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Old Sep 12, 2009, 10:45 AM // 10:45   #21
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I wouldn't say the stuff you learned on your own is "wrong". You're on the right track mostly, and your learning just needs some refinement. I think you're doing a great job of paying attention to the game and analyzing your experiences.

It will be quite some time before you encounter hydras. They are past the Diessa Lowlands, in the Ascalon Foothills and Dragon's Gullet (both of which are zones with no outposts). That's one of the problems with using collector armor -- traveling long distances through tough opposition wearing lower-level armor in order to get the drops you need for better armor. And hydras are very, very stingy with their claws.

The best use I know of for Charr Hides is to trade them for Fur Squares in Ascalon City.
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Old Sep 12, 2009, 04:56 PM // 16:56   #22
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Quote:
Originally Posted by BrettM View Post
I wouldn't say the stuff you learned on your own is "wrong". You're on the right track mostly, and your learning just needs some refinement. I think you're doing a great job of paying attention to the game and analyzing your experiences.

It will be quite some time before you encounter hydras. They are past the Diessa Lowlands, in the Ascalon Foothills and Dragon's Gullet (both of which are zones with no outposts). That's one of the problems with using collector armor -- traveling long distances through tough opposition wearing lower-level armor in order to get the drops you need for better armor. And hydras are very, very stingy with their claws.

The best use I know of for Charr Hides is to trade them for Fur Squares in Ascalon City.
To put this another way, you're doing exactly what you should be doing in terms of improvement. You have a long way to go, but instead of digging in your heels to defend yourself, you are taking constructive criticism which makes all the difference. The last bar you posted shows promise, and I only suggest changing Healing Signet, Watch Yourselves, and Vital Blessing. It is good that you recognize the uses for each of your attack skills, and while FGJ isn't a great skill forever, you won't have any better options for that slot until you progress more in the campaign.

As for the argument between self-defense and offense, I tell new and veteran players alike that whether you live or die depends on your Monks' energy pools. This goes double for henchmen, since they tend to spam spells (using them inefficiently) and quickly run themselves out of energy. You are a Warrior, and so your job is to kill the opposing group/team before your Monks run out of energy. In terms of efficiency, this means you utilize your strengths as a damage dealer rather than compensating for your vulnerability of being in front with heals and self-defense. There are more specific ways of looking at this, such as taking out their offense first to relieve pressure on your healers, or taking out their defense first to be able to take the entire group out more quickly, but these tactics should vary based upon what you are bringing to the table in terms of build and preference, as well as what you are fighting.
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