Flaming Swordsman

Originally Published by Sausaletus Rex


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By: Narcism

Professions
:  
Warrior / Elementalist


An example of an offensive Warrior/Elementalist build using Flourish.

Attributes

Skills

Strength {P}

14 (11+3)

Swordsmanship

12 (10+2)

Fire Magic

10

Points Spent

199

Points Unspent

1

Flourish {E}

Unlinked - sword required

Griffon's Sweep
Strength
Power Attack
Strength
Final Thrust
Swordsmanship
Galrath SlashSwordsmanship

Hamstring

Swordsmanship

Hundred Blades

Unlinked - sword required

Conjure Flame

Fire Magic

Gear

Runes

Major Rune of Strength (+2 to Strength)
Major Rune of Swordsmanship
(+2 to Swordsmanship)

Headgear

Captain's Helmet (+1 to Smiting Prayers)

Armor

Dragon set

Sword

Best available

Shield

Best available

Focus
Linked to Fire Magic



The point of this build was made to be a pure damage dealer. It's quite a bit different than the Battle Rage + Pure Strike + Galrath Slash + Final Thrust Warriors, but quite effective none-the-less.

Flourish almost completely refunds the energy spent to use Hundred Blades/Griffon's Sweep/Power Attack as well as recharges them, so those 3 skills are the core damage dealers of your skill bar. To make it easier on the player, they should be arranged from longest recharge to shortest recharge so your skills don't recharge before you hit your Flourish. Hamstring is your conditional skill and should only be used if your target is a runner, as well, the 10 energy makes it too steep to be in the Hundred/Giff/Power rotation.

Why is Strength higher than Swordmanship? Because Griffon's Sweep and Power Attack are linked to it, as well, you're using so many attack skills, that you're getting the armor penetration bonus (1% bonus / point) quite often, the extra damage from those are more beneficial than the little damage added to your Galrath Slash and Final Thrust.  Final will drain all adrenaline when used but since Galrath is the only other adrenal skill and you'll likely be using it right before Final Thrust that penalty doesn't really matter.

Although the element isn't important.  Air Magic or Water Magic can be substituted for Fire easily.  Your ideal setup is to run with a Flame Artifact with as much Energy as you can find with a maximum requirement of 10 Fire Magic. 





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