Discussion
I didn't make any effort past basic copypasta and cuts from the devhammer page, so if anyone sees something obvious that needs to be on the bar, feel free to edit. -- Mafaraxas 16:26, 6 March 2008 (EST)
- Added Mighty to variants. Looks pretty solid to me. -StarSeeker | My talk 16:28, 6 March 2008 (EST)
- Lol, I made a build called "Magesmashing Warrior" a while ago. Is this a resurrection of it? --GuildofDeals 16:59, 6 March 2008 (EST)
- You shouldn't have tagged it for deletion so quickly ;) Not sure how exactly this bar is the same as that, but I pretty much copied the devhammer page and adjusted the skills and usage accordingly. -- Mafaraxas 18:17, 6 March 2008 (EST)
- Lol, I made a build called "Magesmashing Warrior" a while ago. Is this a resurrection of it? --GuildofDeals 16:59, 6 March 2008 (EST)
Switch Enraging charge for Mokele strike. More adrenalin, more damage, faster recharge. MrBArtel 18:08, 6 March 2008 (EST)
- Mokele can't cancel flail if rush isn't charged for some reason. 119 19:32, 6 March 2008 (EST)
I was going to copy devhammer too :D Buff makes this quickest recharging KD without a penalty. Definitely will get Great rating.--Relyk 22:23, 6 March 2008 (EST)
- Devhammer and Magesmash have the same cost, but Magesmash's secondary effect is just better now since people don't really run Heavy Blow anymore, and weakness is bad. -- Mafaraxas 22:29, 6 March 2008 (EST)
Weakness variant
For those who do still like to run Heavy Blow (Arenas, for example), I'd suggest this:
Offers a bit more flexibility in that it can Bull's > Pulverize > Heavy Blow for two knockdowns without the full adrenaline charge for Magehunter; and of course if you're one of those who actually like the Weakness condition and +damage from Heavy Blow, this still works. On the other hand, I can't get Flail to work with the chain, since Pulverizing uses adrenaline instead of energy, so you can't switch on Flail + Pulverizing at the same time. Frenzy is on-demand, of course, though it does have its obvious shortcomings. -- Scottie_theNerd (argue/criticise/complain) 23:21, 6 March 2008 (EST)
The description states this can bypass blocking enchantments. How? Rickyvantof 01:15, 7 March 2008 (EST)
- New update, Magehunter's Smash causes KD regardless now and if enchanted it's unblockable. 7 adrenaline. Racthoh 01:19, 7 March 2008 (EST)
- Nice! :D Rickyvantof 01:20, 7 March 2008 (EST)
- [apr] got beat by one of these Frenzy + Pulverizing builds — Rapta (talk|contribs) 14:02, 12 March 2008 (EDT)
Weakness Variant is inferior to the standard variant imo - although it might be better vs warriors as they are weakened (obviously) - the second KD will not KD if weakness is removed in between, while bash will remove. Also if pulverizing is blocked, heavy blow doesn't KD either so I would stick to the magehunter - crushing - bash combo (believe it even does more damage btw) 77.251.227.254 11:51, 15 March 2008 (EDT)
CONFUSING
This elite doesn't have the typical knockdown animation.. it just has the normal attack animation. SO CONFUSING. Railin 09:02, 7 March 2008 (EST)
Variant
I ran this in RA this morning and it worked well, I got several glad points without a healer in the team:
Works pretty well if you ask me. Just make sure you don't use LC when an ally is near death or under heavy fire. --Tr33zon ಠ_ಠ (Talk - Contribs) 17:57, 8 March 2008 (EST)
- Flail > Frenzy on a hammer warrior. LC is a decent self-heal/adrenaline engine now, but triple stance is still meta. Don't forget that gladiator points are not an indication of how well a build works. -- Scottie_theNerd (argue/criticise/complain) 19:47, 8 March 2008 (EST)
- I understand that Gladiator Points do not equal viability, but in RA, there's simply no room for triple stance. The only 'healing' you'd get without a healer in your team would be from using your vampiric weapon and that doesn't really suffice. Frenzy/Flail is really a matter of preference TBH, I just like Frenzy I guess.--Tr33zon ಠ_ಠ (Talk - Contribs) 19:05, 9 March 2008 (EDT)
- You won't go very far in any case anyways. — Rapta (talk|contribs) 19:31, 9 March 2008 (EDT)
- Good warriors will avoid bringing self-heals even in RA. Healing Sig/Lion's Comfort helps relieve pressure, but they're never going to keep you going when you need to, and relying on them means that you are temporarily shutting yourself out. More aggressive players will run triple stance in RA with the concept of doing as much damage as possible. If your team has no healer, it's a race between which time can knock the other senseless first. Relying in Healing Signet/Lion's Comfort only stalls the inevitable, and if you're in a situation where you really need a self-heal, you're most likely on the losing end anyway. Far better to bring Enraging Charge to keep adrenaline up than to rely on a small self-heal every few seconds.
