Jun 22, 2009, 03:18 PM // 15:18
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#21
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Notes:
I love linebacking assassins, without heavy defense they're as squishie as midliners, plus shutting down a palm striker takes a lot of pressure off your backline.
It's also cute when someone dshots my hammer chain because it doesn't really matter and it means they weren't interrupting the monk, the only time I might be mad is if I was really just about to get a kill.
I've also won rounds and gotten kills despite having a member of the enemy team devote ALL their time to shutting me down, the exception was a necro from the [yumy] GvG team who hit every single shield bash.
PS: Chiizu
Last edited by Lux Aeterna; Jun 22, 2009 at 03:26 PM // 15:26..
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Jun 22, 2009, 03:41 PM // 15:41
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#22
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Wilds Pathfinder
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Other people sucking does not mean you're good.
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Jun 22, 2009, 03:50 PM // 15:50
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#23
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Forge Runner
Join Date: Mar 2006
Profession: N/
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Quote:
Originally Posted by lux aterna
I love linebacking assassins, without heavy defense they're as squishie as midliners, plus shutting down a palm striker takes a lot of pressure off your backline.
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i don't know when that was written, but ps sins weren't used that heavily after the nerf. before the nerf, ps sins were far superior at linebacking because they could practically perma-cripple numerous wars.
also lol @ a pvp thread in a pve section of the forum.
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Jun 22, 2009, 05:23 PM // 17:23
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#24
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Krytan Explorer
Join Date: Jan 2006
Guild: [GoE]
Profession: R/
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Quote:
Originally Posted by sweet555
read plz... wars are powerful in gvg, which is a team based activity. obviously wars are squishy without proper support, but so are all the other classes. now these facts ive listed are relevant during gvg WHERE YOU HAVE A TEAM, not some bullcrap fort aspenwood thing. so i mean plz dont post if you havent gvged?
so all im saying is under the gvg condition, where you have a team, they are extremely powerful
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Thats exactly the point im making . TEAM effort.
Not a team so you can play, but being a part of a team.
Warrior - requires a team behind him to operate. That means its a team effort to let the war do his thing. That doesnt make the warrior part of that team at all, but just a goal for the rest of the party.
The only other class that has the same setup is the monk. However, making sure the monk can play is vital to everybody. A monk being able to heal or not affects the entire party. The warrior hitting something doesnt change anything to how the rest go about with their tactics.
Hence, wars are actually quite weak as they cant do anything unless they get very specific backup. Any other class can.
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Jun 22, 2009, 05:25 PM // 17:25
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#25
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Quote:
Originally Posted by Lux Aeterna
Wow, personally I wouldn't care at all about that, in fact I'd be glad if someone tried to spike me in frenzy because it meant they weren't doing something useful (ie, attacking someone who cares).
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You're an idiot then. If you read on you'll note that I said:
Quote:
Originally Posted by Me
unless I know my monks are fine.
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If you're honestly trying to tell me you'll sit in frenzy while being linebacked knowing full well that your monks are in their high set then you honestly have no place in a competitive environment. A warrior in frenzy is the squishiest target in GvG - if you insist that there are better things to hit if that warrior won't cancel frenzy (and won't get protted up) you're wrong. Unless it is going to push a kill then it just isn't worth the stress on your own monks already low energy.
If your monks aren't taking any pressure and can spare the time/energy to throw you a prot then sure, frenzy away while being linebacked. Within reason of course.
And for the record, it's probably far more worthwhile hitting a guaranteed dshot on an assassin chain every time than failing to ever land one on a bar full of 3/4s. Interrupting crushing blow also kills any major damage on a hammer bar, and leaves monks to deal with just the shutdown. Shutdown with no damage is pretty easy monking.
Last edited by Winterclaw; Jun 22, 2009 at 07:42 PM // 19:42..
