This is my dungeon/group content build for early levels. I used this a lot during runs of the first dungeons (Stormtalon's Lair and Ruins of Kel Vorath) and it served me well. Menacing strikes build up Kinetic Energy and I found Taunt to be irreplacable for long range pulls or getting your teammates out of trouble. Bolstering strike is unlocked through AMPs and is good to increase your damage mitigation and Emergency Reserves is your "oh sh*t" button. I picked up Defense grid towards lvl 21 because I think it is a nice addition to help my group. Kick is there for those much needed interrupts and stuns.
GROUP / warrior Votes: 4 06/13/2014 - 08:41
Deflect/utility dps to be partnered with an esper or spellslinger with hybrid dps/heals.
PVP / engineer Votes: 4 06/12/2014 - 11:53
This build is viable for lv17-20 dungeons.
PVE / warrior Votes: 4 06/04/2014 - 22:35
High DPS, good mobility. If needed replace Wild Barrage(Base) with Ignite(Base)
PVE / spellslinger Votes: 3 12/02/2014 - 21:21
Basic start for a tanking build for an engineer tank.
PVE / engineer Votes: 3 06/28/2014 - 05:38
This is the build I used for leveling through the first two major zones. This is max damage build to go through the mobs as fast as possible so you do not waste time while questing. Due to heavy armor and difficulty of mobs in early zones you do not need much survivability or many skills in that regard. Just have fun. AMPs I chose are the ones I managed to unlock through random AMP drops from mobs. Rotation is pretty basic. In early levels go for Relentless Strikes to build your Kinetic Energy and Whirlwind/Rampage through mobs. I use Leap to initiate the fight because it looks cool and Tremor is there because it freakin' looks cool. Kick is there to get me out of a tough spot or interrupt some nasty spells and that's it...
PVE / warrior Votes: 3 06/13/2014 - 08:28
Mobile, high damage, medium CC and survivability Build...
PVP / spellslinger Votes: 3 06/11/2014 - 16:41