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Old Jan 13, 2007, 08:37 PM // 20:37   #1
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Arrow Energy Storage Related To Warrior W/E?

Okay...help me understand some more basics please.

I'm a warrior/elementalist. According to GuildWiki the elementalist is the only profession that gets Energy Storage as their primary attribute. I believe that when I chose my secondary profession I got the Aura of Restoration skill or I earned it somewhere. It says at the bottom of its description "(Attrib: Energy Storage)". But I don't have any Energy Storage attribute!! Can I still benefit from Aura of Restoration? I picked this as an example. There are numerous others that seems to require an attribute or a particular level in an attribute.

So far as a warrior the only attributes I see any benefit in having points in are strength, swordmanship, and tactics. I don't seem to be using any skill or item needing my secondary profession at all. Is this true or am I not seeing something important? When I am given the choice in the game would I benefit any from droping the secondary profession all together and just being a straight Warrior?

Thank you.
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Old Jan 13, 2007, 08:47 PM // 20:47   #2
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the thing with primary attribute is that it is avalble ONLY to primary elementalist. if you would be a E/W you would haved energy storage, but you wouldnt have strengh (primary warior attribute)

my advice? dont use too many ele skills while playing warior, unless its armor of earth or any other armor buffs. and please dont try to do damage with ele skills! the secondary profession is designed to compliment your primary one, not to take over it (normally it should be this way, but there is many *specific* builds)
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Old Jan 13, 2007, 08:51 PM // 20:51   #3
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A class primary attribute is not usable when that class is a secondary profession. Only primary elementalists have E Storage. Only primary warriors have strength.

Aura of Resto will only benefit you when casting spells. Warriors rarely cast spells.

You can not drop a secondary completely, only change it. There is no direct benefit to changing other than being able to use other secondary class skills. Once you change secondaries you will not lose any previously learned secondary skills form other classes.
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Old Jan 13, 2007, 08:53 PM // 20:53   #4
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Your secondary proffesion is to be a support proffesion. You are a Warrior, so you should be using mainly warrior skills. As you progress through the game you will pick up more and more skills for your Primary and secondary proffesion. For a character to use the primary attribute (such as Energy Storage) they have to be that Proffesioin. If you were a Elementalist/Warrior you could not use Strength, because Strength is the Warriors Primary Attribute. As a Warrior you will probably use some of your secondary proffesions skills. More then likely you will end up using either Earth or Water attributes, as to use Armor of Earth or Armor of the Mist. As you progress you will see the benifit of having a secondary proffesion. You can benefit from Aura of Restoration, but it will be minimal as you can not level your Energy Storage Attribute points. Hopefully this is helpful.
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Old Jan 13, 2007, 11:17 PM // 23:17   #5
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Quote:
Originally Posted by I pwnd U
You can benefit from Aura of Restoration, but it will be minimal as you can not level your Energy Storage Attribute points. Hopefully this is helpful.
Are you saying that as a W/E I have a fixed amount built into the secondary E prof that does not show but which anything that requires Energy Storage can draw from to its limited and unchangeable degree?

Thanks.
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Old Jan 13, 2007, 11:24 PM // 23:24   #6
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A secondary elementalist has an Energy Storage attribute level of 0. So Aura of Restoration cannot be improved beyond it's base ability. Same goes for all primary attributes used by secondary professions.
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Old Jan 13, 2007, 11:25 PM // 23:25   #7
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A secondary elementalist has an Energy Storage attribute level of 0. So Aura of Restoration cannot be improved beyond it's base ability. Same goes for all primary attributes used by secondary professions.
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Old Jan 14, 2007, 02:50 AM // 02:50   #8
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You only have attribute that are listed on your skill selection window. If you dont have any points in one, or if you have a skill that requires an attribute you do not have its effects will be severly limited.

