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thanks alot
sprint is there for canceling frenzy when you are getting spiked, trust me, taking double damage for x seconds while you wait for rush to recharge is no fun, mostly only hammer warriors use rush.Originally Posted by Jummeh
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sprint; 20 seconds rechargeOriginally Posted by Darknicrofia
Rush; 4 hits of adrenaline
imo, Rush is better, last longer and recharge faster.
Frenzy -> Shock -> Eviscarate -> Executioner's Strike
4 hits after last use off rush and you can use it again. If no other adrenaline skill is used. Look how fast "Watch Yourself" rechages.
Inside AB i agree to use Sprint due to running around from point A to B and back with fighting very less. When their might be a big fight Rush would be better, but you can't rely on Rush inside AB that much as in GvG, RA, TA or HA.
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Dude, you can't cancel frenzy if you are exhausted. Also an axe war will build up the 4 strikes so fast that you can easily keep rush up indefinately as long as you do not die. Even with the enemy team Guardianed and Aegised.Originally Posted by Darknicrofia
Sprint needs 5 energy, has an 8 second down time. Rush at most has an 4 second down time. Also since its an adreno skill, its free.
You don't need to tell me how to use frenzy, I play too much GvG for that.
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Sup Vigor, checkOriginally Posted by Ankeli
Sup Absorpsion, check
Sup Axe, check
Due to the high armor warriors can lower down their health a bit around. And how much times they go gang up on a warrior first, only if that wwarrior goes overextending and rush in to early what lefted him undefended by their teammates.
Monks have most times dual head piece, sup divine favor and a minor.
Casters mostly run no sup runes next to vigor. I say mostly.
My mesmer uses sup vigor, sup domination, +5 energy +30hp staff with 10/10 skill recharge (no attribute).
I run similar to this, depending exactly on the build:
*Sprint
*Frenzy
*Eviscerate
*Executioner's Strike
*Shock
*Ressurection signet
*Healing Signet
*Distracting Blow
16 axe
10 strength
10 tactics (if you have heal signet or to the limit, else put it in strength)
(yes I did just copy and paste it)
Most of the time I take ttl to aid adrenaline gain. Bulls strike sometimes comes in depending on how many snares we have in the build (if there's a crip shotter/water ele and another warrior with shock/bulls strike or charge then I won't use it). Not a huge fan of bulls, it adds too much energy useage if you use sprint (which I prefer), so you could go rush/bulls. If the rest of the build is interupt light I have taken disrupting chop as well as distracting and shock to give 3 interrupts, allowing you to really mess with one character.
Why sprint? I just prefer it to rush as it allows you to take over flag running duties if required, in addition to quickly breaking off to enter the opposition's base to kill NPCs if the oppurtunity arrises. Plus it means you don't miss an adrenal spike if you need to use your speed boost to catch a fleeing enemy.
The exact build will differ from player to player as once people specialise in a role they make changes as they see fit to play it the best they can.
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ok so im going to use the build here, http://gw.gamewikis.org/wiki/W/E_Shock_Warrior my question is though what runes should i use?
Don't use axe rake.
Seriously, take frenzy instead. The reason being that when you fire off both eviscerate and executioners you want to do it quickly on a low ish target to kill them, because against anyone good after about 3 or 4 swings they will have so much prot that you can't kill them. Plus you already have shock which is a much better snare and doesn't interupt your attack chain.
For runes I use sup vig/sup abs/sup axe/minor strenght/minor tactics.
You don't need more than 10 in either strenght or tactics really, so go 10 in one and 9 in the other and pump the rest into air for some extra damage.
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ok fearless, going from what u said what would ur reccomended stats points be then?