Reason: Removing inflamitory remarks
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Jun 22, 2009, 05:37 PM // 17:37
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#26
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Frost Gate Guardian
Join Date: Jan 2008
Profession: W/
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Quote:
Originally Posted by Revelations
You're an idiot then. If you read on you'll note that I said:
If you're honestly trying to tell me you'll sit in frenzy while being linebacked knowing full well that your monks are in their high set then you honestly have no place in a competitive environment. A warrior in frenzy is the squishiest target in GvG - if you insist that there are better things to hit if that warrior won't cancel frenzy (and won't get protted up) you're wrong. Unless it is going to push a kill then it just isn't worth the stress on your own monks already low energy.
If your monks aren't taking any pressure and can spare the time/energy to throw you a prot then sure, frenzy away while being linebacked. Within reason of course.
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If the other team is linebacking you, it means their monks are also hurting, and they're retarded. Linebacking is counter-productive if you do it for more than 20 seconds or so for your monks to regain some energy. The best way to stop a push is by putting damage on their team so they can't continue the push without dying. I will happily frenzy though a warrior trying to hit me just because I know my monks aren't horrible and know what prot is. If a monk is so low that he can't afford a guardian or prot spirit, then you shouldn't still be at the stand.
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Jun 22, 2009, 05:42 PM // 17:42
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#27
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Krytan Explorer
Join Date: Feb 2009
Location: Not Dead
Profession: W/
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Quote:
Originally Posted by IrishX
If a monk is so low that he can't afford a guardian or prot spirit, then you shouldn't still be at the stand.
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Last I checked, no post before yours made any mention of a flagstand. If your monk(s) can't afford a guardian/prot spirit, you're getting linebacked, you're not likely to push a kill, and you're still in frenzy, then you're a retard. Whether you're turtling in your lord room, at stand, on a split or pulling back from either, it's pretty much as simple as that.
Last edited by Revelations; Jun 22, 2009 at 05:46 PM // 17:46..
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Jun 22, 2009, 06:00 PM // 18:00
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#28
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Krytan Explorer
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imho rangers are best in gvg. Lets take a simple melandrus shot bar. You can use cripple to rend any melee useless. Interupts can really screw with monks/ casters. You can dshot an assassins chain to shut them down for quite a bit. Apply Poison can pressure a team when spread. Mending touch/natural stride provide good splitting capabilities.
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Jun 22, 2009, 06:15 PM // 18:15
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#29
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Forge Runner
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Um, Any class can play their role in any part of the game. No class is better or worse than the next (its play skill and knowing how to use that right build) I have a feeling your post was only fueled by your love for warriors and that if say your favorite class was Elementalist, you would explain why elementalists were the most overpowered in GvG and how they are the most efficient.
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Jun 22, 2009, 11:49 PM // 23:49
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#30
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Academy Page
Join Date: Apr 2009
Location: basement
Guild: [trim],[tMw],[mE],[rose],[DC]
Profession: W/
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Quote:
Originally Posted by vamp08
Saying warriors are overpowered in ANYTHING proves that you have not played a warrior class for more than 7 days.
I've played one for 4 years, we aren't overpowered in anything, period. The OP is an absolute fool for posting this BS.
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hey buddy, pve doesnt count =)
btw... yeah wars get shit all the time, but so do monks, so do rangers, so do every other class. you cant kite if your a monk when ur snared, diversion, shame, and backfire completely drains you, if your a ranger, you can still be affected by hexes, and blinds (even with mending touch). i mean every class has weaknesses sure, but you depend on your team in that those weaknesses dont become a problem. your monks depend on you to train the casters, i.e. mesmers too, so that they dont have a chance to backfire you, and same with wars. they depend on the monks to remove blinds, snares, and hexes. but yeah you will occasionally get the snares and blinds on you, and the monks will occasionally get backfired or shamed; those are inevitable, but try to play a match where your wars are clean for most of the match. if you have decent wars that are clean, then your chance of winning is much greater than if you have hexed up warriors with the occasionally ele still clean. This is all imo, so iono why you feel you need to be a jerk and try to prove your superiorty by saying "oh ive played war for four years" or "oh ive played war since day one". no one cares about how long youve played.
