Minus Sign
07-18-2006, 02:00 AM
I’ve been tinkering with Shove for a longo time now, trying to get a build that works well with this unruly Elite. The best I’ve come up with is a W/E spin-off disruption build. The shutdown it gives is surprising overall, and the added deep wound/snare combo inherent to Shock Warriors makes for a nice touch in PvP. It’s got issues, which I’m hoping people will be able to help me tune out by playing the build.
W/E
Shove/Shocker Disruption build
11 strength (Minor Rune)
13 Axe mastery (Minor Rune and headpiece0
11 Tactics (Minor Rune)
1 Air
Flurry
Dismember
Axe rake
Wild Blow
Sprint
Shove {E}
Shock
Heal Sig/Rez sig (depending on PvP and user preference)
Armor: Glads on body and legs, Stonefist on hands, +1 Axe Mastery Headpiece (feet, users preference since the global damage reduction nerf; go with Glads).
Weps: Crimson Carapace Shield and Totem Axe (for mana). Shield can be swapped for Pre-Sear No requirement Focus item for extra mana in a pinch (ex: paper Fan from factions).
Build Use: The chain is pretty simple. As you make contact, hit Shove. As that casts, apply Flurry, as all non-attack skills will be down for 6 seconds. Because Flurry was applied before Shove finished casting, you have 3 seconds of uninterrupted attack on your target in which to gain adrenaline. Depending on the enemy, they may turn to fight or begin kiting (Because of Flurry’s inherent restriction you haven’t done much damage…yet). Most players I’ve hit with this decide to cast through you or fight. This allows you to kick up full adrenaline which you to apply the finishing combo. Flurry Dismember as soon as its up with Axe Rake behind to cover the Deep Wound followed by Shock and Wild Blow’s all but guaranteed Critical Hit for your Finisher. Lather Rinse Repeat.
Notes: this build does not work and play well with Frenzy. The 6 second window while all non-attack skills are down makes Frenzy a death sentence the second time you apply it. To The Limit also has Recycle issues. Consider swapping Distracting Blow for Wild Blow for increased shutdowns.
Synergizes well with the Gash/Sever Artery combo for swords. If your team is heavy melee I recommend Hamstring in place of Wild Blow with a sword build, though there are some mana issues in longer fights.
As Axe primary, I notice kite issues coming more frequently at the later half of the match. It becomes more difficult to drop my Dismember/Rake combo after applying Shove. Usually, I counter this by using Shock first, then Flurry Dismember/Rake with Shove to put my target back down for one more hit with Wild Blow. This solves the kiting problem, but at the cost of front end exhaustion that sometimes leaves me short of mana.
W/E
Shove/Shocker Disruption build
11 strength (Minor Rune)
13 Axe mastery (Minor Rune and headpiece0
11 Tactics (Minor Rune)
1 Air
Flurry
Dismember
Axe rake
Wild Blow
Sprint
Shove {E}
Shock
Heal Sig/Rez sig (depending on PvP and user preference)
Armor: Glads on body and legs, Stonefist on hands, +1 Axe Mastery Headpiece (feet, users preference since the global damage reduction nerf; go with Glads).
Weps: Crimson Carapace Shield and Totem Axe (for mana). Shield can be swapped for Pre-Sear No requirement Focus item for extra mana in a pinch (ex: paper Fan from factions).
Build Use: The chain is pretty simple. As you make contact, hit Shove. As that casts, apply Flurry, as all non-attack skills will be down for 6 seconds. Because Flurry was applied before Shove finished casting, you have 3 seconds of uninterrupted attack on your target in which to gain adrenaline. Depending on the enemy, they may turn to fight or begin kiting (Because of Flurry’s inherent restriction you haven’t done much damage…yet). Most players I’ve hit with this decide to cast through you or fight. This allows you to kick up full adrenaline which you to apply the finishing combo. Flurry Dismember as soon as its up with Axe Rake behind to cover the Deep Wound followed by Shock and Wild Blow’s all but guaranteed Critical Hit for your Finisher. Lather Rinse Repeat.
Notes: this build does not work and play well with Frenzy. The 6 second window while all non-attack skills are down makes Frenzy a death sentence the second time you apply it. To The Limit also has Recycle issues. Consider swapping Distracting Blow for Wild Blow for increased shutdowns.
Synergizes well with the Gash/Sever Artery combo for swords. If your team is heavy melee I recommend Hamstring in place of Wild Blow with a sword build, though there are some mana issues in longer fights.
As Axe primary, I notice kite issues coming more frequently at the later half of the match. It becomes more difficult to drop my Dismember/Rake combo after applying Shove. Usually, I counter this by using Shock first, then Flurry Dismember/Rake with Shove to put my target back down for one more hit with Wild Blow. This solves the kiting problem, but at the cost of front end exhaustion that sometimes leaves me short of mana.