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Old Jun 23, 2005, 09:50 PM // 21:50   #21
Frost Gate Guardian
 
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Quote:
Originally Posted by Winterclaw
It's not funny.

Last night I was playing a W/E and there was a E on my team. I was attacking another warrior that was attacking the NPC priest and the E was attacking a monk. It took me forever for me to bring down the warrior with someone else's help and the enemy monk was able to keep himself and the warrior alive. Okay, the warrior died shortly after bringing down our priest but after he got rezzed, the monk was able to keep him from dying a second time.

Let's just say I'm seriously begining to rethink my PC now.
If this style of play bothers you dont play a Ranger either. With most Tombs groups having 2-3 monks it has become primarilly a spike dmg game and Elementalists have a lock on that type of damage (for the most part).
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Old Jun 23, 2005, 10:08 PM // 22:08   #22
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My axe w/n rapes monks pretty well.. 16 axe +42 dmg evis +42 dmg executioners? Dude rangers own monks bring debilitating shot and have a mesmer on another monk to prevent cross healing its that simple. Me and wang ping of DW owned a spike group earlier this morning. I played a warrior/ele (frigid fencer) that called monks 1 for mesmer to shut down and one for me + ele to nuke to high hell and we only lost hall cause of nature ritual spam :/. Also if you think w/mo is good in hall you have another thing comming to you. Unless you go judges with hammer or strength of honor with sword or axe. I perfer w/necro they throw up wards use rigor mortis defile flesh rend oh AND PLAGUE TOUCH <3 Please posion bleed cripple me ill give it to your monk .

Few hints to play warrior effectivly in tombs
1 call targets for your mesmer and you and ele
2 always have condition removal of some kind if you can atleast
3 always take offensive skills over defensive for hall unless your team needs res sig (For those dumb w/mo that bring gladiators defence).
4 go after soft targets first monks/mes first then ele then warriors last

also thats why there is axe rake and hamstring for warriors..

Last edited by The Red Knight; Jun 23, 2005 at 10:28 PM // 22:28..
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Old Jun 23, 2005, 10:22 PM // 22:22   #23
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Quote:
Originally Posted by Aragorn Elessara
They should imply a skill similiar to "Provoke" (from FFXI). It forces one player to target the tank and will not be able to target others, for a matter of seconds.
I agree. Even in PVE I get pissed that everything attacks the spell casters first and avoids the Warriors.
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Old Jun 23, 2005, 10:29 PM // 22:29   #24
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Quote:
Originally Posted by Winterclaw
I was attacking another warrior that was attacking the NPC priest and the E was attacking a monk.
Um, isn't that kind of, um, let's say tactically challenged?

Warriors generally have armor that has a high physical resistance. Most other classes don't. The elementalist should be attacking the warrior, and the warrior should be attacking the monk. The last person you want attacking a warrior is another warrior -- that's the class warriors are strongest against defensively. Their armor, most of their stances, a good many of their skills, indeed no class has more anti-warrior skills than the warrior. It should be no surprise that it takes a warrior a good long time to kill another warrior.
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Last edited by Dreamsmith; Jun 23, 2005 at 10:31 PM // 22:31..
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Old Jun 23, 2005, 10:38 PM // 22:38   #25
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Yeah I agree dreamsmith, each time i sprint after that monk that is going to get some hefty axe loving and I notice i have a sword warrior on me im like YAY TIME TO PLAGUE TOUCH BLEEDING TO THE MONK ^_^
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Old Jun 23, 2005, 10:57 PM // 22:57   #26
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Quote:
Originally Posted by Winterclaw
It's not funny.

Last night I was playing a W/E and there was a E on my team. I was attacking another warrior that was attacking the NPC priest and the E was attacking a monk. It took me forever for me to bring down the warrior with someone else's help and the enemy monk was able to keep himself and the warrior alive. Okay, the warrior died shortly after bringing down our priest but after he got rezzed, the monk was able to keep him from dying a second time.

