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Extreme Pressure Warrior

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corkycls Profile

Author: corkycls
View Profile of corkycls

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12 Comments
Hello, welcome to my second guide. It focuses on fast, pressuring damage using burning, bleeding, deep wound, and quick damage.I've killed the suit of 100 armor dummy in under 5 seconds with ease. I did create it myself, but with millions of GW players I doubt I am the only creator of this build. I don't know how to work templates so I'm going to post everything here. This is a PvP build, so armor doesn't matter. The runes/insignias are:
Head: Major Swordsmanship/ Radiant Insignia
Chest: Superior Absorbtion/ Radiant Insignia
Hands: Major Strength/ Lieutenant's Insignia
Legs: Minor Tactics/ Survivor Insignia
Feet: Superior Vigor/ Radiant Insignia

Attributes:
W/E
Strength: 12 (10+2)
Swordsmanship: 13 ( 10+1+2)
Tactics: 9 (8+1)
Fire Magic: 8

Weapon/Shield: You MUST have a fiery sword hilt for this to work. I suggest a 15^50 or 15 while enchanted( only if you have conjure flame). I then suggest a Defensive mod over fortitude because when you lose 30 hp in battle the fortitude mod is now useless while the Armor mod (shelter,warding, etc.) will never stop working.
I also HIGHLY suggest a fire damage wand as a secondary to inflict what is usually fatal degeneration from burning if someone runs, assuming Mark Of Rodgort is on them.

The Skills are as follows:


Healing Signet
You gain 40-152 health. You have -40 armor while using this Skill.

Mark of Rodgort
Hex Spell. For 10-35 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 1-3 seconds.

Rage of the Ntouka Elite Skill
Gain 1-7 strike(s) of adrenaline. For 10 seconds, whenever you use an adrenaline Skill, that Skill recharges for 5 seconds.

Sever Artery
If this attack hits, the opponent begins bleeding for 5-21 seconds, losing health over time. ( Can substitute for Barbarous Slice if you want)

Gash
If this attack hits a bleeding foe, you strike for 5-17 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.

Galrath Slash
This attack strikes for +1-32 damage if it hits.

Silverwing Slash (Factions)
Sword Attack. This attack strikes for +4-32 damage if it hits. (Can substitute for Final Thrust if you are bringing Conjure flame in an Alliance battle0

Resurrection Signet
Signet. Resurrect target party member. That party member is returned to life with 100% health and 25% energy. This signet only recharges when you gain a morale boost.(can substitute for Conjure Flame or Final thrust in Alliance Battles)

Usage: Find a target that is either stationary (almost always melee) or doesn't start running until their health will get low (depends on the opposing player). When your about to attack them,put Mark of Rodgort on them.
We want unexpected, dead-before-you-know-it damage, so gain 2 strikes of adrenaline first. Then hit Rage of The Ntouka, giving you 6 Adrenaline instantly,charging all your adrenal skills (except Final thrust if you brought that). As quick as possible, hit sever artery, gash, galrath slash,and silverwing slash. hit them 2 more times and use final thrust if needed. This will usually kill them if not leave them with <50 health. That is why conjure flame is so effective, as it covers for that extra health left over.
The only problem is if you over use mark of rodgort you will have to regenerate energy. Don't try to kill everyone you see, because you will run out of energy. Try to kill effectively because an enemy monk will have only seconds to heal his ally before u kill them, meaning you don't need to kill the monk, but you can pick off their team if one of them leaves healing range. Try to play cautious as you need 20 energy to do this and piling up death penalty can hurt.
A good bonus to this build against warriors is they dont get the armor bonus vs. physical damage because you do fire damage. Here are some Important counters to watch out for.

Counters:
Hex removal. If the person your attacking has good hex removal ability you may be in trouble. try to get an ally to cast some hexes to cover you.

Condition Removal: you are in trouble here but if you can get other allies to damage your foe condition removal may be les important than survival to them.

