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Old Sep 27, 2009, 02:39 AM // 02:39   #21
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Originally Posted by Silmar Alech View Post
And I cannot understand why everyone suggest that the warrior should always go after the enemy monk.
I don't, but most of the time it's the optimal thing to do. If the Warrior is dealing 100 DPS, and the Monk is healing 60 health per second, the Warrior is doing a net 40 DPS, which is pathetic. Everytime the Monk gets a heal/prot off, he/she is wasting your damage.

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By doing this, he often pulls the own monk into the middle of the battle, because he has to follow him at some point and heal him.
Not really an issue with decent pulling. Also, SY goes a long way into protecting the backline. 82.32% damage reduction is massive.

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Warriors going this far either kill themselves (because I cannot reach him) or kill me (because I get under enemy fire).
One of two things is happening here.

1) The Warrior is overextending without justification. Thats his fault.
2) He/She is dealing horrible damage and isn't shutting down the Monk. Also his fault.

Good Wars will have a ton of damage and KD's lined up to take out pretty much anything that they need to, especially with team backup. Any high priority targets that would require a bit of overextending from the War should be killed asap so they can draw back if necessary.

Note: Overextending isn't always a bad thing. If it can secure a kill (PvP) or just make life a lot easier and get stuff done faster (basically how PvE goes now anyway) then there really isn't that much of a problem with it. The problems arise when idiots rush a full two aggro bubbles away.

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It is much better if the warrior tries to block and catch incoming melee attackers instead. The warrior should not go behind the enemy midline. The enemy monk is taken out by the own midline. A midline with necromancers, rangers and mesmers is much more powerful than a warrior. They can immediately take out the enemy backline by using their ranged spells/skills, while the warrior first has to run to each enemy target.
A properly buffed War (with Necro support, as you mention) will blow stuff up MUCH MUCH faster than a Mes and Ranger will. A War should really only prioritise holding melee aggro when there are a lot of them (blow them up with Splinter Weapon or HB) or when there are no major priority targets.

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And if it still lives when he reaches it, he is blinded/crippled/weakened half the time and misses his target anyway dealing approximately zero damage. Especially in hard mode.
This is a massive overstatement. Other than some places such as Shards of Orr, it's never like this. Besides, a random blind/cripple/hex should be wiped by the Monk (ctrl-clicking takes a second if you're fast/have your UI set up to make life easier).

EDIT: I'm actually halfway finished on a target selecting article that I was going to put into my War guide, but I haven't had time/motivation to work on it for weeks. I'm lazy .
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Old Sep 28, 2009, 01:00 PM // 13:00   #22
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Tanking as Warrior becomes more effective later in the game and more so in Normal mode but in most places in normal mode it should be needed as much. Generally speaking you should should worry about:

1. Increasing your attack speed
2. Finding powerful attack skills that you can re-use at a steady rate without much down time, this is mainly where adrenaline kicks in as a sword warrior at least.

[Flail]["I am Unstopable"][Optional][Optional]["Save Yourselves!"][Dragon Slash][Lions Comfort][For Great Justice][Enraging Charge]

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3. Increasing your armor if possible with nomore than 1 skill.
4. Carrying a self heal with no penalties, for those times where you need a heal between your monk healing other people other than you.
5. Protect your squishy targets, go for targets beating on them.

Last edited by Zodiak; Sep 28, 2009 at 01:10 PM // 13:10..
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Old Sep 28, 2009, 01:40 PM // 13:40   #23
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I don't agree with the idea of the warrior going after the enemy monk (PvE). It's much better to have the warrior engage some of the agro and have one of the friendly spellcasters take out the monk(s), imho.
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