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Old Mar 09, 2006, 04:03 AM // 04:03   #61
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my top 50 guild has replaced one warrior with the thumper and i have played against and observed several guilds in top 100 (granted it is still early in the season and its not a true top 100) that have had one or two thumpers

oh and IW mesmers dont use melee weapons they use illusionary weapons, they can hit thru blind and stuff its not the same...besides what i really mean is that a thumper plays identicle to a warrior with less strength skills.
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Old Mar 09, 2006, 05:38 AM // 05:38   #62
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so much work on this thread, then gale gets all messed up
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Old Mar 09, 2006, 01:54 PM // 13:54   #63
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Just switch it for contemplation of purity, it fits almost exactly in the same slot that plague touch/gale would if you have party-wide enchantments to CoP off. I've seen alot of top guilds start using it after the gale nerf, and in the right build is superior to plague touch because it deals with hexes and conditions at the same time.
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Old Mar 11, 2006, 07:39 AM // 07:39   #64
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Quote:
Originally Posted by SaintGreg
Just switch it for contemplation of purity, it fits almost exactly in the same slot that plague touch/gale would if you have party-wide enchantments to CoP off. I've seen alot of top guilds start using it after the gale nerf, and in the right build is superior to plague touch because it deals with hexes and conditions at the same time.
yes i saw iq running that, i'll have to go test what works the best and revise my original post
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Old Mar 12, 2006, 08:45 PM // 20:45   #65
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Quote:
Originally Posted by Senator Tom
so much work on this thread, then gale gets all messed up
Just thought I would point something out here. Gale effectivly cost ten energy before the update, since you would lose 10 to exhaustion, which means the only time you should worry about the 10e cost is if you are heavily exhausted. When you get that low, you shouldn't be casting gale anyway since you could no longer power an IAS skill or sprint. Now, maybe I just never played a gale warrior the way iQ and other top guilds do, but I always made sure I had spare energy for my IAS and sprint, which ment not casting gale if I had approximatly less then a 15 total energy exhaustion level. This still holds, and you can get a good amount of gales if you use an air offhand. The only "nerf" was that you can no longer drop it if you are at 5 energy and then again 15 seconds later.
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Old Mar 13, 2006, 12:19 AM // 00:19   #66
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Quote:
Originally Posted by Banebow
Just thought I would point something out here. Gale effectivly cost ten energy before the update, since you would lose 10 to exhaustion, which means the only time you should worry about the 10e cost is if you are heavily exhausted.
Unless you're at max energy, then it was certainly not effectively 10 energy. There is a distinct difference between costing 5 and costing 10, especially on a warrior.
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Old Mar 13, 2006, 12:50 AM // 00:50   #67
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Quote:
Originally Posted by Greedy Gus
Unless you're at max energy, then it was certainly not effectively 10 energy. There is a distinct difference between costing 5 and costing 10, especially on a warrior.
Unless you mean some bug existed in which you could be at 25e, use gale and be exhausted to 15e but still have 20e, then no, the difference is nothing.
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Old Mar 13, 2006, 12:55 AM // 00:55   #68
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Scenario: You have 15 energy and 25 max energy. You use gale. If gale costs 5 energy you're at 10 energy with 15 max. If gale costs 10 energy, you're at 5 energy with 15 max. There's a difference. The only way it costs 10, like in your example, is when your energy is at max, which I already said is the only case.
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Old Mar 13, 2006, 01:06 AM // 01:06   #69
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Ah, a scenario I had not considered. Thanks for clearing that up.
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Old Mar 18, 2006, 08:28 PM // 20:28   #70
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When I use Minor Tactics, Minor Strength, and Superior Swordsmanship runes, one of each - my skills turn out to be 5 Air, 10 Str., 10 Tactics, and 15 Swordsmanship. What should I do for this?
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Old Mar 22, 2006, 09:20 PM // 21:20   #71
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updated, check it out
tell me what i missed, if anythings wrong, etc.
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Old Mar 22, 2006, 10:14 PM // 22:14   #72
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Using your template, is there a way to build a sword warrior that uses Charge!, but not Tiger's Fury? I want to be able to use Contemplation of Purity and Charge!, but using Charge! means I don't have room for Sprint which means Frenzy cannot be cancelled which forces me to Tiger's Fury which means I cannot use CoP.