Energy Denial. The average energy denial mesmer takes about 7-8 energy per energy denial skill. Even with full energy, you couldn't cast rage of the ntouka after mark of rodgort, although you still have killing power. If you see an energy denial mesmer coming towars you try to get your skills off on someone before they attack.

Winter. This will turn your damage cold, ruining your plans. kill this spirit as soon as possible or find an enemy out of its range.

Stone sheath. This hex converts your damage to earth, ruining you again. Spam for hex removal if you can get it.

Anti-Adrenaline skills. You spike through adrenaline. no adrenaline means no damage so again try for hex removal.

Limited Healing.I have played battles where if myself/the battle lasted long enough, I took out 2-3 members of their team. You can make a huge difference through pressuring them to defense/ killing them, at the cost of minimal healing. You also take Double damage while using healing signet, so using it mid battle can have a negative effect. Try to get to a monk or get behind a wall to avoid rangers, paragon, and line of sight attacks. It's like a spike, you kill fast, but may need some time between kills.


Hope you liked my guide, It's something new and I want to see it in Arenas :p

C L S









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User Comments
OK  elite shadow daggers on 11/24/06 01:17

its an OK build i think lots of thought was put into it, but energy is the main issue other wise pretty good build

FIRST POST WOOT

  The Sister on 11/24/06 03:39
 
Teehee I just read this and thought I'd try it out. First run in Random Arenas had to get used to timing it etc and mainly got rubbish groups. Second time got a glad point ^^

Contemplation of Purity is a pain in the *** with this, but luckily I had other hexers on my team, so just waited for the monk to rip them off first, then put on my mark of rodgort.

Twas great fun, nice build :D
It's especially fun to just change to your fire wand and stand stil and kill people ^^, just watch them run and burn....run ....*thump*

  corkycls on 11/24/06 06:40

I know energy management is an issue, thats why i say cautious play. wasting your energy attacking everyone is useless when they are getting healed. Bring energy +5 sword to lighten that

  SIlent Killerx on 11/24/06 18:25

nice build i use mark of rodgort on my ranger, energy is a problem but you can also switch to ele and take out strength skills its worked for my ranger build but overall nice build, just gotta watch out for hex removals

  corkycls on 11/25/06 10:43

i cant play NF cause of graphics card problem so im stuck with shield. also its not a tank build so i need my adrenaline skills. flare would drain my energy, thats what a fire wand is for.

  The Sister on 11/25/06 13:06
 
QUOTE
but energy is the main issue


Well, I've played this quite a lot now and not really had any energy troubles at all. I run a Fiery PvP Longsword of Fortitude which is just 15^50 for extra dmg, and a strength shield. Set all my insignias for energy and think I added in a Rune of Attunement or two, got roughly 30 energy I think, which is plenty, you only need 20 for a spike, the rest of the time just pressure targets until you can spike. And yea, Wand ftw xD

  The Imperialist on 11/25/06 18:08

wanding people until they die is fun with MoR. but, its even more fun when you do it to a war who's freaking out xD

  AbsofGlue on 11/25/06 20:09

QUOTE
I suggest a 15^50 or 15 while enchanted


Why not use a 15% (vs Hexed Foes) instead? Since your using a hex, you might as well use it to your advantage beyond the burning ability.

But yeah, a +5 Energy mod is probably better.

  corkycls on 11/26/06 19:47

coz my enchantment (if you brang conjure flame) lasts twice as long. otherwise hex/energy is best suited.

  i heal u suxx lol on 12/27/06 22:36

i was just reading this and came across your coment about healing sig causeing you to take double dmg. i think someone may need to reread that skill and change that comment lol. you only lose 40 armor/defence useing heal sig not double dmg.


not flamin just pointing something out here.

  Baneat on 06/29/07 17:31

Healing Signet means double damage from "Skills that are affected by armour level" so you are both wrong and right here..

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