Archive talk:W/any Backbreaker

Two stances? Swiftslash 00:39, 6 May 2007 (CEST)

Three stances. Enraging charge is there to build up adrenaline, as even using IAS, building up 10 adrenaline takes quite a long time. Rush is used for a speed boost, to help catch kiters, etc., as is enraging charge. Flail is your IAS for spiking. Enraging charge is needed, but rush is also needed to cancel flail and to catch kiters with bull's strike, since a 20 second recharge cancel stance is not a good idea. Flail is needed for IAS. --Edru viransu 01:33, 6 May 2007 (CEST)

Meh I meant 3 stances. And you'd do better with grasping earth IMO. But if you did that you'd have the exact same build as a w/e that was vetted on wiki a while back I think. Oh well... Swiftslash 02:41, 6 May 2007 (CEST)

Grasping Earth instead of one of the stances? Triple stances are pretty common on hammer warriors in GvG, due to the long charge times of most of their skills, and are pretty near necessity with backbreaker. Without enraging, Backbreaker takes a 17.5 seconds, if you hit with every attack and there is no kiting involved, to charge. With enraging, it can be charged in either 12.25 or 5.25(depending on furious mod triggering or not) seconds once every 20 seconds. 5-12 seconds saved. Backbreaker without enraging against hexes(probably about 7 of 10 teams you'll face in GvG currently) becomes near impossible. --Edru viransu 03:46, 6 May 2007 (CEST)
 * The build looks fine. I'd put Shock as a variant replacement for Bull's Strike, other than that, it's a perfectly viable GvG bar. - Auron 03:49, 6 May 2007 (CEST)

Archive:W/E Grasping Earth Backbreaker. Mgelo21 01:20, 18 May 2007 (CEST)


 * That build is arguably different in purpose than this one. This build is intended entirely for GvG, whereas the build you linked to is somewhat bad in that format, due to the use of healing signet and grasping earth instead of more useful skills(not that they aren't good choices considering it is intended for so many different types of pvp, including ones in which you can't rely on anyone). Healing Signet is great, but it's just not as good as triple stances or a fifth attack on a hammer, especially since hammers aren't exactly the paragon of splittability(paragon is not referring to the class here, by the way, but instead the word paragon). If you want a splittable warrior, run a cripslash or eviscerate with heal sig and mending touch. If you want a hammer, knockdowns and damage and the tools to prepare those knockdowns and damage are more useful than anything. Grasping Earth is useful in hex teams, I suppose, but it's not that great. Enraging charge as your only cancel stance means that you won't be able to flail to speed your adrenaline gain because everyone will kite away. My build is also somewhat more versatile, in that essentially, the linked build can only use mighty blow and autoattack outside of a backbreaker-crushing-mighty spike, while mine is capable of regularly using bull's-crushing-mighty, in addition to the obvious backbreaker-crushing-mighty. --Edru viransu 07:06, 18 May 2007 (CEST)

Grasping Earth, bad? Imo your funny. Readem (talk *pvxcontribs ) 07:41, 18 May 2007 (CEST)
 * Grasping Earth isn't bad. But, it's just not as useful as bull's strike or hammer bash or enraging charge on most hammer builds, imo. --Edru viransu 18:40, 18 May 2007 (CEST)

Meh this build covers most of it. Could just add some skills into variants. Swiftslash \\  19:06, 18 May 2007 (CEST)

This is an excellent build for gvg; unfortunately, it is only a variation of, which is already a favored build and carries the same devastating spike. Imo while this build does present some innovation (enraging charge is an excellent idea and bull's strike gives good utility), most of the ideas have already been put up. - Kaelor 12:05 20 July 2007 (CEST)


 * Pure adren spike is the same as pressure? --Edru viransu //QQ about me 20:37, 20 July 2007 (CEST)


