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Old Oct 03, 2010, 06:04 AM // 06:04   #1
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Default Casters Using Swords and others

Ok, I know this is a total noob question, so be nice.

What is the purpose of having casters use swords or assassins with spears?
I can understand the logic of having a melee class using a ranged weapon to pull and whatnot, but I don't get the purpose of casters w/ melee.
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Old Oct 03, 2010, 06:29 AM // 06:29   #2
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What do you see in the offhand that goes with those swords/spears/axes?
Shields...

And what mods can shields have?
+health, and +armor vs damage types... Thus sword/spear/axe + shield combos are used as defensive sets. Also when running to the next target, are melee using their primary weapons? So why not put on a shield to take less damage while running.

Regarding spears, they're used to build adrenaline from afar (furious mod).

There are also aesthetic reasons for using them e.g. there are many more 'popular' sword and spear skins than caster weapons. Anyway you have four weapon slots why not use them.
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Old Oct 03, 2010, 06:34 AM // 06:34   #3
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also usinng a melee weapon often times causes the PvE mesmers to not cast anticasting spells, such as backfire.
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Old Oct 03, 2010, 06:40 AM // 06:40   #4
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Oho, I get it now. Thanks for the prompt response!
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Old Oct 03, 2010, 07:26 AM // 07:26   #5
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and from caster weapon u can get +5energy and 20% Enchaments, or 30hp
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Old Oct 03, 2010, 08:17 AM // 08:17   #6
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Quote:
Originally Posted by Pleikki View Post
and from caster weapon u can get +5energy and 20% Enchaments, or 30hp
So can you from staves?
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Old Oct 03, 2010, 08:30 AM // 08:30   #7
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If you use a staff you cannot have offhand and thus you cant have a shield with extra armor and hp etc
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Old Oct 03, 2010, 09:53 AM // 09:53   #8
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In PvE, I often use Spear/Focus Combos for Ench+20% and energy from the focus. Note that Spear, Axe and Swords are the only onehanded weapons where you can add +20% Enchantment
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Old Oct 03, 2010, 03:09 PM // 15:09   #9
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Use Staff for Enchanting mod? It brings along the 40/20 chance of HCT and HSR respectively.

If you guys haven't realised, there are 4 weapon slots and players can afford to use one weapon slot for a defensive set (+60hp, +AL vs xx). Why people still think spears need enchanting mods for it to be "caster modded", I don't know. Monks run Defense and Shelter mods on their sets so they have even more armour.

But I guess PvE is easy and doesn't need weapon swapping...
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Old Oct 03, 2010, 03:40 PM // 15:40   #10
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Since you really haven't gotten a good all-in-one response yet...
  • Martial weapons can have a 20% enchanting mod. If your build needs this mod, depending on what other mods you value, a martial weapon+focus may offer better numbers than a staff. And wands can't even have 20% enchant mods.
  • Martial weapons can have an unconditional +5e mod. Paired with a focus, that's +17e. Staff with an insightful head is only +15e. Wands can have +5e, but it's always conditional -- +5e/enchant or +5e^50.
  • It can be paired with a shield to create a "defensive set" to swap to when you're under fire. Wands cannot have +hp or +AL mods; and staves are two-handed, so they do not go with a shield.
  • In PvE, the monster AI decides what kind of build it thinks you must have based on the weapon you equip. Using a martial weapon will cause it to treat you differently. Most famously, the Sapping Nightmares in the Deep will stop using Chaos Storm if everyone switches to a martial weapon.
  • Spears can do physical damage, and therefore trigger Barbs, Mark of Pain, Order of Pain, Order of the Vampire, Blood Bond, etc.
  • Spears can have a silencing mod, which is useful for Technobabble in PvE. (Martial weapons can also have other condition-lengthening mods, though very few caster builds can take advantage of them.)
  • Warriors can use them to build adrenaline at range, since they have the fastest attack speed of all ranged weapons. Though this is mostly a PvP phenomenon. (Warrior secondaries can do the same, such as a Mo/W charging up Bonetti's Defense.)

Think that about covers it. Did I miss anything?
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Old Oct 04, 2010, 09:22 PM // 21:22   #11
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Quote:
Originally Posted by Chthon View Post
Since you really haven't gotten a good all-in-one response yet...
  • Martial weapons can have a 20% enchanting mod. If your build needs this mod, depending on what other mods you value, a martial weapon+focus may offer better numbers than a staff. And wands can't even have 20% enchant mods.
  • Martial weapons can have an unconditional +5e mod. Paired with a focus, that's +17e. Staff with an insightful head is only +15e. Wands can have +5e, but it's always conditional -- +5e/enchant or +5e^50.
  • It can be paired with a shield to create a "defensive set" to swap to when you're under fire. Wands cannot have +hp or +AL mods; and staves are two-handed, so they do not go with a shield.
  • In PvE, the monster AI decides what kind of build it thinks you must have based on the weapon you equip. Using a martial weapon will cause it to treat you differently. Most famously, the Sapping Nightmares in the Deep will stop using Chaos Storm if everyone switches to a martial weapon.
  • Spears can do physical damage, and therefore trigger Barbs, Mark of Pain, Order of Pain, Order of the Vampire, Blood Bond, etc.
  • Spears can have a silencing mod, which is useful for Technobabble in PvE. (Martial weapons can also have other condition-lengthening mods, though very few caster builds can take advantage of them.)
  • Warriors can use them to build adrenaline at range, since they have the fastest attack speed of all ranged weapons. Though this is mostly a PvP phenomenon. (Warrior secondaries can do the same, such as a Mo/W charging up Bonetti's Defense.)

Think that about covers it. Did I miss anything?
You gave me some insights on a question of which I thought I knew the complete answer
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Old Oct 05, 2010, 03:00 PM // 15:00   #12
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Quote:
Originally Posted by Chthon View Post
Since you really haven't gotten a good all-in-one response yet...
  • Martial weapons can have a 20% enchanting mod. If your build needs this mod, depending on what other mods you value, a martial weapon+focus may offer better numbers than a staff. And wands can't even have 20% enchant mods.
  • Martial weapons can have an unconditional +5e mod. Paired with a focus, that's +17e. Staff with an insightful head is only +15e. Wands can have +5e, but it's always conditional -- +5e/enchant or +5e^50.
  • It can be paired with a shield to create a "defensive set" to swap to when you're under fire. Wands cannot have +hp or +AL mods; and staves are two-handed, so they do not go with a shield.
  • In PvE, the monster AI decides what kind of build it thinks you must have based on the weapon you equip. Using a martial weapon will cause it to treat you differently. Most famously, the Sapping Nightmares in the Deep will stop using Chaos Storm if everyone switches to a martial weapon.
  • Spears can do physical damage, and therefore trigger Barbs, Mark of Pain, Order of Pain, Order of the Vampire, Blood Bond, etc.
  • Spears can have a silencing mod, which is useful for Technobabble in PvE. (Martial weapons can also have other condition-lengthening mods, though very few caster builds can take advantage of them.)
  • Warriors can use them to build adrenaline at range, since they have the fastest attack speed of all ranged weapons. Though this is mostly a PvP phenomenon. (Warrior secondaries can do the same, such as a Mo/W charging up Bonetti's Defense.)

Think that about covers it. Did I miss anything?
I was going to add a few things until I got to your post. That's pretty much it. Adds better details than the wiki explanation of Caster Weapon if you ask me.

It's silly that wands can't have 20% enchant mods. Never understood that.
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