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Jun 23, 2009, 12:51 AM // 00:51
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#31
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Wilds Pathfinder
Join Date: Feb 2006
Guild: TW
Profession: W/
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Yes they are (super powerful)
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Jun 23, 2009, 12:21 PM // 12:21
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#32
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Wilds Pathfinder
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Quote:
Originally Posted by xanarot
Thats exactly the point im making . TEAM effort.
Not a team so you can play, but being a part of a team.
Warrior - requires a team behind him to operate. That means its a team effort to let the war do his thing. That doesnt make the warrior part of that team at all, but just a goal for the rest of the party.
The only other class that has the same setup is the monk. However, making sure the monk can play is vital to everybody. A monk being able to heal or not affects the entire party. The warrior hitting something doesnt change anything to how the rest go about with their tactics.
Hence, wars are actually quite weak as they cant do anything unless they get very specific backup. Any other class can.
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Look at a gun. Its function is to fire bullets.
You might say that the magazine of the gun is important, since it holds the bullets.
You might say that the trigger is important, you squeeze it when you want to fire.
You might say that the loading mechanism is important, it moves the bullet into the chamber.
You might say that the firing mechanism is important, it ignites the driving charge, propelling the bullet through the barrel.
You might say that the barrel is important, it compresses the charge gasses, speeding the bullet out through the muzzle.
At the end of the day (or rather: the second that the entire process took), that bullet doesn't give a shit. He was at the center of attention all the time, and now he's flying out there, one kiloJoule of kinetic energy. Was that a "team effort" of all the pieces of the gun? Yes of course. Would there be a point to all that without the bullet? Nope.
That's why warriors can be allowed to be super powerful without becoming overpowered.
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Jun 23, 2009, 03:19 PM // 15:19
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#33
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Quote:
Originally Posted by qvtkc
At the end of the day (or rather: the second that the entire process took), that bullet doesn't give a shit. He was at the center of attention all the time, and now he's flying out there, one kiloJoule of kinetic energy.
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Damn right, one of the biggest parts of playing warrior is to keep things good for your team because you need their backup.
Last edited by Lux Aeterna; Jun 23, 2009 at 03:36 PM // 15:36..
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Jun 23, 2009, 06:38 PM // 18:38
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#34
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Wilds Pathfinder
Join Date: Feb 2006
Guild: TW
Profession: W/
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Quote:
Originally Posted by qvtkc
We are bullets
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I just wanted to say that was the best post I've ever read on this forum.
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Jun 24, 2009, 02:52 AM // 02:52
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#35
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Melee hate is prevalent enough that Warriors aren't super-powered, or overpowered, they're balanced.
If a Warrior can't reach its target, it can't hit the target.
If a Warrior can't hit its target, it can't deal damage (pressure) or gain adrenaline (spike buildup), or spike.
If a Warrior can't pressure, build for a spike, or spike, the opposing team has a chance to push for kills.
Now, in a halfway decent team, the Warrior is going to let its Monk know what's on it (if it matters, of course... Parasitic Bond can sit on me all day if I'm not getting ready to spike the Necro that put it on me... Blind or Empathy, different story) if the Monk isn't already working to remedy the situation. Does that mean that Warriors are overpowered, or is the teamplay overpowered? Neither. Each team member is doing what it does best, and doing it efficiently.
Blind
Cripple
Miss Hexes
Trigger on Attack Hexes
Decreased Movement Speed Hexes
Blocking Stances
Blocking Enchantments
These all pose strong threats to a Warrior trying to do its job. For the most part, Warriors have to depend on another team member to keep clean of these various sorts of nastiness. With a Warrior's job so easy to disrupt/mitigate, Warriors aren't as super-powered or overpowered as some people think. When a Warrior's team is working efficiently to keep that Warrior clean and unhindered, the fury of the storm is unleashed (again, that's not just the Warrior, it's the team as well).
