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Old Jun 05, 2008, 04:24 AM // 04:24   #1
Wilds Pathfinder
 
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Default Opinions please! PVP Warrior armour - Runes & Insignia

A few questions for a returning player that wants to get back into pvp with a diff main class. I currently run survivors +35 (I have stonefists on my boots) + sup weapon rune.

1. Is a Sup weapon rune really worth the +3 compared to minor +1? Does 2 ranks in weapon attribute make that much diff?

2. Is sentinel's insignia (armour vs ele with str 13) better then survivors (+ hp)?

3. Sup absorp rune in pvp is rubbish isn't it?

(I run all 3 weapons so im guessing a hammer would have diff armour setup then sword/axe)

I have my weapon sets all set up, it's just the armour that confuses me.

Any other thoughts are appreciated.

EDIT - I forgot to add my 3rd question.

Last edited by Kassad; Jun 05, 2008 at 04:33 AM // 04:33..
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Old Jun 05, 2008, 04:28 AM // 04:28   #2
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sentinels armor is not better then survivor (to me at least)
sup runes are bad use minor ones
weapons should be +30 15^50 ebon, zealous, vampiric unless the build calls for other stats
generally (assuming shock axe) i'd run a mix of survivor and radiant (helps with shock and frenzy cost) with +1 strength +1 ax +50 health Stone Fist and then vitae/attunement on the rest its really preference from there

armor settings can be used for all other warrior builds really just change +1ax to whatever wep your using. If running a hammer build radiant is not needed as you'll be using flail
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Old Jun 05, 2008, 06:28 AM // 06:28   #3
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Essentially Ravager's response, but more in-depth:
Quote:
Originally Posted by Kassad
1. Is a Sup weapon rune really worth the +3 compared to minor +1? Does 2 ranks in weapon attribute make that much diff?
Actually, you'll want to run 14 weapon mastery for a pair reasons:
1. -75 health is bad nowadays, especially for the negligible increase in damage it offers in exchange, and accounting for death penalty's -health as well. >_>;
2. Autoattacks at 14 axe mastery/swordsmanship will never crit for more than 59, thus not triggering [Spirit Bond] if it's on a target you're attacking.
Quote:
3. Sup absorp rune in pvp is rubbish isn't it?
Yeah, it kind of is. It's global, sure, but it's just physical, and a miniscule amount of -physical damage at that, especially when you're already always sitting at +100AL vs. physical before shield armor is added in.
Quote:
(I run all 3 weapons so im guessing a hammer would have diff armour setup then sword/axe)
I think most people run survivor on all armor, save for one spot which would be Stonefist, unless they're shockaxe; in that case, they usually use radiant on chest/legs, I think. Stonefist is too good to pass up, regardless of your build(unless you don't have [Bull's Strike], in which case, /slap.)
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Old Jun 05, 2008, 06:55 AM // 06:55   #4
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1. -75hp is not worth dealing 2 more damage each hit
2. more HP is helps the monk keeping you alive. I usually have 600hp, which gives the monks more time for WoH/ZB
3. yup, quite
you might want to take a rune of clarity (blind & weakness - 20% duration on you)
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Old Jun 05, 2008, 07:01 AM // 07:01   #5
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Sub absorption is fairly decent come VoD, which seems to be what most people play for these days.
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Old Jun 05, 2008, 10:57 AM // 10:57   #6
JR
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Quote:
Originally Posted by Kassad
1. Is a Sup weapon rune really worth the +3 compared to minor +1? Does 2 ranks in weapon attribute make that much diff?
No, don't bother. Note previous comments about triggers on Spirit Bond etc.

Quote:
Originally Posted by Kassad
2. Is sentinel's insignia (armour vs ele with str 13) better then survivors (+ hp)?
+hp is decent all the time, though I also run a few pieces of Radiant if I have shock. There is only one situation where I run Sentinels, see below.

Quote:
Originally Posted by Kassad
3. Sup absorp rune in pvp is rubbish isn't it?
Pretty much.

Quote:
Originally Posted by Kassad
(I run all 3 weapons so im guessing a hammer would have diff armour setup then sword/axe)
I sometimes run Sentinels on Hammer Warriors to make up for the lack of a shield, and the fact you run 14 strength (for Enraging) so weakness wont RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO your armor bonus.

As for runes:

Head: Minor weapon.
Chest: Sup Vigor
Gloves: Minor strength/tactics.
Legs: Clarity
Feet: Restoration
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Old Jun 05, 2008, 04:28 PM // 16:28   #7
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Thanks all for the info and advice. I'm now using minor weapon rune and a clarity rune, with the absorp rune taken out.

(JR, I like your armour set up so i'm using it)
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Old Jun 05, 2008, 09:05 PM // 21:05   #8
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Every warrior is going to give you something a little different; I myself prefer a few more points of energy, and others would say that is terribad. Health is probably your safest bet.

Head: Survivor's minor weapon
Chest: Survivor's clarity
Arms: Stonefist strength/vitae (strength for break points)
Legs: Survivor's restoration/vitae
Feet: Survivor's sup vigor

+30/-20% blind shield (although blind isn't much a problem these days...)
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Old Jun 05, 2008, 09:26 PM // 21:26   #9
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Sups are fun on axes because they raise your crit chance and damage that extra bit, but I wouldn't bother on swords or axes.
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Old Jun 05, 2008, 09:26 PM // 21:26   #10
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I have been running for over a year+;
+hp on helm(weapon rune)
+e on chest(sup vig)
+strength on gloves(stonefist)
+e on legs+reduce cripple
+hp on boots+blind reduce

Right now depending on the build and with all the ele dmg floating around sentinels might be good.
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Old Jun 05, 2008, 10:09 PM // 22:09   #11
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You'd be pretty dumb to run Sentinel's right now with all the weakness floating around (unless you run 14 str).

On the 2 bars I usually run (shock axe & hammer) I run energy. I just like it and I don't find the extra health necessary, I get more kills with the extra energy. I just stay alive by playing smart.
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Old Jun 05, 2008, 10:22 PM // 22:22   #12
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Quote:
Originally Posted by skakid9090
Sups are fun on axes because they raise your crit chance and damage that extra bit, but I wouldn't bother on swords or axes.
swords or hammers*
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Old Jun 06, 2008, 01:38 AM // 01:38   #13
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Just a quick hint,if you're running a conjure its good to run a sup seeing as your going to probaly activate the PS/SB anyways.
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Old Jun 06, 2008, 01:58 AM // 01:58   #14
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Quote:
Originally Posted by Mr Fizzle
Just a quick hint,if you're running a conjure its good to run a sup seeing as your going to probaly activate the PS/SB anyways.
That shouldn't be a reason to run as up. Why would you want to hit a heavily protted target anyway?
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Old Jun 07, 2008, 05:55 AM // 05:55   #15
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Dont run sups unless your name is chop chop.
Mr fizzle does have a point regarding the conjure(and SoH for that matter)/sb comment but i still think a minor will be better for health reasons.

For insignia's, survivors>sentinels currently, for weakness reason.
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Old Jun 11, 2008, 04:36 AM // 04:36   #16
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for my shock axe:
H:Survivor | minor Axe
C:Radiant| minor strenght
A:Survior | sup vigor
L:Radiant | clarity
F: stonfist | sup absorbation

25 energy,600 hp,shoul be good.
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