Let's just say I'm seriously begining to rethink my PC now.
rofl, where was your monk? dead? you lost already
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Old Jun 23, 2005, 11:06 PM // 23:06   #27
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What the hell are you people doing attacking the Warriors? Of course you can't kill the Warrior with a Monk healing him. That's why they teach you to attack the Monks first in kindergarten. =/

Peace,
-CxE
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Old Jun 23, 2005, 11:10 PM // 23:10   #28
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Warriors arn't USELESS, most people prefer "UB0R AIR SPIKE ELES!!!!111own!" because it requires almost as much skill as a warrior to pull off (smack magic buttons untill dead, rinse repear)

I had a R/W melee based in PVP before, everyone was all like "you suck noob! why be R/W???" then apply posion + cyclone axe 80+ damage (no kidding, I did that much damage) + the degen from posion quieted the mob of haters :P...A W/R could probably have done the same thing, but I went ranger for the fun of it
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Old Jun 24, 2005, 12:37 AM // 00:37   #29
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Quote:
Originally Posted by The Red Knight

Few hints to play warrior effectivly in tombs

2 always have condition removal of some kind if you can atleast


also thats why there is axe rake and hamstring for warriors..

i have two questions about this:

1. how can i remove conditions from myself effectively when all of my spells that do that have ludicrous cooldown periods? ie: 30 seconds. why do all the spells like that have ludicrous cooldown periods? i have found that taking spells like this is usually a waste of skill slots due to the horrible overly-long cooldown length of them

2. what is the point of axe rake in Tombs? i used to always take it in Tombs but it didn't help very much. what's the point of crippling a caster? why bother? (other than to maybe catch him when he's almost dead - which i have found is not a situation that comes up too much)
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Old Jun 24, 2005, 01:19 AM // 01:19   #30
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mend condition

30 second cool down eh?

the cooldown skill I'd complain about is warriors cunning. blah
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Old Jun 24, 2005, 01:32 AM // 01:32   #31
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Quote:
Originally Posted by Zeru
mend condition

30 second cool down eh?

it would appear that Mend Condition sucks and is useless for PVP since it only removes one condition whereas i usually have 5+ conditions on me at the same time

the good condition removal spells have 30 second cooldowns
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Old Jun 24, 2005, 01:38 AM // 01:38   #32
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Quote:
Originally Posted by Ensign
What the hell are you people doing attacking the Warriors? Of course you can't kill the Warrior with a Monk healing him. That's why they teach you to attack the Monks first in kindergarten. =/

Peace,
-CxE
I dunno man, those monks running 5 miles away last night sure made it look like killing warriors was easier.....you sure??

As for warriors being horrible, it's mainly due to the aegis/wardvsmelee/stuff combo which gimps warriors. Even if you have those can't evade moves and such, a warrior can't spam them efficiently. But now, since the energy denial/poison/degen crap, people started using that combo less, making warriors possible to be used again. Of course some teams still use that combo, which make it impossibly hard on warriors as they only have about 1-2 moves per weapon mastery that can handle it, and as a warrior, hitting off 1-2 moves and the rest of yours smacking air makes you as useful as a flare machine. Wait no, the flare machine yesterday was hilarious
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Old Jun 24, 2005, 01:44 AM // 01:44   #33
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Quote:
Originally Posted by Dreamsmith
Warriors generally have armor that has a high physical resistance. Most other classes don't. The elementalist should be attacking the warrior, and the warrior should be attacking the monk. The last person you want attacking a warrior is another warrior -- that's the class warriors are strongest against defensively. Their armor, most of their stances, a good many of their skills, indeed no class has more anti-warrior skills than the warrior. It should be no surprise that it takes a warrior a good long time to kill another warrior.
Actually I'd argue that the elementalist has TONS of anti-warrior hate (and even worse, most of it is AoE team buff/debuff!). As do necros and their crowd control hexes. I'd rate warriors under those two for warrior loving. (all warriors are sado's you should know that! They love that necro love :P).

Though sincerely... I wouldn't hesitate to knock out a warrior before another class if I could do it easily. And surprisingly you can do it quite easily to MANY of them in PvP. (because they're bloody in love with bringing two superior runes with that -150 penalty because quote "nobody will target the warrior until last in PvP). And they're only 80 armor against the right types of damage (especially the hammer junkies). (compare to the elementalist with the earth armor buff... who's got the monk tacking a protective spirit on him because he's a *soft* target).

