Here goes...
The basic idea: Without Essence of Celerity a Strength 14 Warrior can maintain
Dwarven Battle Stance ![[Image: yikes.gif]](http://realmsbeyond.net/forums/images/smilies/yikes.gif)
for 11 seconds (into a recharge of 20). Therefore two Warriors should theoretically be able to chain DBS for constant, unspecific interruption. The fun part is the person waiting on a recharge can drop
Tryptophan Signet (20 second duration for Seijin and I - 15 second recharge) to slow down Mallyx's attacks by 40%.
I've made some estimates and the numbers without Essence of Celerity frankly don't look that great, but
with Essence of Celerity things start getting interesting.
Here's the catch. Mallyx's skill
Wild Smash has a 1/2 second activation and will break the stance if it gets through. Under Tryptophan it's still a near-3/4 second activation while the Essence empowered Warrior will be just over a second. That means a chance for Mallyx to sneak a hit through, albeit one small enough that we could consider gambling on this plan. Assuming the stance goes down the other Warrior's Battle Stance is going to be less than 15 seconds away at the most (unless both are disabled consecutively).
The other trick is keeping Tryptophan up most of the time and I can see a lot of potential for small gaps to appear while we cling tenaciously to our stances. A solution that could be anticipating the end of the effect and calling for a spike, in this case requesting a Lightbringer's Gaze spam or something. On the plus side One Tryptophan effect will be close to two stance durations, so there might well be a rough timing mechanism we can use in that.
Rough template:
OQcTE5J/H6uwWE3BAAAYmUAAAAA
Warrior Hammer PvE Battle Stance 1
OQcTE5J/H6uwWE3ZS8rYmUAImEA
Warrior Hammer PvE Battle Stance 2
OQcTE5J/H6uwWE35r4UcSUAYmEA
The first one defines the three key skills on the left of the bar. Everything else is just optional extras (as shown in the next two templates). Essentially it's just the first two skills we need to concern ourselves with and of course Death's Charge will get us some mobility to reach the target if need be. We should have a bit of energy to play with on the side, but for the moment I've concentrated mainly on adrenal skills for the extras.
Now let's see some nitpicking of this strategy before I make up my mind that it's actually a decent idea and turns out to be a spectacular disaster.