Jan 17, 2006, 03:41 PM // 15:41
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#21
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Lion's Arch Merchant
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Hey can I have that frigid heart? (smile)
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Jan 17, 2006, 04:49 PM // 16:49
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#22
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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Ok,it's time for me to stick my nose in this argument. I have played every primary except mesmer,but have 2 secondary mesmers atm.I must say this,warrior armor isn't the issue that needs to be addressed,but the lack of magic power given to warriors. They are given the least energy b/c of the physicality of their characteristics.This will then limit the usefulness of any secondary that they pick.Shouts and stances are the warriors answer to spells and such.W/Es in truth are powerful damage dealers when they are more balanced between mage and warrior. +7 points from Gladiator armor is ok,but to be truely efficient as a spell caster,you need at least 35 mana points. Glads would give a warrior 27. That would make him/her barely able to cast the most potent of spells.Employing an offhand is an option,yet most warriors will spurn such a tactic,to their demise.They don't want to take the armor reduction from not using a max defense shield.However,according to a few posts I've seen,even in this particular thread,arm attacks are limited,meaning that a shield has limited use except for the extra hp shields. Then why not use an offhand with a plus to armor? You get the energy you want,you keep your armor as is,you can cast more defensive based spells,and you don't imbalance an already established and excepted operating situation.If you want to get close and deal damage,then except that you will have limits. If you intend to play a warrior like he is a mage,then except that you will have limits.If you intend to play a warrior like a monk,necro or mesmer,then you will definitely have to except your limitations. To make a warrior the total equal to a elementalist or any of the other spellcasters would then make the game imbalanced.Whether it be armor wise or energy regen or its energy pool. The characters are made to have inperfections that the other classes can exploit. It takes real focus to kill a warrior,especially a well equipped and skilled one.
1 on 1, most spellcasters take flight with a warrior beating on them. Remember,that in a perfect world,all are created equal,but,in a genuine world,there is really no such thing as balance. We all have something that we may do better than another, so play to your strengths and cover for your weaknesses.
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Jan 17, 2006, 09:01 PM // 21:01
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#23
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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Quote:
Originally Posted by Darkpower Alchemist
Ok,it's time for me to stick my nose in this argument. I have played every primary except mesmer,but have 2 secondary mesmers atm.I must say this,warrior armor isn't the issue that needs to be addressed,but the lack of magic power given to warriors. They are given the least energy b/c of the physicality of their characteristics.This will then limit the usefulness of any secondary that they pick.Shouts and stances are the warriors answer to spells and such.W/Es in truth are powerful damage dealers when they are more balanced between mage and warrior. +7 points from Gladiator armor is ok,but to be truely efficient as a spell caster,you need at least 35 mana points. Glads would give a warrior 27. That would make him/her barely able to cast the most potent of spells.Employing an offhand is an option,yet most warriors will spurn such a tactic,to their demise.They don't want to take the armor reduction from not using a max defense shield.However,according to a few posts I've seen,even in this particular thread,arm attacks are limited,meaning that a shield has limited use except for the extra hp shields. Then why not use an offhand with a plus to armor? You get the energy you want,you keep your armor as is,you can cast more defensive based spells,and you don't imbalance an already established and excepted operating situation.If you want to get close and deal damage,then except that you will have limits. If you intend to play a warrior like he is a mage,then except that you will have limits.If you intend to play a warrior like a monk,necro or mesmer,then you will definitely have to except your limitations. To make a warrior the total equal to a elementalist or any of the other spellcasters would then make the game imbalanced.Whether it be armor wise or energy regen or its energy pool. The characters are made to have inperfections that the other classes can exploit. It takes real focus to kill a warrior,especially a well equipped and skilled one.
1 on 1, most spellcasters take flight with a warrior beating on them. Remember,that in a perfect world,all are created equal,but,in a genuine world,there is really no such thing as balance. We all have something that we may do better than another, so play to your strengths and cover for your weaknesses.
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I do not know who you are, but you are my hero. That was the most knowledgable post i have ever read. And i agree totaly.
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Feb 24, 2006, 04:47 AM // 04:47
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#25
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Forge Runner
Join Date: Jan 2006
Location: Toronto
Guild: Hopping
Profession: Mo/A
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Warriors are made to charge into the enemy with melee close-range combat weapons, and so they don't use bows and caster stuff, they nurfed the energy. That gives the Warrior too many weaknesses, and to make up for that, they included AD as a subsitude.
That's my opinion after playing for 1000 hours.
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