Jul 16, 2009, 11:43 PM // 23:43
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#41
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Ascalonian Squire
Join Date: Jul 2009
Guild: Knights of Echovald
Profession: A/Mo
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Frenzy
Ya, go with frenzy, just be prepared for some extra damage. An interesting thought though: what if a Ranger used it for upped attack speed along with some dmg buffs? lol 70 armor and,w/ a good team, rarely in a position to get mob rushed.
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Jul 17, 2009, 06:39 AM // 06:39
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#42
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Frost Gate Guardian
Join Date: Dec 2006
Location: In my lair...
Profession: R/Mo
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Quote:
Originally Posted by cowninja94
Ya, go with frenzy, just be prepared for some extra damage. An interesting thought though: what if a Ranger used it for upped attack speed along with some dmg buffs? lol 70 armor and,w/ a good team, rarely in a position to get mob rushed.
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As a ranger I like to bring Frenzy along but I also bring Natty Stride for a good cancelstance. Flail with snares seems the safest on a warrior though.
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Jul 17, 2009, 03:38 PM // 15:38
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#43
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Krytan Explorer
Join Date: Oct 2007
Guild: IGN Eat Scythes
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Just bring Flail ones you get it... People that are against it here obviously don't know what they're talking about. First, monsters barely ever kite in PvE, so being snared once you get into battle is not a big deal. Second, if you're a good warrior you should have an energy stance to cancel it (such as Sprint, Enraging Charge, or if you're wierd, a crappy tactics stance). If somehow you do become stuck in Flail against a kiting foe, just switch to one that's closer. And remember, in the only real part of PvE that matters now, Hard Mode, enemies move 50% faster anyway, so if they kite not even an IAS will let you catch up to them quickly. I know that with Flail I can be pumping damage much faster than with Frenzy, simply because I don't want either to have the monk to perma-prot me or to take 150 damage every time a stray hit comes at me.
And comparing Mending to Flail is just stupid, because Mending does next to nothing, and Flail gives you 50% more damage, and 50% more adrenaline, with very little downsides in PvE. 50% more damage and adren is more than +3 health regeneration, mirite? If you can't cancel Flail like you would Frenzy (and I would MUCH MUCH MUCH rather be stuck in flail over frenzy....), then there is obviously something wrong with how you play the game.
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Jul 17, 2009, 10:16 PM // 22:16
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#44
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Academy Page
Join Date: Jun 2009
Guild: Knight Of Echovald[KoE]
Profession: A/
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naruto, i must disagree with you in one aspect and give you right on the other one:
teh snare effect, even though you may say in HM enemies kite, is a big deal. as a warrior, you'll want to take out key-enemies: monks and eles usually, maybe a powerful necro or mesmer... these stay behind on the group(yes, in PvE, this happens too)... and what happens to me is that ok, i killed the monk i was aiming for... i want to focus on the other mobs, but the SMS will mean you take longer to reach them... whenever i get to the enemie i want to kill, he's at 10% health alrdy, my team doesnt utterly suck... so, yeah, flail is good to take down one target, utterly sucks for the long term... just my opinion though
must agree that if a foe in Hard Mode does kite, there is nothing u can do to get it unless a long range KD shout, or have a very precise timing of when to use a KD, like bull's strike...
any1 knows what Godmode is? is it just another term for Hard Mode??
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Jul 17, 2009, 10:39 PM // 22:39
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#45
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Administrator
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Quote:
Originally Posted by the slasher
teh snare effect, even though you may say in HM enemies kite, is a big deal. as a warrior, you'll want to take out key-enemies: monks and eles usually, maybe a powerful necro or mesmer... these stay behind on the group(yes, in PvE, this happens too)... and what happens to me is that ok, i killed the monk i was aiming for... i want to focus on the other mobs, but the SMS will mean you take longer to reach them... whenever i get to the enemie i want to kill, he's at 10% health alrdy, my team doesnt utterly suck... so, yeah, flail is good to take down one target, utterly sucks for the long term... just my opinion though
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Disagree with this. I find decent aggroing avoids this problem - they end up close enough that they're easy to get to after killing.
Quote:
any1 knows what Godmode is? is it just another term for Hard Mode??
