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Old May 21, 2012, 12:55 AM // 00:55   #1
Ascalonian Squire
 
Join Date: Dec 2005
Profession: W/Mo
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Default Returning with my W/Mo, have questions!

Hi All,

I only own the original GuildWars.

I have a level 20 W/Mo with the following stats:
10 tactics, 12 axe, 8 str, 1 prot, 1 smite, 2 healing

He worked great years ago!

Anyway, I pre purchased GW2 and am thinking of messing around with GW1 until it comes out. My questions are:

1) Should I buy EthN expansion? If I do, will I be able to handle the content with just myself + henchmen or heroes?

2) Is it worth buying trilogy (to get Factions and Nightfall skills and content if needed) at this time? If it is possible to do eotn with just original GW and my W/Mo, without having skills from Factions or Nightfall, it would be best I think. Do you think I need this?

If I do not get trilogy, how should I change my W/Mo so that he can handle EotN?

If you think I will need trilogy, how should I change my W/Mo given the new options? And how do I do this (do quests, follow storyline, etc)?

Sorry for these simple questions. But my goal is to play around in EotN with just myself and henchmen until I can get the heroes! If I need trilogy, I will get it, but given that GW2 will soon be out should I just avoid it?

thanks!

PS: When i am looking at builds, what does 12 + 1 + 2 mean? I.E.:
Axe Mastery: 12 + 1 + 2

----------

BTW, this is PVE only, I do not care about PvP at all until GW2! Also, before posting I have checked the template website and also the wiki, but all builds seem to include factions and or nightfall skills. I can't find any (still valid) old school W/Mo builds, most all were archived as being nerfed or no longer viable.
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Old May 21, 2012, 03:11 AM // 03:11   #2
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Quote:
Originally Posted by BalronSlayer View Post
I only own the original GuildWars.
Fyi, the original campaign is now referred to as 'Prophecies'.

Quote:
I have a level 20 W/Mo with the following stats:
10 tactics, 12 axe, 8 str, 1 prot, 1 smite, 2 healing
That doesn't really tell us anything. Skills are far more important than specific attribute distribution (or at least as long as you aren't doing anything really wrong).

Quote:
1) Should I buy EthN expansion? If I do, will I be able to handle the content with just myself + henchmen or heroes?

2) Is it worth buying trilogy (to get Factions and Nightfall skills and content if needed) at this time? If it is possible to do eotn with just original GW and my W/Mo, without having skills from Factions or Nightfall, it would be best I think. Do you think I need this?
-If you know you enjoy playing and know you're going to play a lot in the coming months then you might as well. It's not expensive, and you get a lot for what you pay for (and GW1 won't shut down when GW2 launches so there's no worry there). Only you can really decide if it's worth your money.

-Everything in PvE, with no exceptions whatsoever, can be done in Hard Mode, without consumables, and with only heroes. Obviously that isn't the case if you're missing a bunch of skills and heroes but the principle is still largely true. If you set your builds up right and make sure not to make any strategic errors (overaggroing, not flagging your heroes against foes with a lot of AoE damage, etc) you'll get through it with enough effort. Make sure to complete Prophecies first though and get as much out of it as you can (get max AL armor, a decent weapon, a bunch of useful elite skills, do both 15 point attribute quests, have the capability to beat the missions, etc) so you're as prepared for EotN as you can be. Remember that EotN is designed as additional post-campaign content (an expansion, essentially) for people who have completed the other campaigns so there will definitely be a jump in difficulty.

PS: By all means join a guild that newbie friendly and ask for help when you need it. There are nice people out there.

Quote:
If I do not get trilogy, how should I change my W/Mo so that he can handle EotN?

If you think I will need trilogy, how should I change my W/Mo given the new options? And how do I do this (do quests, follow storyline, etc)?
Pretty much as above. Getting the other two campaigns will most likely make things a lot easier in EotN, though it's not necessary. Relevant preparations include having max al armor and good skillsets.

Quote:
PS: When i am looking at builds, what does 12 + 1 + 2 mean? I.E.:
Axe Mastery: 12 + 1 + 2
12 ranks from attribute points.
1 rank from the headgear bonus.
1/2/3 ranks from the rune.

Quote:
BTW, this is PVE only, I do not care about PvP at all until GW2! Also, before posting I have checked the template website and also the wiki, but all builds seem to include factions and or nightfall skills. I can't find any (still valid) old school W/Mo builds, most all were archived as being nerfed or no longer viable.
You can do two things.