Most often this means the skill will have either a much shorter duration than is practical, or the benifit/damage would be very small.

ie: for a war/ele the skill Aura of Restoration the duration of the enchantment is fixed so youll have its full time of 60sec, however its healing is based on your lvl of energy storage(an attribute wars dont have) so you only get the minimal amount of healing(150% of your next spell) Sinces wars have so little energy its likely that you wont use any high cost spells and would not cast low cost ones often enough to grant you a usefull amount of healing.


Note: There are some skills tied to attributes that grant there full effect even with 0 points in the attributes. These are often the best skills to pick from your secondary as long as they fit into your build.
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Old Jan 14, 2007, 03:09 AM // 03:09   #9
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It is best to leave the Elementalist line alone and use just Warrior skills.

However, if you want to use the secondary, the best choice as a W/E would probably be to use Earth Magic for defensive spells such as Wards or Armor of Earth.
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Old Jan 14, 2007, 03:29 AM // 03:29   #10
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just like if u were Mo\W and had sprint. Sprint is a strength skill and since monks don't have strength atts. sprint will only last 8 seconds (default) you can still USE sprint but u can't increase its duration.
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Old Jan 14, 2007, 04:03 AM // 04:03   #11
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this remeinds me of when iw asdoing some 4v4 heroes battles with a friend, he had his dunkaro using firestorm o_O
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Old Jan 14, 2007, 08:20 PM // 20:20   #12
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Thanks for the help. I'm understanding more and more of this. Besides being more into single player games and avoiding strategy Guild Wars is or will be forcing me to rethink some of this--that's good.

Up to this point--level 14--I've been using 99% of the time only Frenzy, Sever Artery, and Power Attack skills during battles. When I weaken I wish I had an effective healing spell if the hench cleric is dead or doesn't do her job. When the battle is over--for the moment--and someone like the cleric lies dead I wish I could resurrect. This got me thinking that maybe my secondary skills should be in a profession that would do real healing and resurrection since I won't otherwise be using any other secondary skills and since I remain single-player + hench??

In an outpost "pausing" the game isn't an issue but out in the world how can you safely stop to do something for several minutes to several hours let's say? If the party has cleared an area of monsters that should be safe since they won't respawn. If you find a spot where there aren't any monsters in your radar and they don't look like their wander pattern goes as far as your area is that safe?

Last night I played out a section where the entire party was down 60% max repeatedly. Each time after resurrection we would take out at least one monster until they were all gone. It was tedious but I didn't want to see respawning, wanted to finish up mapping an area, and wanted to finish up a quest. I suspect technically there is a game weakness here I took advantage of. Maybe a party should only be allowed 3 total party resurrections and then you all go to the nearest outpost?? Maybe in a local area from an outpost to where your party all died there should be no respawning??

I think passing through from one area to the next curtain thingy also respawns and resurrects party members dead and missing?? Is that true? Are these points called "teleports" or "curtains"? I think the resurrection points are the "teleports".

When my cleric hench dies she sometimes magically resurrect herself? Sometimes she ignores other dead party members as if she cannot resurrect them? Does any other hench in the party of 2 fighters, mage, healer, archer, and enchanter do any healing or resurrecting? I think only the healer hench does?

Thank you for the advice/help. I could probably have worked some of these questions out in GuildWiki but didn't. Sorry.
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Old Jan 14, 2007, 09:09 PM // 21:09   #13
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Attempt to get more Warrior attack skills; Power Attack isn't the greatest. If you want healing skills in the Warrior line, Healing Signet and the Nightfall-only Lion's Comfort are nice.

If you only need a resurrection skill every so often, use [wiki]Resurrection Signet[/wiki]. If you need a hard res (one that you can use as much as you want) you'll have to go secondary Monk, Ritualist, or Paragon.

If an area is clear and no patrols are in the area, you can safely stand around. However, the server will boot you if you've been standing in an area for more than 10 hours.

Fighting with 60% DP does happen occasionally, it's not an exploit.

Gates between areas are called portals or zones, and entering one is usually called "zoning". When you zone, all party members will be brought back to life but still have DP. The resurrection points are called resurrection shrines, or just res shrines.

