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Old Jul 08, 2005, 07:09 PM // 19:09   #21
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Quote:
Originally Posted by Ristaron
Mmm, 1/100 chance...
That would be true, but the the way it works is that it's 10% armor penetration 10% of the time (i.e. 10% chance...).
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Old Jul 09, 2005, 01:58 AM // 01:58   #22
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15-22
+15% damage
Vampiric health gain on hit 5
Health degen 1

15-22
+15% damage
Sundering 10% chance of armour pentration.

15-22
+15% damage
Furious double adrenline on hit 10% chance.


Those are the best ones. Elements are generally over used. And people have resistances too them. Unless you intend on carrying 2-3 elemental swords dont carry any. I suggest you have a Fire/Lightning/Ice damage sword and a slashing damage too. (generally for some reason you'll find Ebon (earth) damage is some what usless compared to the others. I ocne used an ebon weapon on a pyromancer set of armour and i could do more damage with a fire weapon than an earth based attack. Sickening but true.
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Old Jul 12, 2005, 02:31 PM // 14:31   #23
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if you use an elemental it depends on the area. take the desert for example nearly everything is weak to lightning and air magic. sand drakes are good farming because of this. use fire in the shiverpeaks. if you are a fan of using sever artery and gash get a hilt that lengthens duration. another mod i've seen but haven't seen on an upgrade is 10% armor penetration (always no % chance) don't know if its an upgrade or if its innate only.
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Old Jul 12, 2005, 02:48 PM // 14:48   #24
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Zealous + flurry/cyclone axe/etc -> solve warrior energy problem.

For PvP, elemental mods seem unwise...warriors with fiery dragon swords just boosted my ranger armor from 70 to 100...
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Old Jul 13, 2005, 07:10 AM // 07:10   #25
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I would like to point out the inherent crappiness of sundering sword hilts. As stated, I fail to see why anyone would want t have 1% of armor penetration per hit over a great energy engine, a life gain, or a considerable amount of elemental damage.
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Old Jul 13, 2005, 08:19 AM // 08:19   #26
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Default To Ensign:

To Ensign:
do u agree this essay on +5 armour vs +30hp ?

For end game warrior,
+5 armor = + 3-4% dmg reuction =
3-4% more hp (for phy. attk) and + 5-6% dmg reuction = 5-6% more hp (for ele. attk)

(3% for Platemail (85 --> 90), 4% for Gladiatior (80 --> 85), check guru game mechanic for the percentage)

Talking about end game, equip a super vigor & a -75hp sup rune
u hv 480 + 50 - 75 hp = 455 hp

so it can be view as, a end game warrior gain
455 x (0.03) - 455 x (0.04) = 13-18hp (for phy. attk) or
22-27hp (for ele. attk) from + 5 armor

+30 pommel win here, for an end game warrior

*****
But +5 armor upgrade wins for player with < 70 AL, like elementist, mesemer, Necro

*****
+30hp & +5 armour upgrade is almost equal for ranger

*****
+5 armor upgrade win even more if u dun use -75hp sup rune

(check guru game mechanic the for the percentage, http://www.guildwarsguru.com/conten...anics-id674.php)

i hope my post wont raise the +5 armour staff head to 100k
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Old Jul 13, 2005, 03:48 PM // 15:48   #27
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Sundering: 10% of the time, you reduce tgt AL by 10%. If tgt is warrior with 100 AL vs physical, once every 10 hits you reduce that to 90. Which equals +19% damage. Not too bad...not as good as Zealous, though assuming you use energy attacks.
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Old Jul 13, 2005, 06:23 PM // 18:23   #28
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Honestly i think it most helpful to say HOW you are planning to do your skills and everything

many require andrenaline, but others require energy

so if you are going for total andrenaline striking without having to wait for recast i would say go for the double andrenaline on hit and the shout that gives you double

on the other hand if you are going for energy skills maybe a energy upgrade would help, would lower your regen rate but you get +1 on hit, depends on how u play

or maybe u are going for complete health domination using endure pain etc, adding a health upgrade and maybe a superior vigor, and shield, and having a sword with vampiric to keep those health up is another option

Honestly there is no perftect combo, it all depends on what your template for PVP is
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Old Jul 13, 2005, 09:42 PM // 21:42   #29
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Quote:
Originally Posted by GranDeWun
Zealous + flurry/cyclone axe/etc -> solve warrior energy problem.

For PvP, elemental mods seem unwise...warriors with fiery dragon swords just boosted my ranger armor from 70 to 100...
Plus you have Curse Necros who go, "Oh a warrior in my party! Oh goody, Weaken Armor, Mark of Pain, Barbs!"

Then they get in game and see that damn flaming sword.
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Old Jul 13, 2005, 09:57 PM // 21:57   #30
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Quote:
Originally Posted by Creed
15-22
+15% damage
Vampiric health gain on hit 5
Health degen 1

15-22
+15% damage
Sundering 10% chance of armour pentration.

15-22
+15% damage
Furious double adrenline on hit 10% chance.


Those are the best ones. Elements are generally over used. And people have resistances too them. Unless you intend on carrying 2-3 elemental swords dont carry any. I suggest you have a Fire/Lightning/Ice damage sword and a slashing damage too. (generally for some reason you'll find Ebon (earth) damage is some what usless compared to the others. I ocne used an ebon weapon on a pyromancer set of armour and i could do more damage with a fire weapon than an earth based attack. Sickening but true.

I was under impression that swords/axes were MAX 3/1 vampiric due the their speed. have you seen a 5/1 sword? I've only heard of 5/1 hammers and bows.
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