Apr 18, 2009, 04:33 AM // 04:33
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#2
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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IMO the helm should have a weapon mastery if it is a +1 weapons helm. Since you only need 1 strength rune, you can put it on another piece of armor in most cases.
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Apr 18, 2009, 04:39 AM // 04:39
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#3
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Sometimes 14 Strength, 13 or 14 Hammer (guess I should say weapon) is run when using [[Enraging Charge]. Significant difference between them.
13 - [Enraging [email protected]]
14 - [Enraging [email protected]]
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Apr 18, 2009, 04:39 AM // 04:39
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#4
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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go +str on helm when you are interested in wearing sentinel's insignias and hit the +4 adrenaline breakpoint for enraging charge. basically, you'll want this when going hammer.
you can probably do the same with warrior's endurance axe, since it gives you +2 damage to your uber power attack and protector's strike. but then again, you might still do more damage with the standard 14 axe 13 str than this.
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Apr 18, 2009, 04:51 AM // 04:51
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#5
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by zelgadissan
Sometimes 14 Strength, 13 or 14 Hammer (guess I should say weapon) is run when using [[Enraging Charge]. Significant difference between them.
13 - [Enraging [email protected]]
14 - [Enraging [email protected]]
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Then unless you are running a +1 weapon, +2str helm (or+1str +1or2 weapon) I'd almost say you'd need to have a second armor slot you are going to be swapping out to do that.
Anyways, since your helm is going to be swapped when you swap a weapon, it should usually have the weapon stat on it. That keeps things simple.
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Apr 18, 2009, 05:11 AM // 05:11
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#6
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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After 12, each point of mastery adds only something like an additional 3% damage...
Recently I switched to 14 strength 13 hammer for a faster charging dev, and it only lowered my critical hit from 73 to 71.
I'm considering making a build with 12 hammer 14 strength, 6 something else (conjure) ?
Basically 14 strength 13 mastery on axe/sword = no, but on hammer = yes, if you want.
Either way it doesn't make a big difference.
Last edited by Lux Aeterna; Apr 18, 2009 at 05:13 AM // 05:13..
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Apr 18, 2009, 09:41 AM // 09:41
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#7
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Frost Gate Guardian
Join Date: Apr 2008
Location: London
Guild: Warrior Nation [WNx]
Profession: W/Mo
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I'd go for a +Str +Str Helmet when running any Warriors Endurance build because it makes it much easier to reach the 31 second duration time so that you can always have it up (y)... Also the +Str will add more damage to Power Attack, Protectors Strike, Bulls Strike, Increase adrenaline for Enraging Charge when specced at 14.
Also baring in mind that Warriors Endurance builds are so versatile and used widely across PvE and PvP it's worth crafting a helm just to run that build more effectively imo...
And yes i do run Warriors Endurance builds... And i <3 them =)
Much <3 my £0.02
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Apr 18, 2009, 06:34 PM // 18:34
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#8
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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Depends entirely on your build. If you're talking about pure damage, the difference between 14 strength/13 weapons mastery and 13 strength/14 weapons mastery is going to be marginal. So you have to make the decision on the basis of your specific skills. For example, if you're using the old ["for great justice!" (pve)]/[dragon slash] combination, you need 14 swordsmanship in order to make [dragon slash] recharge itself with 10 adren.
Quote:
Originally Posted by Carson
I was wondering when it behooves a warrior to go + str vs +xxx mastery on helm? is there a data print out as to dmg output and respective permutations comparing the two?
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Apr 19, 2009, 01:30 AM // 01:30
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#9
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Lion's Arch Merchant
Join Date: Jul 2006
Guild: [LaZy]
Profession: W/E
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i use d slash with only 12 sword and it recharges itself...
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Apr 19, 2009, 02:03 AM // 02:03
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#10
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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That shouldn't happen with that combination unless it is a bug or something else is going on.
DS at 12 [dragon [email protected]]
DS at 14 [dragon [email protected]]
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Apr 19, 2009, 07:45 AM // 07:45
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#11
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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That should happen. Remember, the attack itself nets you 1 strike, then another 4 from Dragon Slash. That's 5, doubled to 10 from FGJ.
14 Swordsmanship nets you 6 strikes.
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Apr 19, 2009, 11:36 PM // 23:36
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#12
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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Hmmm, my first response to this was "completely wrong," but I've read the article on [dragon slash] in the wiki and you seem to be right!
The problem is...I've never gotten [dragon slash] to recharge with 12 swordsmanship. (Yes, I've tried it.) It recharges with 14 only.
Quote:
Originally Posted by Kale Ironfist
That should happen. Remember, the attack itself nets you 1 strike, then another 4 from Dragon Slash. That's 5, doubled to 10 from FGJ.
14 Swordsmanship nets you 6 strikes.
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Last edited by Paul Dawg; Apr 19, 2009 at 11:43 PM // 23:43..
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Apr 19, 2009, 11:45 PM // 23:45
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#13
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Forge Runner
Join Date: Mar 2006
Profession: N/
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the adren loss occurs on skill activation...the adren gain occurs on hit, which is slightly after activation. so afaik (i haven't tested nor do i use dslash), dslash should technically be able to recharge itself @ 12 swordsmanship.
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Apr 20, 2009, 04:07 AM // 04:07
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#14
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I just tried it and it does seem to be recharging. :|
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Apr 20, 2009, 05:33 AM // 05:33
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#15
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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I wonder if they recently tweaked the skill without informing anybody. I know that it never used to recharge with 12.
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Apr 20, 2009, 11:41 PM // 23:41
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#16
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Part of me would like to say yes because to the best of my memory, the hit that you used the skill on didn't give you any ade back for that skill. It would subtract one from all your other skills and if it hit, give you that strike back.
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Apr 21, 2009, 01:08 AM // 01:08
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#17
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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If you are running a W/D WE ScytheWarrior, you can't use a Weapon Rune, and you'd be using a Strength Helm.
Sometimes when using a WE bar with Axe you could.
I generally run a Strength Helm over a Hammer Helm when using a Hammer build.
__________________
Warrior for Hire
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Apr 21, 2009, 01:14 AM // 01:14
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#18
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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[Enraging Charge] is the only compelling reason to go strength. Even on WE axe is slightly better, on most builds WM is far better. Armor penetration is FTL.
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Apr 21, 2009, 03:43 AM // 03:43
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#19
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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That's how I remember it too.
Quote:
Originally Posted by Winterclaw
Part of me would like to say yes because to the best of my memory, the hit that you used the skill on didn't give you any ade back for that skill. It would subtract one from all your other skills and if it hit, give you that strike back.
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Apr 21, 2009, 05:00 AM // 05:00
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#20
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Paul Dawg
I wonder if they recently tweaked the skill without informing anybody. I know that it never used to recharge with 12.
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How long ago was this? If it was far enough back, FGJ! only gave 50% extra adrenaline, so you wouldn't have had DS recharging itself even at 14+ mastery.
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