Really warriors are the sustained DPS kings of combat. So who's more important strategically to kill in a fight? The elementalist whose blown his wad in 40s and needs a good minute to recharge... or the warrior who's going as strong now as he was 5minutes ago. That's why they have their armor... because they are that strategically valuable in a long fight. Strategically... I'm better off without their warrior on the field than their elementalist in that case (provided I can deal with the elementalist surge).

Warriors are valuable... just like all things... everything in proper proportion.
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Old Jun 24, 2005, 01:52 AM // 01:52   #34
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Quote:
Originally Posted by Navaros
it would appear that Mend Condition sucks and is useless for PVP since it only removes one condition whereas i usually have 5+ conditions on me at the same time

the good condition removal spells have 30 second cooldowns
theres a monk spell, mend ailment i guess. as i believe it takes away one condition and heals you for a certain amount of health for every condition remaining. cooldown is 2 secs i believe. so actually, the more conditions you have, the more happy you are. yay. could imagine thats useful for pvp too.
oh i forgot, you wont have the energy to spam that. unless you get attacked.
which nobody will. are we going in circles here?

and if the linked attribute would be divine favor, well i guess, then youre pretty much scr3w3d with that w/mo anyways.

but stil.....

how about signet of purity or whatitsname. loosing all enchants, prolly losing all energy, 30 sec cooldown?

btw. i wuv sis game

Last edited by Gedscho; Jun 24, 2005 at 01:58 AM // 01:58..
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Old Jun 24, 2005, 02:33 AM // 02:33   #35
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Quote:
Originally Posted by Gedscho

how about signet of purity or whatitsname. loosing all enchants, prolly losing all energy, 30 sec cooldown?
yup, that also has a 30 second cooldown

way too long, eh

makes countering stuff impossible

where is the strategy and skill involved if way-too-long cooldowns arbitrarily stop you from being able to counter things?
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Old Jun 24, 2005, 02:34 AM // 02:34   #36
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maybe you are not the role in the team that should focus on condition removal
and try mend ailment. tell me what you thnk about it please.
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Old Jun 24, 2005, 05:20 AM // 05:20   #37
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hamstring and axe rake are there so your target does not kite you and you can start putting a world of pain on them and its another condition for him to remove
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Old Jun 24, 2005, 02:48 PM // 14:48   #38
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Quote:
Originally Posted by Navaros
i have two questions about this:

1. how can i remove conditions from myself effectively when all of my spells that do that have ludicrous cooldown periods? ie: 30 seconds. why do all the spells like that have ludicrous cooldown periods? i have found that taking spells like this is usually a waste of skill slots due to the horrible overly-long cooldown length of them
Plague Touch

Description: Transfer a negative "Condition" from yourself to target touched enemy.
Energy Cost: 5.
Casting Time: 3/4 seconds.
Recharge Time: None.
Linked Attribute: None.
Skill Type: Spell.

Seems fast enough to me. Try stacking conditions on me, you'll love the results. Believe it or not, there are alternatives to Wa/Mo out there.
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Old Jun 24, 2005, 03:13 PM // 15:13   #39
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Guys you're talking about single players. Strategy in ANY group PvP is teamwork.
You build a TEAM and work as a TEAM, you win. You don't, you die.
TEAM does not mean "split the targets" - or not only that. It means your ele or monk will keep you alive... as long as THEY are alive and know what - it's your duty. "Tank" means you're gonna take the blows and die horribly - if you're smiting the monk or ele, someone's gonna rush to attack you, which means no one's putting effort into killing your people.

In medieval battles, it wasn't the shield wall man that killed people. The shieldwall men stayed and survived, and the spearmen BEHIND killed people. It's tactics, guys.

Strategy is in "what skills do I take" and "what skills do my squadmates take", tactis is in "what do I do now that the warrior is sprinting for my monk?!".

That's why it is SO important to know the people you fight with (and against, if possible). Sun Tzu, anyone?!
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Old Jun 24, 2005, 06:54 PM // 18:54   #40
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All you need to do is pair together two phrases.

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