Dec 31, 2006, 07:29 AM // 07:29
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#41
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by Crom The Pale
I beg to differ but Elementalist, mesemers,necros and even smite monks can deal out more damage than most wars can.
Wars dish out long term stable dps, not high fast damage with the exception of maybe 2-3 skills. They can not spike as effectivly as most other classes and with new monsters having extreme power and only being killable with spikes this would help that out.
Keep in mind that melee attacks are still the easiest to defend against, this leaves wars at a huge disadvantage.
With all the new skills that let you blind, criple, hex and use stances to avoid attacks or enchants/skills to increase your armor a Warrior does little damage when compared to most other classes.
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Warriors actually still do the most damage rly. Now mesmers, necs and eles can be more worthwhile to have than a warrior, but for pure direct damage to get those monks casting spells, warriors win. Why? no aftercast lightning hammer e.g. is 3 effective seconds, and a warrior can get in 3 attacks within that time and cause a deep wound
Warriors are never going to become outdated like eles were before nightfall skills.
This is different for PvE of course, but skills aren't balanced for pve's sake, with the possible exception of spoil victor and minion cap
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Dec 31, 2006, 07:45 AM // 07:45
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#42
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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I made a strength spec'd W/D and it seemed okay. I'll need to play with it more though.
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Dec 31, 2006, 05:32 PM // 17:32
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#43
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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The skills may not be balanced for pve, but the primary attributes are.
Just look at soul reaping and tell me thats balanced in pvp?
As far as after cast goes not every spell has it, infact there are now several 5energy lightning skills that can be used continually for more dmg than a war can output with the added bonus of a large spike rdy at all times.
Im not sugesting that the war needs to be made into an insane dmg machine, just that his primary needs to have a better buff as its in no way comparable to the other classes primary for inherent effects.
Maybe I'm a little biased on my pve point of view but when my War is whacking away at a lvl 28monk and dealing 0 dmg without skills, I see a problem.
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Dec 31, 2006, 06:10 PM // 18:10
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#44
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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I'll say it again:
Spawning Power is by far the weakest attribute when it comes to the bonus it provides.
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Dec 31, 2006, 11:25 PM // 23:25
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#45
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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If think the developers should have made the primary Endurance instead. Keep the same skills, but change the innate bonus to +1AL instead. I am playing around alot with the Strength skills and they feel more like Endurance!
Also if you really want damage as others pointed out, you put more points into using the particular weapon.
I don't think warrior primary attribute should be for both armour+damage. If it's ever changed because the community protests, it should be specialized.
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Dec 31, 2006, 11:30 PM // 23:30
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#46
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Jungle Guide
Join Date: Jul 2006
Location: guildhall
Guild: [DETH]
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warriors can kickout tons of damage, yesterday a jade knight did 100~damage to my rit with 60al in a single hit, now how much damage do you think say spirit rift does to a jade knight?
http://gw.gamewikis.org/wiki/Spirit_Rift , i have channeling on 16 btw
142 damage becomes 42-44 or so. spirit rift seems to fair worse than other attacks, but there damage is reduced by 50% or more.
spawning power is useless if your build isnt spirit/minion based.
in pve soul reaping is a *very* powerful attribute.
my wammo has sentinal armour, plus with a shield and a +5al weapon, i have just over twice the al of a caster, plus 4 damage absorbtion all the time.
there are some nice strength elites, warriors endurance? combine with cyclone axe and :O :P
http://gw.gamewikis.org/wiki/Warriors_Endurance
vs say
http://gw.gamewikis.org/wiki/Energy_Drain
lets say we stick at 13 for sentinal armour reason
13ins gives us 11energy, net gain.
we need just 5/6 hits with warriors endurance to equal energy drain, over 21 seconds. (5hits = 15energy - 5e cast cost = 10, 6hits = 13energy)
21 devided by 1.33(axe/sword/dagger attack rate) = 15.7.
15x3= 45energy.
thats attacking a single foe, cyclone axe is mighty with warriors endurance.
hammer is 21 devided by 1.75 = 12, 12x3=36energy
chuck in say a 33%speedbuff, (50% effective) and i think you would get..
21/21 (15+7.5 (50%) and ive rounded down..)
21x3=63energy
hammer is 21/18, so 18x3=54energy
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