w/m to do anything fancy. Live vicariously, life bond, reses. they just are too cool to pass up and create some wacky gimmicky builds for farming. For some reason I just don't get that as much with the other classes due to high energy costs, casting times, or the poopyness of having to split my points.
I started as a w/e just to unlock some elementalist skills. armor of earth, ward vs melee, and obsidian flesh were cool, but too mana intensive or not worth the slots. conjure fire was awesome with a flaming sword and 100 blades, but it wasn't so awesome that I wanted to use it over any other build.
I wanted to use order of pain/vampire soooo much, but in the end the pitiful duration realy killed that idea for me. I'd murder children for an 'order of the vampire' style spell that's maintained with energy and health degen. I pvp in aspenwood as a w/n entirely for plague touch. There's just no beating blinding the rangers who blind me, dumping conditions off on turtles as fast as a necro can dump them on me. It's awesome. Grenth's balance is cool for farming the occasional hardcase boss. The rest of the necro skills I could take or leave on a W/N. I'm thinking of brining a fast casting-corpse consuming, cheep spell one day to screw over minion masters on the other team, but It's so situational I doubt I'd do it long.
I've played with W/A but nothing realy jumped out as awesome seeing how the assassin is largely dagger based. I've gotten the teliport in skills just to play with, but thoes are of marginal usefullness for my playstyle.
I've been meaning to try out w/r just for a pet. I realy want one of those blue crabs from the jade sea. I just love the way they run sideways. It's cute. I don't know the first thing about pet skills. I need to play a ranger first hand to truely understand them but there's just no more room on my account for it.
warrior monk (which I hate that it's so effective) realy delivers though. When playing with an assassin friend I put live vicariously and life bond on him. this provides him with the survival he needs to not die constantly (as assassins are famous for) and gives me a never ending stream of +12 healing. it's symbiotic and it works extremely well. Well of the Profane messes it up on some misisons, but overall it's nice. Live vicariously on myself is nuts when combined with tripple chop and cyclone axe. I can literaly kill every vermin I can find at once in the skyway using w/m. I also frequently survive when the whole rest of the team is dead, so it's in my best interest to carry the 'res at me' res. I don't always do it, but It's another boon on the w/m plate.
A build of mine
"the fort aspenwood bulldozer"
sun and moon slash
gladiator's stance (E)
Weapons to bring
sskai's sword (max dm 9 req, double adren 10% +30hp)
vampiric 3 sword of any kind
+45hp -2 dam stance shield
exaulted aegis style shield (30hp -5 dam 5%)
This build is set up to slowly but surely secure objectives and kill npc's (as well as the often oblivious assassin). I usualy play Kurzik. I usualy go after the orange side mine. I start killing the archers. usualy one is dead before the angry mob of luxons get there. generaly speaking I press on and kill the second one. this causes the two kurzik ritualists to spawn who help me kill any remaining luxon players. Then I usualy go turtle hunting. A cool thing about the build is that I can take on, and beat, all 4 luxon hammer goons. I some times try to pull them away from other players, or I just charge in to kill the turtles (ignoring the luxon warriors). I usualy survive encounters with other players and concern myself with keeping the mines under controll and try to keep the turtles and hammer beat squads under controll.
A few notes about the build
when players heap effects on me, I just plague touch them onto the npc i'm fighting (turtles, luxon archers, luxon warriors). this helps me kill them and gets me out of blind. the luxon archers cripple, so i'll usualy tab to a monk or ranged caster before killing the archers and try to cripple the player for when they start running.
Vampiric weapon. when fighting turtles, your melee damge is usualy pitiful because of their huge damage resistance. the vampiric portion of the damage is not reduced. so you'll see 6 damage from the hit and 3 more from the vampiric. not a bad setup and it jives good with sun and moon strike.
stances. I usualy use the stances when a melee gets up in my business, a ranger looks to be waiting to interupt healing signet, or when the hammer beatsquad wants to say Hi. I usualy don't do it when fighting luxon archers as you never can tell when some one will res there and want to stab me. the stances also make the 45hp -2 dam shield mod go off, which is a handy way to survive or get extra hp when the going gets rough. don't forget that the 75% block rate effects wands too! so use them when an elementalist is trying to blow you up.
tieing up players. I can usualy keep 2-3 people trying to kill me for several minutes. to me it seems like if I can keep a few of the luxon's busy, then i'm doing a service to my team as they could be trying to knock down our gates or stabbing gunther. So if it seems like I'm in and endless circle of "take over the mine-loose the mine" and there's more than one foe here, then I'm doing great. the other 7 members of my team can take on the remaining 5-6 players.
run amber! If both mines are under kurzick controll, and there's no turtle shelling you, run amber! that's how you win!
sorry for the long winded ramble. If you've read all this then you must be as bored as I am at work. for some reason I want to go hit fort aspenwood now ;)
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