Aug 09, 2009, 03:03 PM // 15:03
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#1
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Ascalonian Squire
Join Date: Aug 2009
Profession: W/Mo
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Shield / offhand for W/mo to give energy?
Sorry if this is the wrogn section to post in first of all
I'm currently playing on a W/Mo through the Propchecies campaign with some friends of mine, we are all pretty new to the game though.
My question is just, what shield or artifact should a warrioir use if he wants to obtain more energy, as I often find myself running on 0 energy and unable to use my skills.
I'm currently using a flame artifact that I got off a monster drops which gives
Energy +6 (with 5 fire magic)
Energy +5 (while hexed)
Energy +5 (while hp above 50%)
as I do not have 5 fire magic the first does not affect me, although it does put my energy up from 20 to 28 in total.
Is there anything better I can use?
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Aug 09, 2009, 03:14 PM // 15:14
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#2
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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The reason it gives you 8 energy is because if the base requirement of an offhand isn't met, you receive half the benefit - hence 5e from health above 50%, and half from the Fire Magic requirement not being met (3e).
Anyway, this may not be what you're looking for, but warriors don't need more energy. I would highly suggest learning the adrenaline system and related skills - it allows warriors to unleash massive damage at no energy cost. For example, if you're running a sword, Sever Artery + Gash allows for significant damage while lowering an enemy's maximum health by 100 through Deep Wound, all at zero energy cost.
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Aug 09, 2009, 03:18 PM // 15:18
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#3
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Ascalonian Squire
Join Date: Aug 2009
Profession: W/Mo
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I understand the basics of the adrenaline system, my problem is not understanding how to maintain it. I have one adren. skill in my skill bar at the minute, my problem is that if I add more I am not sure how to maintain enough adrenaline to use both of them, as adrenaline drains when I use the first one?
Sorry for lack of understanding, I am very new to this and trying to get to grips with it all
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Aug 09, 2009, 04:05 PM // 16:05
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#4
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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1. Simple rule, NEVER, N E V E R, use monk skills on your war, with the exception maybe being a hard rez.
2. Adrenaline is simple. With every hit it goes up, when the little fire shows the adrenaline skill as completely lit up it is ready to use. Using a adren skill knocks down teh adrenaline of other skills by 1 I believe so just hit one mroe enemy then go ahead and use the other skill. Check the wiki (wiki.guildwars.com, or f11 in game, or /wiki "what you need" in the text box in game. Wiki is your single best friend in GW)
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Aug 09, 2009, 04:27 PM // 16:27
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#5
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Okay... unless you have Warrior's endurance, don't use an energy heavy build. You don't need more energy, just better use of it and a better understanding of how adrenaline works.
Read the link.
In short, every time you hit something all your ade skills gain a point of ade. Every time you use an ade skill, all of your skills lose a point and the skill you just used resets. So you can easily maintain several ade skills on your bar as long as you don't overdo it.
EDIT: use a +30 hp -2 damage/stance shield for starters.
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Aug 09, 2009, 04:27 PM // 16:27
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#6
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Wilds Pathfinder
Join Date: May 2005
Location: Ftl Fla
Guild: Knights of Pallas [KOP]
Profession: W/Mo
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I use Bonnetti Defence or Balthazars Spirit depending on the situation.
Look at both skills to see there beneifit. 1 or the other can be used in Soloing areas, I use axe build thats obsolete but works for me in Soloing
Cyclone Axe
Bonnetti Defence or B-spirit
Healing Hands (elite monk (Pro-rock just after THK) Get from Blue ettin (Rull ball breaker)
Vig spirit
Doly sig and or Great Dwarven Armor and or Mental Block (eotn asura skill)
you can add Eotn stuff like LoD for AoE
you can put Dismember or Disrupting Chop
or even through in a Furious axe for more damage but the first 4 are a must for me to solo any area that does melie and doesnt stripe enchantments. Its basically an old Griffon run build. i use a axe with +20% enchantments last longer and 20:20 or 3-1vamp with 15^50 or +5E inscription.
This is not a damage type build but a stay alive and slowly delete the mobs in a group. Mostly solo there are many more Stance/ Adren builds but i find them harder to use and im not a sword kind of guy.
For instance in a simple low lvl area like Naloni you can open the gate and take on all 15 in one group and generally kill all in about 5-10sec. This is just an example in an easy area but gives you practice.
Same for the Ettins in Kryta (but make sure you have disrupting chop to interupt the heal sig) Even in the Caves out side of Droks that build will take on all those noise meli guys and on to the Giants if you have Doly equiped. Remember this is more of a Soloing stay alive build you wont take out the bosses with it not enought damage so run away from them.
after you clean up the others.
