User:PVX-RebelHero

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[build prof=warrior/any axe=12+1+1 strength=12+1][eviscerate][Executioner's Strike][Disrupting Chop][Bull's Strike][Optional][Frenzy][Rush][Resurrection Signet][/build]


 * Bull's Strike, making for a 6-second knockdown), anti-kite, disabling a target for a spike, interrupting long-casting skills, etc. The attribute spec on this is variable, some people like to spec 9 or 10 in order to utilize an energy offhand item.
 * [[Conjure Flame@10], [[Conjure Frost@10], [[Conjure Lightning@10]: Additional DPS. Lower strength to 8 and increase the element attribute to 10. Remember to bring the correct elemental axe and also the correct elemental staff to increase the duration of the enchantment (and to attack from a distance).
 * [[Grasping Earth@10]: AoE snare that can be used both offensively and defensively. Spec of 10 is generally optimal.
 * [[Power Spike@3]: Ranged spell interrupt, good for interrupting [[Aegis], [[Diversion], and the likes.
 * [[Disrupting Dagger@3]: Gives you a hard interrupt that can't be blocked.
 * [[Death's Charge@6]: Allows for instant movement and a self-heal in split situations.
 * [[Rip Enchantment@3]: Allows for ranged, low cost, short recharge enchantment removal.
 * [[Rend Enchantments@3]: Use for spikes and removing stacks of enchantments.
 * [[Mending Touch@6]: Provides conditional removal and minor heal to yourself or an ally. Can be useful for a split-oriented bar.
 * [[Antidote Signet]: Provides free Condition removal. Strongly consider for RA.
 * [[Natural Healing@10]: Provides self-healing capability; can be useful for a split-oriented bar. Spec of 10 is generally optimal.

[build prof=warri/secon streng=12+1+1 hammer=12+1][devastating hammer][crushing blow][hammer bash][bulls strike][Optional][flail][enraging charge][resurrection signet][/build]
 * [[Distracting Strike] - for an interrupt and damage compression
 * [[Death's Charge@3] - for instant movement and also a self-heal in split situations
 * [[Rend Enchantments@3] - for deep enchantment removal
 * [["For Great Justice!"] for extra adrenaline gain
 * [[Grasping Earth@8] - especially great for hex builds (go with a spec of 14 hammer, 11 strength, 8 earth)
 * [[Lions Comfort@14] - adrenaline gain and self-heal
 * [[Antidote Signet] - strongly consider for RA

[build prof=R/Mo Exper=10+1+1 Wilder=11+1 Marks=10+1 Protection=1][Optional][Distracting Shot][Savage Shot] [Apply Poison][Mending Touch@1][Natural Stride][Troll Unguent][Resurrection Signet][/build]
 * [[Incendiary Arrows] - for AoE degen and pressure.
 * [[Crippling shot] - cuz it makes runners QQ
 * [[Melandru's Shot] - Pressure

[build prof=N/E Curses=12+1+1 SoulReaping=12+1][Pain of Disenchantment][Reckless Haste][Price of Failure] [Faintheartedness][Defile Defenses][Rend Enchantments][Glyph of Lesser Energy][Resurrection Signet][/build] Pain now removes 3 enchantments and causes 94 area health loss.

[build prof=Me/e water=12 fast=10+1+1 fire=8][Optional][Freezing Gust][Blurred Vision][Glowing Ice][Steam][Glyph of Immolation][Water Attunement][Res sig][/build]
 * Optional skill is either Water Trident or Icy Shackles.

[build prof=mo/any heal=12+1+1 prot=10+1 div=8+1][Patient Spirit][Infuse Health][word of healing][dismiss condition][Protective Spirit][holy veil][no skill][no skill][/build]
 * Aegis and Glyph of Lesser Energy or Hex Breaker and Guardian.

[build prof=monk/eany protec=12+1+1 divine=12+1][reversal of fortune][restore condition][Aura of Stability][spirit bond][Guardian][holy veil][no skill][no skill][/build]
 * Aegis and Glyph of Lesser Energy or Hex Breaker and Shield of Absorption or Signet of Devotion.

[build prof=Rt/a resto=12+1 Channeling=12+1+1 shadow=3][Ancestor's Rage][Splinter weapon][Weapon of Remedy][Weapon of Warding][Wielder's Boon][PwK][Dark Escape][Dash][/build]

=
= Warrior Stuff Pastes (Clean-Up later):

Sword -Cripslash = Lineback/Kill monks. Cripslash can be a big threat to solo monks. Use your interrupt wisely. Criplashing enemy warriors is a very effective way to relieve pressure on your team. -Quivering blade + Hundred blades = They're bad, don't use them. -Strong suit of swords is their ability to bring non-sword elite and still be effective killing machines. -Quarterstepping is easier with cripslash, making it a great way to practice

'''-Sun and Moon = use with a 1/2s for packing 3 hits in the space of one. Cripslash > Gash > Sun and Moon > Dstrike kills *****es.'''

