User:Thefinalwars/sandbox

With changes to Yeti Smash, namely, the removal of the activation time that made it formerly impossible to chain with Belly Smash, I became bored enough to try running a warrior in JQ. While frontliners in CMs are usually frowned upon, my desire to show off my warrior's smexy purple bandana transcended these barriers. Not to mention that bots have ruined JQ anyways, so who cares?

Attributes and Skills
[build prof=Warrior/Assassin Hammerm=12+1+1 Strength=12+1 Shadowa=3][Optional][Crushing Blow][Belly Smash][Yeti Smash][Lion's Comfort][Flail][Enraging Charge][Death's Charge][/build]

Optionals:
 * AoE clumped players and guards, though the AoE knockdown isn't usually required to cap towers (see notes).
 * standard low adren cost knockdown and start your chain as soon as possible.

Equipment

 * Run a standard survivor's set with the usual Stonefist insignia, and the other necessary runes for the build.
 * Don't bother with energy too much, since dying replenishes all of it in CMs.
 * Furious and fortitude mods.

Usage

 * Upon entering combat, utilize Enraging Charge. If the IMS isn't good enough or you need to bypass cliff height differences (common in JQ), shadow step with Death's Charge.
 * Use the initial adren gain from Enraging to activate Flail, and then Lion's Comfort- this should give you the adren needed to start your hammer chain immediately, if you took Devastating, or mostly fill you up otherwise.
 * Chain (your choice of elite knockdown here)- Crushing - Belly Smash - Yeti Smash. Belly Smash plus Yeti Smash should result in a delicious AoE quarterknock, and Earth Shaker, if you brought it, will let you shut down a group temporarily.
 * In keeping with frontliner niches in JQ, the objective of this build is to play defensively, engaging nuke/prot squishies and other enemy frontliners that threaten squishies of your own. Most squishies bring little to no self-defense, making them easy targets- lone enemies on the move to cap are particularly vulnerable.
 * This build, thanks to the AoE blind, will successfully cap *untended* guard towers with relative ease while retaining vastly more utility than other yucky frontliner capping builds, which are normally forced into nasty attribute spreads and/or gimmicky bull****. I've only tested this on 3-man towers, but it should work just as well on the 4-man tower overlooking the quarry closest to the enemy, though those areas usually have enemy presence.
 * Quarry capping is still off-limits. Avoid running into battle near those and try to use shadowsteps off the high ground to flank, etc. Be smart in your play.
 * Due to JQ's terrible botting problem (always play on Luxon side for this reason), you can often get large balls of dumb bot casters balled up. However, prioritize smart human players over bots.

Counters

 * Lion's Comfort serves as neat bar compression for both health gain and adren gain. For this reason, having it interrupted and/or disabled by smart players predicting your actions is a crippling loss. Mix up your game and avoid this.


 * Being stupid and not fulfilling the role of a frontliner in JQ, which should be primarily defensive.