PS: qvtck, we Warriors aren't bullets... we're Armored Whoop-Ass looking for an unProtted target! But I like the metaphor, quite fitting.
__________________
Warrior for Hire
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Jun 24, 2009, 04:26 AM // 04:26
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#36
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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One more: no-adren hexes (soothing images and sympathetic visage/ancestor's visage). Those can shut down a war pronto. "Cannot attack" hexes (amity, pacifism, binding chains) are bad too, but they tend not to last as long, because they're removed as soon as you take damage.
Quote:
Originally Posted by Tyrael_Eveningsong
Blind
Cripple
Miss Hexes
Trigger on Attack Hexes
Decreased Movement Speed Hexes
Blocking Stances
Blocking Enchantments
These all pose strong threats to a Warrior trying to do its job.
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Jun 24, 2009, 09:19 AM // 09:19
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#37
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Academy Page
Join Date: Apr 2009
Location: basement
Guild: [trim],[tMw],[mE],[rose],[DC]
Profession: W/
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This has actually became a fairly good discussion IMO. Theres a lot of viewpoints, but yeah i have to agree, wars arent overpowered, since there are certain things that keep them in line. But then again, they might of been a little overpowered when war endurance was still around. thank god anet nerfed that.
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Jun 25, 2009, 03:23 AM // 03:23
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#38
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Warrior's Endurance in it's current PvE form (skill, not a stance) was a problem in PvP. Why run something else when you can churn out Power Attack every 3 seconds, use Protector's Strike on recharge to maximum effect (let's face it, many more kiting targets in PvP than there ever were in PvP), and still use an IAS and IMS?
I'm glad it got reverted for PvP. It was imba. That being said, ANet does pay (a little) attention to broken stuff that needs to get fixed (every once in a while).
__________________
Warrior for Hire
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Jun 25, 2009, 04:02 AM // 04:02
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#39
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Academy Page
Join Date: Apr 2009
Location: basement
Guild: [trim],[tMw],[mE],[rose],[DC]
Profession: W/
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Quote:
Originally Posted by Tyrael_Eveningsong
Warrior's Endurance in it's current PvE form (skill, not a stance) was a problem in PvP. Why run something else when you can churn out Power Attack every 3 seconds, use Protector's Strike on recharge to maximum effect (let's face it, many more kiting targets in PvP than there ever were in PvP), and still use an IAS and IMS?
I'm glad it got reverted for PvP. It was imba. That being said, ANet does pay (a little) attention to broken stuff that needs to get fixed (every once in a while).
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Def agree there, as much as it was fun to play with killing stuff quickly, i found it a little imbalanced, and i just started to press prot strike and power attack on a spam level... no real skill required.
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Jul 11, 2009, 06:21 PM // 18:21
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#40
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Grotto Attendant
Join Date: Dec 2008
Profession: W/
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Quote:
Originally Posted by Tyrael_Eveningsong
Warrior's Endurance in it's current PvE form (skill, not a stance) was a problem in PvP. Why run something else when you can churn out Power Attack every 3 seconds, use Protector's Strike on recharge to maximum effect (let's face it, many more kiting targets in PvP than there ever were in PvP), and still use an IAS and IMS?
I'm glad it got reverted for PvP. It was imba. That being said, ANet does pay (a little) attention to broken stuff that needs to get fixed (every once in a while).
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actually pot strike is mostly used for the instant attack for spikes / spiking hence why distracting strike was nerfed due to hammer wars using for followup big damage, since then prot strike has replaced d strike [d strike was better cuz of rupt , duhhhhhhhhhh]
and endurance was overpowered...being able to spike every 3 seconds
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SUZUKI RAIDER 150
Last edited by superraptors; Apr 05, 2011 at 09:27 PM // 21:27..
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