-Dslash has fallen out of vogue since its most popular place was in a condi pressure build. Nonetheless, realize that Dslash is most deadly when its used to spread DW around a team - while it's tempting to bring fgj and spam it over and over, you're actually a bigger threat if you spread DW around -GL playing sword in an organized setting while foul feast exists in its current form

Axe -Spikespikespike -Eviscerate is on your bar or you're bad. -Bull's strike is your best friend. This is the most dangerous skill in a warrior's arsenal; learn how to use it well. -Practice quarterknocking with dchop

-Queue up dchop while under frenzy when chasing a monk around to catch 3/4 - 1s cast skills -Body blow has replaced Exec on many bars - 1 less adren and only a couple (2?) less damage @ 13 str

Hammer -Magehunters, Dev, Earthshaker, Backbreaker = All viable. Most multipurpose = Dev (Weakness can help if you need to lineback, heavy is a nice + dmg to trigger dw). Dev + Heavy is bad if there's an RC though. -Quarterknocks are key - practice practice. Getting perfect quarterknocks makes you much much deadlier to monks. -Bull's strike can be followed up with crushing for free dw

-If under flail, you can time bstrike after your kd chain and you should catch them if they kite after getting back up - get used to timing = practice practice

-Quarterstepping is a little easier due to slow attack speed

'''-Have a shield + furious spear set handy for when things get dangerous and for building adren (enraging charge + furious spear = sexiness 1/10 times). Also useful when you're stuck in flail and your target runs away cause you missed a quarterknock cause you're bad. Quarterstep + spear people while running toward your next target'''

-Some people choose to run 14 str 13 hammer to reach the breakpoint on enraging charge. Personal preference. -Use a 1/2s as a killing blow. Hard to explain: When people are dying, monks allocate X time for this person's bar to go down from its current point to 0 when under autoattack from a warrior. A well timed normal attack + dstrike packs 2 hits into the space of 1, and thus ****s with that amount of time. This is most effective on hammer cause of big domage.

Universal-

'''-Use 1/2s skills to trigger DW when people's bars are low. This can be incredibly effective, esp on sword bars. -Bull's strike is the strongest skill in the game. Learn to use it well.'''

-Realize that as one of the biggest sources of damage in the game, you can make people kite (thus not doing their job) just by frenzying in their face. This can be a pretty effective tool. -When using a conjure, bring a 40% hsr + 20% enchant staff

I’ve seen this being asked a lot on different forums lately, so I decided to write up a short guide about how to execute some of the tactics that really make a warrior a threat.

First off we have the infamous quarterknocking. In other words, the ability to knock down you target two times successively with less than ¼ of a second between, effectively interrupting anything the target tries to cast after the first knockdown. There are numerous ways to do this. Some examples: [[Bull's Strike] – [[Shock] [[Magehunter's smash] – [[hammer bash] http://video.google.com/videoplay?docid=3959217054899356974&hl=en (ignore the crappy quality) However, it is just as important being able to do this by chaining a knockdown with an interrupt skill like [[distracting strike]. http://video.google.com/videoplay?docid=5711735380309758542&hl=en not usually done with a hammer build, but I didn't have much time to make the vids so I just threw it in so I could record both in the same trip. http://www.youtube.com/watch?v=NTVzE-KgKZE Much better video, courtesy of Ringsgold (I love unlimited edit time)

Being able to do this reliably requires training. That’s basically the only way you can get better at it. There are no special ‘tricks’ that makes it easier. Just remember, the following: [Magehunter's Smash] -> [flail] -> [crushing blow] -> stop attacking -> [hammer bash] You have to time the hammer bash. Hitting another time between bash and crushing will take too long, so you have to stop attacking after you hit crushing Best option if you have never done this before is probably to go to the Isle of the nameless or random arena and start beating at dummies. Then memorize the animations of different professions getting up and learn when to hit hammer bash for it to land just as they stand. It's all about getting a feel for it.

The next tactic that we will be discussing is not as widely known as quarterknocking, and I’m not familiar with any precise name as I’ve seen it mentioned as everything from quarterstepping to “the Chiizu dance”. Specifically, it’s the art of moving around while attacking without breaking your chain of attacks.

After every attack you make, there is a short period while your character is pulling the weapon back where you can move around freely. You can then stop moving by forcing your character to start attacking again (hit space). If done correctly this attack should start at the same time as it would if you hadn't moved. Timing is essential in doing this as it is possible to accidently interrupt your own auto-attack when you start moving. Thus, you should try to move exactly when the hit lands.

The following video is a recording by Chiizu, where you can see him doing this almost every time he gets to a target. http://www.wegame.com/watch/Team_kiSu_vs_Flying_V_Formation_HiDE/ As you can see, Chiizu uses it to position himself better towards his target without having to stop attacking (he goes behind them, forcing them to kite towards his own team, or to bodyblock them). Similarly, it can be used to decrease the time spent changing targets by attacking a target while moving around it, trying to get to the new one. There are mainly two ways to do this: 1. You can use your keyboard to sidestep during the short time between attacks. The downside to this is that you risk getting rubberband, and the reaction time of keyboard movement is worse than that of using the mouse / “click to move”. 2. Click on the ground next to your target to move around it. This is the more reliable method, but it also requires a little more attention.

This, as well, is a matter of practice. Go to the isle of the nameless and hit a dummy while trying to do this between every attack. Start with a weapon with a slow attack speed and move your way up to faster ones.

http://www.youtube.com/watch?v=VamsuFTNPjc&NR=1