1 - post your build and get direct feedback.
2 - read the warrior sticky for /Mo specific tips and campaign specific builds. Honestly I need to give it another update but the information there is still relevant.
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Old May 21, 2012, 04:10 AM // 04:10   #3
Ascalonian Squire
 
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These are the spells I had loaded, it's been so long I do not remember much. I think that the last 2 were changed around based on what I was doing:

Cyclone Axe
Penetrating Blow
Dismember
Axe Rake
Gladiators Defense
Shield Bash
Mending
Healing Signet
Mending

I think I was using the monk skills to remove hexes or negative conditions.

Based on that link I should drop the Monk secondary altogether, is that possible?

PS: I have done the Elementalist secondary quest too, so that is an option

Last edited by BalronSlayer; May 21, 2012 at 04:13 AM // 04:13..
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Old May 21, 2012, 10:19 AM // 10:19   #4
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Here's a few tips:
* It's best to focus your attributes on 2, sometimes 3 attributes.
* Avoid major/superior runes. If any, use maximum one major/superior on your head gear with same attribute.
* As a warrior, remember that the faster you kill, the less damage your enemy does. Leave most monk skills to your team and focus on offence. A few exceptions include quick cheap skills that will be useful even at the lowest attributes. If they require more than 3 in skills, consider something else.
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Old May 21, 2012, 10:56 AM // 10:56   #5
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Quote:
Originally Posted by BalronSlayer View Post
These are the spells I had loaded, it's been so long I do not remember much. I think that the last 2 were changed around based on what I was doing:

Cyclone Axe
Penetrating Blow
Dismember
Axe Rake
Gladiators Defense
Shield Bash
Mending
Healing Signet
Mending

I think I was using the monk skills to remove hexes or negative conditions.

Based on that link I should drop the Monk secondary altogether, is that possible?

PS: I have done the Elementalist secondary quest too, so that is an option
There are some useful monk skills, but Mending isn't one of them. Each pip regnerates 2 health per second. It will almost never save your life and in the later parts of the game many enemies will simply remove it and damage you while doing so.
Regarding skills like hex and condition removal my experience is that you just get way too much stuff put on you to remove it yourself in PvE. However if you're playing with only henchmen, it may be worth it.
Rebirth can be a useful mission save if the party almost wipes.

Other than that you should know that W/Mos are pretty much hated (due to most of them using Mending). If you want to join a pick-up group, change it or you will most likely be instantly rejected.
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Old May 21, 2012, 03:15 PM // 15:15   #6
Ascalonian Squire
 
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Thanks for the info.

BTW, back in 2006 when I made this char, I think my build was the most popular W/Mo build.

I just realized things aren't as bad as I thought! I did not know that they changed the game so that you can redistribute attribute points on the fly in town! I swear back in 2006 this was NOT possible, you would have to mark it as down and then it would drop over time allowing you to reassign the points. I am SO GLAD that is not the case now.

Anyway, one last question...

Is there any way to drop my secondary altogether and have just Warrior?

Last edited by BalronSlayer; May 21, 2012 at 03:43 PM // 15:43..
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Old May 21, 2012, 04:41 PM // 16:41   #7
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There's no way to drop the secondary, although some professions are able to play through most of the main contents by bypassing the secondary quests (ie. Nightfall characters).

PvP characters can of course play single profession as well.
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Old May 21, 2012, 05:14 PM // 17:14   #8
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Quote:
Originally Posted by Not A Standard Name View Post
Other than that you should know that W/Mos are pretty much hated (due to most of them using Mending). If you want to join a pick-up group, change it or you will most likely be instantly rejected.
Not just Mending but also Rebirth, Healing Breeze, and Healing Hands.

Dragon Slash, Warrior's Endurance, Earth Shaker, and Hundred Blades are good elite skills when you can pick them up. Warrior's Endurance even helps you use weapons of other professions like daggers and the scythe. Don't get stuck on terrible skills like Defy Pain.
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Old May 21, 2012, 05:42 PM // 17:42   #9
Ascalonian Squire
 
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Is it possible for me to use the signet of capture to get more elite skills when I am grouped only with henchmen and heroes?

Sorry for the stupid questions, but it has been so long I am a noob again but with a level 20 hehe
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Old May 21, 2012, 05:52 PM // 17:52   #10
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Yes but the elite needs to be from your current Primary or secondary profession. So as W/Mo you can only capture warrior or monk elites until you rezone and change your secondary.
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Old May 22, 2012, 05:23 PM // 17:23   #11
Ascalonian Squire
 
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Thanks again!