1) Sever Artery
2) Gash
3) Final Thrust
4) Frenzy
5) Charge!
6) Healing Signet
7) Contemplation of Purity
8) Resurrection Signet
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Old Mar 22, 2006, 10:28 PM // 22:28   #73
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i think youd just have to take a chance ump
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Old Mar 22, 2006, 10:51 PM // 22:51   #74
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Quote:
Originally Posted by Senator Tom
i think youd just have to take a chance ump
I think I would rather dump the sword warrior, switch to an axe warrior, and bring Charge! on another character. Then, I'd dump tactics altogether so both Charge! and Healing Signet are out. Then, I'd use either Endure Pain as you suggested or more likely get another attack like Bull's Strike.

12+3+1 Axe, 12+1 Strength
1) Executioner's Strike
2) Evicerate
3) Axe Rake
4) Bull's Strike
5) Frenzy
6) Sprint
7) Contemplation of Purity
8) Resurrection Signet

Seems like a solid build to me. The sword way to use Tiger's Fury, Charge!, Healing Signet doesn't allow for CoP and the build I suggested easier doesn't allow to cancel Frenzy (a bad thing in my opinion).
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Old Mar 22, 2006, 11:38 PM // 23:38   #75
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If you find it ok to drop healing signet from the build, why didn't you just do that on the sword war?
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Old Mar 22, 2006, 11:47 PM // 23:47   #76
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Quote:
Originally Posted by Greedy Gus
If you find it ok to drop healing signet from the build, why didn't you just do that on the sword war?
If the sword build is running Charge!, then points are being spent in Tactics anyways. To put points in Tactics only for Healing Signet doesn't seem optimal in most situations. At least that's my take on it.
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Old Mar 23, 2006, 12:02 AM // 00:02   #77
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The point is, if you don't feel a strong need for healing signet to force a spot in all of your warrior builds, then don't act like it has to just because you have high tactics. You had a build dilemma that should have taken priority:

16 sword
11 strength (I think)
9 tactics

sever
gash
final
frenzy
sprint
charge
CoP
res sig
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Old Mar 23, 2006, 12:13 AM // 00:13   #78
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Quote:
Originally Posted by Greedy Gus
The point is, if you don't feel a strong need for healing signet to force a spot in all of your warrior builds, then don't act like it has to just because you have high tactics. You had a build dilemma that should have taken priority:

16 sword
11 strength (I think)
9 tactics

sever
gash
final
frenzy
sprint
charge
CoP
res sig
You're right, your build makes sense. If I want both Frenzy and CoP (and that need takes priority over Healing Signet), then I would have to sacrifice Healing Signet for Sprint which is feasible. If Healing Signet and Charge (if I want to be swords) is a priority, then CoP needs to get cut. If Healing Signet (and I want to be axe) is a priority, then either CoP or Bull's Strike needs to be sacrificed. All these builds are fine, it's just a matter of what I feel is more important to run.
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Old Mar 25, 2006, 01:56 PM // 13:56   #79
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Wow excellent read. Thanks for confirming my thoughts on warriors and having it make sense
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Old Mar 26, 2006, 06:35 AM // 06:35   #80
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CoP seems as though it is the new FotM.

One of my guildmates recently made a build that had CoP on most characters, I think. It is an awesome skill if you are running a build with heavy offence, in our guilds case, it was 2 W/Mo's and 2 R/Mo's. To aid the use of CoP, an Orders necromancer was put in there that constantly had OoP up, which could be removed by CoP, giving a very easy hex and condition removal, as well as extra damage when needed.
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