 * Backbreaker is and will always remain a spike skill. For pressure I would lean towards DH. I agree that adding the utility is a nice innovation, but I'm not sure if it merits a whole separate build from the death's charge variant. Then again, I'm new to the wiki, so if you think it does, then I'll give my full support. -Kaelor 14:40 20 July 2007 (CEST)
 * Yes, I agree with that to some extent, but, honestly, with this build, one chains bull's-crushing-mighty to spike far more often than one uses backbreaker. That build autoattacks for a long time, doing nothing else at all, until it has charged Backbreaker and unleashes a telespike. This build hits stuff, and uses bull's+crushing alot, only rarely doing backbreaker-crushing-mighty. Besides, if we were to only store 1 backbreaker build, it seems to me that a generic one(particularly one that actually get's run) is more fitting than a very specific variation of typical Backbreaker builds. --Edru viransu //QQ about me 00:32, 21 July 2007 (CEST)
 * When you put it that way, I don't think I can disagree. Kaelor 18:59, 21 July 2007 (CEST)

Removed the equipment note about needing stonefist. The max KD achievable is 3 seconds including the stonefist insignia and Backbreaker is already in excess of that. --BeeD 20:53, 25 March 2008 (EDT)


 * Bull's Strike.  20:57, 25 March 2008 (EDT)

heavy blow or mighty blow?
what are the tactical advantages to using / replacing these different skills? do you think one is better than the other? Death 17:17, 4 April 2008 (EDT)

what about backbreaker and devastating hammer? Death 17:17, 4 April 2008 (EDT)
 * Umm, both elites?  17:18, 4 April 2008 (EDT)
 * zomg, you didn't understand me, i guess... sorry i guess i wasn't very clear: what are the tactical advantages to each? and what do you think about heavy blow and mighty blow?  i mean using them individually, of course, not alongside eachother. Death 17:21, 4 April 2008 (EDT)
 * Heavy Blow is good for extending your KD lock by another two seconds, but it's generally inferior to Hammer Bash because of the requirement. Mighty Blow is more DPS.  I usually take Hammer Bash because KD is gud.
 * Backbreaker and DHammer are used differently. With DHammer, you use it basically whenever you can, while BB is used sparingly and instead relies on Bull's > Crushing minispikes.  Or that's what I've picked up from lurking guild forums, anyway.  DH is probably superior in any less-organized arena due to the spammability and BB's long charge time. --71.229 17:25, 4 April 2008 (EDT)
 * specifically, in the GvG arena. Death 17:36, 4 April 2008 (EDT)
 * It's team-dependent. DH is more for general team use, BB for pressure.  I think. --71.229 17:38, 4 April 2008 (EDT)
 * (EC)3 seconds, not 2, 71.229 :P As someone who runs hammer most of the time in smaller arenas(because my guild fails@gvg), I can definately say that devastating hammer is better.  Backbreaker is more for a single spike, but it's way too risky, while DH has a fast recharge for awesome KD pressure.  Also, hammer bash owns.  KD lock for 6 seconds at 7 adren total req>kd lock for 4 seconds+a bit of bonus damage for 10.  As does distracting strike.  Especially all on the same bar :) Dejh 17:41, 4 April 2008 (EDT)
 * Hush, you. >.> --71.229 17:41, 4 April 2008 (EDT)
 * Ok, so DH would be a good thing to run on a GvG team? what should split?  that or the other warrior?  what should the other warrior be?  i was thinking dragonslash, maybe?  although this wouldn't be that versatile for splitting, i think it would be good for the flag stand...  what do you think?  I was thinking either (i guess DH) and dragonslash, or dragonslash and like harrier's axe or disrupting axe (the latter frontline team for better splittability) i know it depends on the rest of team.  basically pretty standard backline and midline i guess...  also, i might be running an anthem of flame or something...  Death 18:09, 4 April 2008 (EDT)


 * Wtf are u about? -- Super Igor  18:13, 4 April 2008 (EDT)
 * The hammer warrior is usually always at the flag stand. Hammer and axe works pretty well for a frontline, and shock axe warriors can split well(although you probably want d-chop in place of healsig, so you'll need the flagger).  Hammer warrior should stay at stand because they are usually better in long fights than hit and run tactics, and are almost always the caller with their slower adrenal gain. Dejh 18:33, 4 April 2008 (EDT)


 * Use daggers... jk. -- Super Igor  18:34, 4 April 2008 (EDT)

Unarchive?
Amorality 12:33, February 27, 2010 (UTC)