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It's a build. Read the sticky.
__________________
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Jul 17, 2009, 10:51 PM // 22:51
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#46
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Krytan Explorer
Join Date: Oct 2007
Guild: IGN Eat Scythes
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Quote:
Originally Posted by the slasher
naruto
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I almost stopped here...
Quote:
Originally Posted by the slasher
i must disagree with you in one aspect and give you right on the other one:
teh snare effect, even though you may say in HM enemies kite, is a big deal. as a warrior, you'll want to take out key-enemies: monks and eles usually, maybe a powerful necro or mesmer... these stay behind on the group(yes, in PvE, this happens too)... and what happens to me is that ok, i killed the monk i was aiming for... i want to focus on the other mobs, but the SMS will mean you take longer to reach them... whenever i get to the enemie i want to kill, he's at 10% health alrdy, my team doesnt utterly suck... so, yeah, flail is good to take down one target, utterly sucks for the long term... just my opinion though
must agree that if a foe in Hard Mode does kite, there is nothing u can do to get it unless a long range KD shout, or have a very precise timing of when to use a KD, like bull's strike...
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It's called a cancel stance man. If you think it's that big of a deal, then just hit Enraging/Rush and you're good. You have to bring the same thing with Frenzy, so it's not like it's a big difference. I'd say that if you're doing what you should be (which is taking at least a good portion of the damage while blowing up everything in sight) then you would be canceling Frenzy a lot more than you would Flail.
Quote:
Originally Posted by the slasher
any1 knows what Godmode is? is it just another term for Hard Mode??
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I stopped reading here.
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Jul 17, 2009, 11:02 PM // 23:02
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#47
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Jaigoda
It's called a cancel stance man. If you think it's that big of a deal, then just hit Enraging/Rush and you're good. You have to bring the same thing with Frenzy, so it's not like it's a big difference.
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Canceling with Rush every time Flail gets annoying is a real bitch on your adrenaline. Frenzy ftw.
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Jul 18, 2009, 01:31 AM // 01:31
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#48
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Frenzy or Flail, personal preference, tbh.
What Marty said about proper aggro'ing is key - if you aggro correctly, your enemies won't be that far away from you once your initial target drops, whether you are using Flail or Frenzy, this shouldn't be a problem.
What Bobby2 said about using Rush to cancel Flail is true - it can throw your Adrenaline gain vs. usage completely out of whack. If you decide to use Flail+Rush, you are going to have to pay close attention.
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Warrior for Hire
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Jul 20, 2009, 12:54 AM // 00:54
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#49
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Forge Runner
Join Date: Dec 2005
Guild: Super Fans Of Gaile [ban]
Profession: W/
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If you aggro "correctly" and pull the mobs into a nice ball, then stances don't matter at all. Assuming the rest of your team are running even halfway efficient builds, then the AoE is going to blow up the entire mob group. Using an IAS, any IAS, will barely speed this up and at no point will your party ever be in danger of taking deaths.
Now I say "correctly" as this is indistinguishable from tank and spank. Puller still takes all aggro and groups up mobs so AoE can wipe out all mobs. Maybe you aren't using tons of self-defensive skills, these were only used in other MMO's out of necessity for survival, Prot spirit + SoA all but guarantee survival and serve far more useful roles than purely self-defensive tank skills.
Pulling "correctly" can take painfully long amounts of time, exactly the same amount of time as tank and spank. Correct pulling is safer, but rushing the next group is (sometimes) more dangerous, but faster overall. It is ultimately all about efficiency.
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Jul 20, 2009, 05:18 AM // 05:18
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#50
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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To keep your ade in tune, you can use sprint with flail instead of rush.
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Jul 20, 2009, 03:37 PM // 15:37
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#51
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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For PvE, I use enraging charge and flail, and think it's by far the best possible combination. Yes, SOMETIMES you're in flail trying to chase down a kiter and enraging charge isn't back on yet. It's just a matter of seconds before enraging charge will come back (or someone else hits the kiter). And 90% of the time, it won't happen. You'll charge at the foe you need to focus on, get a few strokes of adrenaline immediately, and then flail away until you need to run somewhere else. It's great. And no adren-upset, since enraging charge is a 5e skill.
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