So I decided to get Trilogy, so I have Trilogy + EoTN

I intend to use my level 20 Warrior to try and get some HoN stuff to prepare for GW2. I am also just going to play around (PVE only) in EoTN and some Factions/Nightfall since I never seen them. I will be grouped with heroes (and henchmen as needed until i get all heroes), and was thinking of the following build. Please let me know if this build will be fine to do that:


My Build

Note: The Healing Signet will be replaced with different skills as needed. As you can see I am not using any Monk skills, I also have the Elementalist subclass unlocked in case there is anything you think i may need from it.

Last edited by BalronSlayer; May 22, 2012 at 05:26 PM // 17:26..
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Old May 22, 2012, 09:27 PM // 21:27   #12
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Looks pretty solid, replace Feel No Pain or Healing Signet with a cancel Stance (Rush, Sprint, or similiar) to exit out of Flail if enemies try to kite, and you'll be good to go.
I'd probably recommend choosing to replace the Healing Signet, to free up the attributes in Tactics so you can allocate them to further Strength or Axe for greater damage, seem you are only using them for Healing Signet.
Likewise, you might want to consider Lion's Comfort as a Strength-based self-heal if you want a self-heal, instead of Healing Signet, for the same reason. It helps your offense slightly too seems as it gives you some adrenaline.

Last edited by KotCR; May 22, 2012 at 09:30 PM // 21:30..
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Old May 23, 2012, 03:37 AM // 03:37   #13
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Thanks, I updated the build to this:

Attributes: Strength = 12 + 1 + 3, Axe Mastery = 12 + 2

New Build

I will swap "For Great Justice!" with Distracting Blow/Disrupting Chop when an Interrupt is needed.

Last edited by BalronSlayer; May 24, 2012 at 03:56 PM // 15:56..
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Old May 25, 2012, 09:15 PM // 21:15   #14
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Final Question: With the above build, the only reason to keep tactics is the shield, or is it possible to dual wield axes?

If I do keep the shield, do I need tactics (my shield says it requires 9 tactics, it is 16 AR and has a 3% chance to take away 2 damage)?
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Old May 25, 2012, 09:41 PM // 21:41   #15
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if you have a shield with require 9 tactics but dont have 9 tactics then you will not get that armor bonus. As you have points in strength then you would be better equiped with a requires strength shield. Oh and you cant wield dual axes but that would be cool

Last edited by spacedkadet; May 25, 2012 at 09:44 PM // 21:44..
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Old May 25, 2012, 11:11 PM // 23:11   #16
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-There is no such thing as dual wielding in GW1.
-Get a shield with a strength requirement instead; tactics is pretty much useless.
-Not meeting the shield requirement will grant you 8AL, not 0 as stated above.
-Enraging Charge is better than Sprint.
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Old May 29, 2012, 09:38 PM // 21:38   #17
Ascalonian Squire
 
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Quote:
Originally Posted by Marty Silverblade View Post
-There is no such thing as dual wielding in GW1.
-Get a shield with a strength requirement instead; tactics is pretty much useless.
-Not meeting the shield requirement will grant you 8AL, not 0 as stated above.
-Enraging Charge is better than Sprint.
Thanks for the advice. Since making the build, I decided on Rush instead of Sprint.
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Old Jun 16, 2012, 10:09 PM // 22:09   #18
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Quote:
Originally Posted by Marty Silverblade View Post
-Enraging Charge is better than Sprint.
It depends what you are using it for. Sprint recharges quicker (making it better as a pure cancel stance), and if an enemy moves faster than you, you can chase them with Sprint. With Enraging Charge, if you hit them once, you'll slow down again as Enraging Charge will end and then they'll escape you.

If he's using bonuses while in a stance gear, Sprint would probably be an equal if not better choice too, seems he could remain in a stance while mobile for longer and therefore gain those benefits for a greater period of time.

Of course there's certainly some benefits to using Enraging Charge aswell (Enraging Charge -> Lion's Comfort would be a fast huge adrenaline gain), but I wouldn't say it's the only good choice.

Anyway
@BalronSlayer
Congrats on the build. Looks very solid.

Last edited by KotCR; Jun 16, 2012 at 10:12 PM // 22:12..
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