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Old Mar 02, 2006, 11:34 PM // 23:34   #41
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Why not just run both!!
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Old Mar 02, 2006, 11:49 PM // 23:49   #42
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Quote:
Originally Posted by 4runner
Why not just run both!!
I have seen builds that try to run both and I think you sacrafice too much damage if you do, just on the chance that you might need one or the other. Because degen seems to be more of an issue, and self-sufficiency more of a benefit in the current meta-game I tend to favor a heal sig now, but that fits more my play style when I am on a warrior.
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Old Mar 03, 2006, 01:24 AM // 01:24   #43
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My preference usually goes to healing sig if it fits into my build. I have brought Endure into battles and rarely used it, although it does have its uses when you are over extended or crippled/snared. Healing sig helps your monks more in saving their energy and I believe that most characters should have some sort of self heal/protection. There was one guild battle I watched where one Korean team had all characters with mesmer either secondary or primary running distortion and the warriors ran healing sig. Things like that help relieve your monks of their job and save their energy if they don't have something like OoB or a BiP necro.
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Old Mar 06, 2006, 12:53 AM // 00:53   #44
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Originally Posted by Guillaume De Sonoma
Spikes are no longer the metagame (though they still occur), and I would have to agree with Vindexus when he said that if only the 80+ AL target is the one running anti-spike skills your in trouble. Also how often do you see the spike go after Warriors first. I most definatly don't PvP as much as Prav or FnlD does, but I usually see casters get taken out first. In general I would agree that endure pain should be swaped out for something more useful.

On the subject of over extending I usually play warrior and go past the backline to chase a target. My first GvG's showed that and they kitted properly and I died. Endure pain isn't the solution, it really is as Vindexus said, that being good comunication, better tactics, and the awareness to know how far back you can go, where your monks are, etc.. I've seen warriors without TS or Vent get way overextended and die because of it and the monk trying to heal them into the middle of the battle field with a few warriors on them. Everyone will say that player ability will be more helpful than skills and that it is the player using the build not the build using the player.
We have a rule for that in my guild its called if you overextend healing rights revoked.
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Old Mar 06, 2006, 01:04 AM // 01:04   #45
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Originally Posted by Calin Metallic
We have a rule for that in my guild its called if you overextend healing rights revoked.
Recently I played a warrior build and I had a free space so I decied to take endure pain and it only saved me once when I overextended. 1 time out of 5 guild battles doesn't really make it seem like it deserves a slot over other skills like healing sig or another attack skill.
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Old Mar 07, 2006, 10:44 PM // 22:44   #46
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My favorite warrior GvG build is just the W/Mo Axe warrior with heling breeze beafed up with a lot of other high hitting axe skills
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Old Mar 07, 2006, 10:58 PM // 22:58   #47
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Quote:
Originally Posted by farmerfez
My favorite warrior GvG build is just the W/Mo Axe warrior with heling breeze beafed up with a lot of other high hitting axe skills
Healing Breeze is really really bad on a Warrior. It's 10e, which is expensive.

Also, over 12s (the duration of breeze with a 20% enchant mod) Healing Breeze heals for 192, whereas Healing Signet heals 260hp. Healing Signet costs no energy, and is a Warrior skill (open secondary ftw).
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Old Mar 07, 2006, 11:53 PM // 23:53   #48
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Quote:
Originally Posted by Vindexus
Healing Breeze is really really bad on a Warrior. It's 10e, which is expensive.

Also, over 12s (the duration of breeze with a 20% enchant mod) Healing Breeze heals for 192, whereas Healing Signet heals 260hp. Healing Signet costs no energy, and is a Warrior skill (open secondary ftw).
You mean 2 uses of healing sig at 12 tactics heals for 260hp? It's definitely a lot less energy, but it's also a lot more downtime, with 4 seconds of standing still using an easily interruptable/distractable skill. I wouldn't argue against you that healing sig isn't a lot better than healing breeze, but there are pros and cons of each. And why would you use 12 tactics as an example :\
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Old Mar 07, 2006, 11:59 PM // 23:59   #49
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Lets not get side-tracked into trivial issues here. The point of the matter is healing breeze is completely trash on a warrior.
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Old Mar 08, 2006, 01:14 AM // 01:14   #50
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Quote:
Originally Posted by Greedy Gus
And why would you use 12 tactics as an example :\
Cause I used 12 Healing.
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Old Mar 08, 2006, 04:40 AM // 04:40   #51
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Quote:
Originally Posted by Greedy Gus
but it's also a lot more downtime, with 4 seconds of standing still using an easily interruptable/distractable skill.
Hey, Healing Signet has 2 second cast. Even I, the warrior noob, knows that.