This will give you a way to use builds other then the more popular Adren/stance ones as it sucks in AB PVP and everywhere else. But got to experiment with and add some skills to it.
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Aug 09, 2009, 04:37 PM // 16:37
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#7
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
I use Bonnetti Defence or Balthazars Spirit depending on the situation.
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Unless you are farming, bonnetti's is bad because you can't use flail and frenzy with it and you may end up to putting points into tactics. Balth's isn't that great either, it takes up a skill slot and it doesn't give you enough ade to be worth it.
Mentality wise, both are bad because they 1. require enemies to be alive to get any use out of them and 2. you need to be attacked for them to work which means you are hampering your teammates ability to support you. I would say focus less on gaining energy back and more on finding a more efficient way of killing stuff.
Rot, please don't suggest someone use a farming build for general pve.
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Aug 09, 2009, 04:42 PM // 16:42
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#8
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Pre-Searing Cadet
Join Date: May 2009
Profession: W/N
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Quote:
Originally Posted by Igniito
I understand the basics of the adrenaline system, my problem is not understanding how to maintain it. I have one adren. skill in my skill bar at the minute, my problem is that if I add more I am not sure how to maintain enough adrenaline to use both of them, as adrenaline drains when I use the first one?
Sorry for lack of understanding, I am very new to this and trying to get to grips with it all
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i hope that one skill wasn't final thrust, because that would explain why you're loosing ALL your adrenaline after you use it.
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Aug 09, 2009, 04:43 PM // 16:43
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#9
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Academy Page
Join Date: Jun 2008
Location: England
Guild: HEH
Profession: A/D
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Quote:
Originally Posted by Igniito
I understand the basics of the adrenaline system, my problem is not understanding how to maintain it. I have one adren. skill in my skill bar at the minute, my problem is that if I add more I am not sure how to maintain enough adrenaline to use both of them, as adrenaline drains when I use the first one?
Sorry for lack of understanding, I am very new to this and trying to get to grips with it all
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When you use an adrenaline skill only that skill is drained of adrenaline. Others will lose one strike but it will be gained back when the attack skill hits. The only time it drains all adrenaline is when the skills specifies (see hammer bash, heavy blow and decapitate)
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Aug 09, 2009, 05:22 PM // 17:22
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#10
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Academy Page
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Even if you get a little bit more energy from equipment you are still stuck with just +2 energy regen (monks have +4). So use mainly adrenaline. You can also swap weapon and offhand to get little bit energy and than swap back to weapon and shield (or hammer).
Quote:
Originally Posted by Kerwyn Nasilan
1. Simple rule, NEVER, N E V E R, use monk skills on your war, with the exception maybe being a hard rez.
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Beg to differ, from Core&Prophecies skills can be sometimes usefull:
1) conditions removal: Mending Touch or Purge Signet
2) hex removal: Purge Signet, Holy Veil (or worse variant Remove Hex or Smite Hex)
3) Balthazar's Spirit is great in some situations.
4) In first third of Prophecies Bane Signet can be some use too if you.
All this even with no skill points investment. Of course many monk builds can take care about hexes/conditions removal much better and you can use skill slots for other things. But Prophecies monk henchies have usually no hexes/conditions removal so unless you are lucky and have either monk teammate (or heroes if you have access to Nightfall or EOTN) better take appropriate removal into areas with anti-melee or heavy degen conditions/hexes.
On the other hand, if you are using Healing Prayers like Mending (a/k/a wammo), ask around a bit how you can make much better warrior.
Last edited by waeland; Aug 09, 2009 at 05:50 PM // 17:50..
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Aug 09, 2009, 08:15 PM // 20:15
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#11
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Ascalonian Squire
Join Date: Dec 2008
Profession: W/
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wammo ftw, lol :P
at a start in prophecies its aloud to run with monk skills, try getting a sword/axe (if you want more energy) that has +5 energy and enchantments last 20% longer. Rajazan's Fervor or the totem axe. Rajazan's Fervor is from the factions campaign so the way you could get hold of it is buying it, along with the totem axe it's a lot better to buy it instead of trying to farm it. now if you know what farming is... and guild wiki is also a really helpful website for beginners.
i know that this redirected to shield and offhands but, swords and axes do have great uppgrades for you to keep your energy management.
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Aug 09, 2009, 10:42 PM // 22:42
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#12
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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+5 energy 20% enchantment weapons are for casters first. Most of the time warriors shouldn't be running around with enchantments on their bar. If you did have a 20% ench weapon, you switch to it to cast and then switch back to your real weapon.
The benefit a warrior gains from having 5 extra energy isn't much compared to what he gains from extra damage.