When your monk henchman dies, some of the other henchmen will use a Resurrection Signet. The monk henchmen won't resurrect other party members until all the monks of the team have been ressed. All henchmen without hard resses will have Resurrection Signets, so all of them can resurrect someone else at least once.
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Old Jan 14, 2007, 09:28 PM // 21:28   #14
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Quote:
Originally Posted by Ratsneve
Up to this point--level 14--I've been using 99% of the time only Frenzy, Sever Artery, and Power Attack skills during battles. When I weaken I wish I had an effective healing spell if the hench MONK is dead or doesn't do her job. When the battle is over--for the moment--and someone like the MONK lies dead I wish I could resurrect. This got me thinking that maybe my secondary skills should be in a profession that would do real healing and resurrection since I won't otherwise be using any other secondary skills and since I remain single-player + hench??
Need healing? Healing Signet is all you need dude. If it's not keeping you alive though 90% of fights then you need to fix your build, or learn to protect your Monk. Don't take a Monk secondary and think - 'well if I put the high armor/high damage class with a healer then I'll be invincible'. That's BS. Monk secondary is for Mending Touch (Touch Touch Touch!!! Not just Mending. Mending sucks, learn it and remember it), and for Rebirth. All other monk skills are not for Warriors. 1st rule of a Warrior - Kill things. 2nd rule of a Warrior - Remember that Monks don't have 4563 max energy. Don't make him/her waste it all by aggro'ing too much. 3rd rule of a Warrior - Protect your Monks!

Btw, single player + hench is the best team you can get other than an organised guild group. Taking random people on quests and missions makes things harder and longer. Henchmen > real people.

Also, take a form of rez (i.e Ressurection Signet or Rebirth for a Warrior) wherever you go in PvE, unless you're LvL 20 and helping a guildie with an easy mission or something like that.

Quote:
Originally Posted by Ratsneve
In an outpost "pausing" the game isn't an issue but out in the world how can you safely stop to do something for several minutes to several hours let's say? If the party has cleared an area of monsters that should be safe since they won't respawn. If you find a spot where there aren't any monsters in your radar and they don't look like their wander pattern goes as far as your area is that safe?
If you have cleared the monsters in the immediate area and all patrols that seem threatening, then you should be safe, but if you don't know the map too well then you should take a min to watch the patrols. Unless you're in a high end PvE area, the henchmen will be able to take out the patrol with little trouble anyway.

Quote:
Originally Posted by Ratsneve
Last night I played out a section where the entire party was down 60% max repeatedly. Each time after resurrection we would take out at least one monster until they were all gone. It was tedious but I didn't want to see respawning, wanted to finish up mapping an area, and wanted to finish up a quest. I suspect technically there is a game weakness here I took advantage of. Maybe a party should only be allowed 3 total party resurrections and then you all go to the nearest outpost?? Maybe in a local area from an outpost to where your party all died there should be no respawning??
Ressurecting an unlimited number of times is supposed to happen. Being at 60DP once you know what you are doing (i.e, lvl 20 and elite skills, etc) is not supposed to happen. Just get used to the flow of things and you shouldn't die more than 2 times at most in a PvE area.

Quote:
Originally Posted by Ratsneve
I think passing through from one area to the next curtain thingy also respawns and resurrects party members dead and missing?? Is that true? Are these points called "teleports" or "curtains"? I think the resurrection points are the "teleports".
Ressurection 'points' are usually referred to as ressurection shrines. 'Teleports' and 'Curtains' are usually referred to as portals.

Quote:
Originally Posted by Ratsneve
When my MONK hench dies she sometimes magically resurrect herself? Sometimes she ignores other dead party members as if she cannot resurrect them? Does any other hench in the party of 2 fighters, mage, healer, archer, and enchanter do any healing or resurrecting? I think only the healer hench does.
She (I'm assuming Alesia) is resurrected by a Resurrection Signet, which comes on all of the henchmen except for Monks (who have Restore Life or something like that.) She (the Monks) won't try to resurrect someone unless the fight is over or everyone is just mopping up the rest and no healing/protecting is needed.

