Build:W/N Spinebreaker

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • poor mix of skills

Contents

This build tries to focus on what brings out the best in hammer: raw damage, knockdown, and interruption.

[edit] Attributes

WarriorNecromancerWarrior / Necromancer Attribute Rank
Strength 10 +1
Hammer Mastery 11 +2
Curses 10
Plague Touch

Plague Touch

Enfeebling Touch

Enfeebling Touch

Heavy Blow

Heavy Blow

Tiger Stance

Tiger Stance

Backbreaker

Backbreaker

Parasitic Bond

Parasitic Bond

Distracting Blow

Distracting Blow

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Stoneskin guantlets to lengthen knockdown, Gladiator's for energy
  • heavy +5 energy hammer of Defense/Fortitude

[edit] Usage

  • Parasitic bond should be used as a self heal and to help cover your party's hexes
  • Enfeebling Touch is used in conjunction with Heavy Blow to get the damage bonus and knockdown at the same time, as opposed to Hammer Bash, which only knocks down.
Note Enfeebling Touch's extremely long weakness duration for the 5 energy cost
  • Plague touch is to remove blind and weakness mainly. However, it can be used to remove whatever other conditions you may get.
  • Tiger Stance is used for adenaline gain for Backbreaker, which has a hefty adrenaline cost.
  • Distracting Blow is for interruption when your adrenaline hasn't charged.

[edit] Counters

  • Knockdown may not work on certain mobs.
  • Blocking or Evading of attacks.
  • Damage-on-hit or damage-on-attack hexes.
  • Adrenaline or Energy denial.

[edit] Variants

  • Renewing Smash, instead of Distracting blow, in conjunction with Dwarven Battle Stance [Elite] instead of Backbreaker for more interruption. Dwarven Battle Stance is recharged by Renewing Smash.
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