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Aug 10, 2009, 02:18 AM // 02:18
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#13
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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As a warrior get a +15/-1regen energy offhand (I prefer air variety, simply because of shock axe nostalgia). Never sit in this, if you need the energy swap to it, then swap back. Usually you will have to swap to it out of inventory as it won't be in one of the four quick swaps.
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Aug 10, 2009, 02:53 AM // 02:53
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#14
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Lion's Arch Merchant
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Thread starter care to shed more light are you talking about pvp or pve.
In pve a warrior's role has been pretty much streamlined into a profession that does damage.
A basic setup involves ( standard template because I do not know what campaigns you own)
speed stance
IAS
attack skill 1
attack skill 2
attack skill 3
attack skill 4 / damage boosting utility "I am the strongest" "fgj" etc.
Utility skill 2
Rez/optional
You can have 1 or 2 monk skills under the utility section. But monks skills should not feature too much on your bar.
If you love the idea of a "paladin" go play it. Cos by using just 1 monk skill never render a bar useless. Vig sp/condition/hex removal/ hard res maybe a viable option if you have limited campaigns.
I based this on the assumpstion that you only own profecies and have no access to better utility skills.
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Aug 10, 2009, 09:25 AM // 09:25
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#15
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Administrator
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Quote:
Originally Posted by laksa and curry
In pve a warrior's role has been pretty much streamlined into a profession that does damage.
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This is true for both PvE and PvP. A Warriors job is to kill stuff, context is irrelevant.
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Aug 10, 2009, 11:08 AM // 11:08
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#16
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Ascalonian Squire
Join Date: Aug 2009
Profession: W/Mo
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Thanks for all the replies. I was referring to PvE btw.
I now understand how adrenaline works better, I always thought that using an adrenaline skill used all of your adrenaline up. I am now quite happily running with 20 energy and using mainly adren. skills to do damage.
Current build I am running is:
For great Justice
Berserker stance
Triple Chop
Furius axe
Dismember
Executioners Strike
Healing Sig.
Res.
Axe Mastery: 12+3+1
Strength: 9+1
Tactics: 4
Armour pieces have on them:
Supierior axe mastery
Superior Vigor
minor strength
vitae
vitae
all peices have Knights insignias on them.
Weapon I'm using is:
Furius Cleaver of Fortitude
Damage +15% while hp >50%
Double adrenaline gain chance 10%
health +30
damage +20%
Shield:
Serrated Shield
Armour +16 (req 9 tactics)
Recieved phys. damage -2 whilst in stance
Health +30
What I have seems to work well for what I am doing at the minute but I understand I am new to this and if anyone can shed any light on how to improve what I have it would be appreciated alot.
I would like to find out mainly how I can get a better/improve my current weapon and shield.
Thanks
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Aug 10, 2009, 01:48 PM // 13:48
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#17
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Quote:
Originally Posted by Igniito
Axe Mastery: 12+3+1
Strength: 9+1
Tactics: 4
Shield:
Serrated Shield
Armour +16 (req 9 tactics)
Recieved phys. damage -2 whilst in stance
Health +30
I would like to find out mainly how I can get a better/improve my current weapon and shield.
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I won't bother with the build, runes, etc. - I've seen better but I've seen far, far worse. I'll actually answer the question you're asking this time instead of going off on a tangent
Like I said in my first post, if you don't meet the requirement of the offhand, you only get half the benefit. You're using a 9 Tactics shield with only 4 Tactics - hence you're only getting 8 armor (the other bonuses are still 100% effective). If you could get the same stats on a 9 Strength shield, you'd have the full armor, therefore improving your current shield.
I also never thought I'd suggest this, but if you don't want to change your build to include Frenzy/Rush, I'd also look into getting a -5/20% shield instead of -2/stance. Your only stance ends when you use a skill, meaning that when you're really unloading your damage there's no increased attack speed and no damage reduction. If you constantly have a monk backing you up, -2/enchanted would probably be better than both of the other damage reduction modifiers in your current build, but it's harder to guarantee that you'll get the benefit.
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Aug 10, 2009, 02:21 PM // 14:21
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#18
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Igniito
I would like to find out mainly how I can get a better/improve my current weapon and shield.
Thanks
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Get similar axe to your existing one (15^50, +30hp), but with Vampiric modifier and switch to it while in combat, it provides superior damage boost to adrenaline gains you experience with furious mod.
Also, get strength based shield as already covered.
And last but not least, think about investing to armor set with Survivor runes (not priority) and axe helmet with minor axe rune (huge priority). I will enable you to play more aggressively and do more damage as result.
Additionally, knights insignia are inferior to insignia that grant armor as far as damage reduction is concerned.
Start thinking about replacing healing signet with another skill.
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