Hope that Helps
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Old Jan 15, 2007, 08:13 PM // 20:13   #15
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Your best bet is to, when available, switch to W/Mo and equip ressurect along with one other (2 at max) spells such as Vigorous Spirit to help conserve the monks energy.
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Old Jan 15, 2007, 09:05 PM // 21:05   #16
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Quote:
Up to this point--level 14--I've been using 99% of the time only Frenzy, Sever Artery, and Power Attack skills during battles.
wait a sec guys, he just said hes is using Frenzy alot.

before suggesting to use Healing signet, he needs to learn to cancel Frenzy. just bring anouther stance (ANY stance with short recharge) and if you see that your life drops low use it to cancel Frenzy. you cant have more then 2 stances at a time, so using a stance will automaticly cancel the previous stance

NEVER EVER EVER use Heal signet while you have Frenzy on. why?

Healing signet is great, but while you use it you have -40 armor (right? :O ) which will significly increase damage taken by you. generally i never use it without having Doyal and "watch yourself" OR some stance which blocks attaks.

Now to add to the picture, Frenzy doubles your damage taken, so using heal sig while having frenzy on is like suicide.
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Old Jan 15, 2007, 09:12 PM // 21:12   #17
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Note that Frenzy causes you to take a lot of damage, I would drop it while in PvE and just bring another attack. Otherwise look at offsetting it or canceling it with another stance - but really until you are a better player just leave it off your bar.
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Old Jan 15, 2007, 09:21 PM // 21:21   #18
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Quote:
Originally Posted by Baelian Grey
Your best bet is to, when available, switch to W/Mo and equip ressurect along with one other (2 at max) spells such as Vigorous Spirit to help conserve the monks energy.
[wiki]Resurrect[/wiki] is rather lackluster for PvE. It's just easier to stick with the occasional res sig.

Also, if the monk's continually running out of energy, it's usually the monk's fault rather than yours.

Quote:
Originally Posted by Maria The Princess
NEVER EVER EVER use Heal signet while you have Frenzy on.

Now to add to the picture, Frenzy doubles your damage taken, so using heal sig while having frenzy on is like suicide.
Monsters don't typically notice when you use Healing Signet or Frenzy, so if they're not attacking you you can use both as much as you want. If the monsters are focusing on you, your main priority is to get away from them and avoid using those two skills. In either case it's not really a problem.

Quote:
you cant have more then 2 stances at a time, so using a stance will automaticly cancel the previous stance
That's wrong and/or confusing. You can have as many stances on your skillbar as you want, but you can only use one stance at a time. Activating a new stance will replace the old stance.
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Old Jan 15, 2007, 09:58 PM // 21:58   #19
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If your stuck with war/elemental, since your lvl 14 your likely a ways off from when you can make a change to another secondary, then I'd sugest you consider buying the Glyph of energy. This will allow you to use 2 spells that cost 15e for the cost of the glyph which is 5energy.

The idea of a war using elementalist spells is normaly for one of two puposes.

1) to increase your armor
2) to add a ranged attack or effect that you can't accomplish with war skills.

The first point there is self explanitory, as for the second this refers to spells like Ice Spikes, Blingind Flash or Meteor. The idea is not to use these as a means of inflicting large damage but to allow you to reach your target or to disable the target to make them less of a threat to your party.

As far as offencive Warrior skills go you should look into all the adrenaline skills, these offer large amounts of damage but take time to charge before you can use them.

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Old Jan 15, 2007, 10:09 PM // 22:09   #20
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Quote:
Originally Posted by Crom The Pale
If your stuck with war/elemental, since your lvl 14 your likely a ways off from when you can make a change to another secondary, then I'd sugest you consider buying the Glyph of energy.
1. That's [wiki]Glyph of Lesser Energy[/wiki], not [wiki]Glyph of Energy[/wiki].
2. Don't bring GoLE on a Warrior.
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