- Frenzy has its place in Warrior builds. You could say its preference, but Flail is meta for hammer warriors. Knocklock makes up for the speed penalty, whereas nothing makes up for the Frenzy's damage penalty. -- Scottie_theNerd (argue/criticise/complain) 01:34, 10 March 2008 (EDT)
- I can agree with you on the self-heal issue, certainly. I prefer Frenzy though, because... Well, let's say you've used EC and it's still recharging. You're rushing after an enemy and you use Bull's Strike. You won't net enough adrenaline to use Flail that way, but Frenzy would still be usable and you could apply a small amount of pressure, if not kill a relatively low target. IMO, Frenzy leaves less room for error than Flail. --Tr33zon ಠ_ಠ (Talk - Contribs) 12:39, 10 March 2008 (EDT)
- 3 adrenaline from EC + 1 from the attack = Flail Railin 12:43, 10 March 2008 (EDT)
- Could as well add Lion's Comfort to variants? Godbox 12:53, 10 March 2008 (EDT)
- Well, let's say you've used EC and it's still recharging. Well, let's say you've used EC and it's still recharging. Well, let's say you've used EC and it's still recharging. Well, let's say you've used EC and it's still recharging. --Tr33zon ಠ_ಠ (Talk - Contribs) 13:54, 12 March 2008 (EDT)
- Then don't use IAS. You don't have to pummel a guy every time you Bull's Strike him, nor do you have time use Bull Strike on every opportunity. That's playing stupid. Besides, if you're rushing after someone to use Bull's Strike, you must have had 4 adrenaline to active Rush, which means it only takes one hit (Bull's Strike, in other words) to replenish Flail. If you've caught someone in Bull's without enough adrenaline to activate Flail, you're not missing out on much by not using it. -- Scottie_theNerd (argue/criticise/complain) 07:00, 13 March 2008 (EDT)
- 3 adrenaline from EC + 1 from the attack = Flail Railin 12:43, 10 March 2008 (EDT)
- I can agree with you on the self-heal issue, certainly. I prefer Frenzy though, because... Well, let's say you've used EC and it's still recharging. You're rushing after an enemy and you use Bull's Strike. You won't net enough adrenaline to use Flail that way, but Frenzy would still be usable and you could apply a small amount of pressure, if not kill a relatively low target. IMO, Frenzy leaves less room for error than Flail. --Tr33zon ಠ_ಠ (Talk - Contribs) 12:39, 10 March 2008 (EDT)
- You won't go very far in any case anyways. — Rapta (talk|contribs) 19:31, 9 March 2008 (EDT)
You guys are complicating things, just smash people and you win — Skadiddly[슴Mc슴]Diddles 16:02, 13 March 2008 (EDT)
6 March.
Now it sucks even moar. So NO. —The preceding unsigned comment was added by Roxas XIII (talk • contribs) 12:02, 9 March 2008.
- LOL are you, you know, oblivious? Now it is a spammable knockdown that has a cheap adrenaline cost and, depending on your team, is mostly unblockable. --GuildofDeals 08:04, 9 March 2008 (EDT)
Bad suggestion
A little cheesy and stupid, but a Conjure might ACTUALLY work. It would give them a little extra damage as well as practically constant unblockability. --GuildofDeals 07:29, 13 March 2008 (EDT)
- You crazy foo'! MhS is unblockable if your target has an enchantment on them. - PANIC! pewpewpew! 07:32, 13 March 2008 (EDT)
- KDs > damage on a hammer bar. Adding conjure means you lose Enraging (so fewer KDs) or drop a KD entirely. If you're playing a hammer bar with two KDs you might as well go shock axe for bulls with shock. Racthoh 17:54, 13 March 2008 (EDT)