As a sidenote, do you play a Pally?
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Old Mar 08, 2006, 05:07 AM // 05:07   #52
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Quote:
Originally Posted by LightningHell
Hey, Healing Signet has 2 second cast. Even I, the warrior noob, knows that.

As a sidenote, do you play a Pally?
He was comparing it to the Healing of Healing Breeze, where it would take two Heal Sigs to equal one breeze. Thus, the 4 second cast.
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Old Mar 08, 2006, 09:40 AM // 09:40   #53
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Quote:
Originally Posted by LightningHell
As a sidenote, do you play a Pally?
Only when farming PvE
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Old Mar 08, 2006, 03:43 PM // 15:43   #54
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Do Melee Rangers count as "Warriors" since they have the same general purpose
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Old Mar 08, 2006, 04:52 PM // 16:52   #55
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Quote:
Originally Posted by Linkusmax
Do Melee Rangers count as "Warriors" since they have the same general purpose
Not in the context of this thread, where we are actually discussing Warrior builds.

In the context of a thread like this one, yes they would; being melee characters.
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Old Mar 08, 2006, 05:36 PM // 17:36   #56
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I don't see how thats relavent JR-

I think that R/W 'bunny thumpers' do count as warriors. Its a 100% melee build, using mostly warrior skills. Besides a lot of top guilds are using at least one R/W with a hammer in the new meta game to replace the gale warrior.

Its time to aknowledge the elephant in the room here.
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Old Mar 08, 2006, 05:41 PM // 17:41   #57
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Quote:
Originally Posted by icemonkey
I don't see how thats relavent JR-

I think that R/W 'bunny thumpers' do count as warriors. Its a 100% melee build, using mostly warrior skills. Besides a lot of top guilds are using at least one R/W with a hammer in the new meta game to replace the gale warrior.
Because the OP was talking about warrior builds. Therefore your builds take into account Strength is a primary attribute, no Expertise, runes for primary class attributes, higher AL, lower energy pool... If you want to talk about melee rangers as an alternative to warriors, fine, but that is a whole different topic.

Anyway... back to the topic...
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Old Mar 08, 2006, 07:26 PM // 19:26   #58
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I think a warrior build can be better described as a character that uses a melee weapon(sword, axe, hammer) as their source of damage.

besides there is a trend to drop wariors from GvG builds and replace them with the R/W with a hammer. I think this trend will grow as time goes on because of the skill balance. Besides this thread was started before the skill balance.
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Old Mar 08, 2006, 09:45 PM // 21:45   #59
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Quote:
Originally Posted by icemonkey
I think a warrior build can be better described as a character that uses a melee weapon(sword, axe, hammer) as their source of damage.
Well, you're wrong. That would be a melee build. Do you consider an IW mesmer a warrior? That's ridiculous. A warrior is a warrior, and they have the best natural armor in the game to everything except elemental damage, while also having the lowest energy regen. They are not the same as anyone who decides to picks up a sword and comes running at you.

Quote:
Originally Posted by icemonkey
besides there is a trend to drop wariors from GvG builds and replace them with the R/W with a hammer. I think this trend will grow as time goes on because of the skill balance. Besides this thread was started before the skill balance.
What do you base this off of? Have you watched any high level GvG matches? Everyone still uses 2 or 3 warriors because they're superior damage dealers.
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Old Mar 08, 2006, 11:54 PM // 23:54   #60
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Just because gale was nerfed, by no means are top guilds abandoning warriors in gvg. Almost all guilds still use warriors, its just that sword and hammer warriors are more popular now that gale axe is not as superior.

Thumpers are used with a purpose, not just to replace a warrior.
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