Jan 27, 2009, 02:54 PM // 14:54
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#21
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Lol I'm in no way bad, and I told you I would test it anyways, so don't say I'm not listening to you ^^. I usually run bull's on axe or sword bars so I know how to work it.
Last edited by bungusmaximus; Jan 27, 2009 at 02:59 PM // 14:59..
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Jan 27, 2009, 02:56 PM // 14:56
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#22
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Desert Nomad
Join Date: Apr 2007
Location: england (currently located on the south coast)
Profession: R/
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Quote:
Originally Posted by arturfel
WTF?!?!?!?
btw skills 1 to 4 sucks
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if you think frenzy sucks ure dumber than the OP's original bar (not targeted at the OP)
Last edited by payne; Jan 27, 2009 at 02:59 PM // 14:59..
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Jan 27, 2009, 03:09 PM // 15:09
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#23
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Forge Runner
Join Date: Mar 2005
Location: PST
Profession: W/
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Quote:
Originally Posted by Arduinna
Warriors are overrated. Roll a Dervish.
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Dervish are overrated. Roll a Warrior.
If you bring [[frenzy], you also run [[rush].
If you bring [[flail], you also run [[enraging charge].
If you're bringing a hammer, you run 3 KDs. Knock lock with the first two and after opponent gets up, throw Bull's in there for a third. There's no need for another stance since you can cancel Flail with Enraging Charge and you should be hitting an opponent as soon as possible to get Enraging Charge's effect.
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Jan 27, 2009, 04:08 PM // 16:08
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#24
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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How about runes? Most people run 14 strength or 14 hammer mastery? I heard people do both.
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Jan 27, 2009, 04:38 PM // 16:38
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#25
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Jungle Guide
Join Date: Feb 2008
Guild: Aura
Profession: Mo/R
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[skill] Heavy blow [/skill] Is a no no
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Jan 27, 2009, 04:40 PM // 16:40
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#26
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Forge Runner
Join Date: Apr 2008
Location: Canada
Profession: E/
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[Devastating Hammer][Flail][Crushing Blow][Hammer Bash][Bull's Strike][Optional][Enraging Charge][Resurrection Signet]
[Optional] Can be:
[Rush] If you're bad at canceling flail.
[Distracting Strike] For damage compression and an interrupt.
[Distracting Shot] Because weapon swapping is possible.
[Rending Touch] To remove pesky enchantments such as guardian before a spike.
[Shock] Because 4 knockdowns f***ing rapes.
That's what I run on my Hammer warrior.
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Jan 27, 2009, 04:47 PM // 16:47
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#27
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Krytan Explorer
Join Date: Jul 2007
Guild: Old N Dirty [ym]
Profession: W/E
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Quote:
Originally Posted by bungusmaximus
How about runes? Most people run 14 strength or 14 hammer mastery? I heard people do both.
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Better to run 14 strength, 13 Hammer on a Hammer Warrior, that way you get the break for Enraging Charge and you can use a Furious Spear and build pretty much all your adrenaline in 1 hit if you get the furious bonus. It's pretty pro.
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Jan 27, 2009, 05:19 PM // 17:19
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#29
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Krytan Explorer
Join Date: Jul 2007
Guild: Old N Dirty [ym]
Profession: W/E
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Quote:
Originally Posted by qvtkc
About runes, it's ok to use a major rune. Maybe you say now, "but I lose 35 health and it will make me die. Every health is important". You must choose. Either you are scared to die, or you are a warrior.
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No. In RA you should never run a Major rune, possibly in TA or HA if you're confident in your backline you might be able to get away with it on certain characters and then in GvG it's a big no no again.
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Jan 27, 2009, 09:08 PM // 21:08
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#30
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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This thread is slowly becoming a pretty solid guide on how to play hammer warrior, I like.
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Jan 28, 2009, 04:56 AM // 04:56
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#31
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Academy Page
Join Date: Apr 2008
Profession: W/P
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Quote:
Originally Posted by bungusmaximus
This thread is slowly becoming a pretty solid guide on how to play hammer warrior, I like.
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A how to for Hammer Warrior in RA, and perhaps in PvP (more general), cause everybody knows [Earth shaker] is the king of PvE.
Last edited by Brazilian; Jan 28, 2009 at 04:59 AM // 04:59..
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Jan 28, 2009, 05:43 AM // 05:43
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#32
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Wilds Pathfinder
Join Date: Feb 2006
Profession: A/Mo
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[hammer bash] is for losers.
[heavy blow] lays down the hurt.
weakness is very rarely instantly removed in ra.
also, only the fearless and brutal run major runes.
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Jan 28, 2009, 06:10 AM // 06:10
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#33
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Jungle Guide
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There's no compelling reason that you can't run major runes on harder characters in all formats: paragons, rangers and warriors are all sufficiently hard that you won't usually be punished for it, and in formats other than GvG, you can get away with it even on squishies. When you're just being pressured out (as in, distributed red bar pressure) by the other team, the health buffer isn't as relevant. Spike's pretty much gone from most of the formats; in HA occasionally you'll see deathspike, rangerspike, sfspike or some other really dumb spike, but most of those groups are simply gone, and of those spikes, only r-spike can really threaten enough on spike to make that extra health necessary. In TA, the same thing applies; occasionally you face Wail-oriented spike groups or balanced groups that bother to coordinate spikes, but mostly they're just focused on training something out. You'll generally just collapse when your monks burn out, or if you stupidly take too much damage and the catch is hopeless. Granted you still need a decent amount of health to generally survive, but as long as you're around 600 health you're usually okay.
I really don't like heavy blow in any of the formats now because it really constrains your options. The requirement that you unload your KD on a target with weakness can be a pretty sizable hurdle in situations ranging from the practical (target stances after Devastating Hammer, target dies after Devastating Hammer / Crushing / D-Strike) to the absurd (d-shot / sig-hum Devastating Hammer). About the only reason I would use heavy blow now is for Alliance Battles or in GvG for certain splits, although I can't imagine why if we're splitting like that we wouldn't just run some more ridiculous split to begin with.
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Jan 28, 2009, 12:26 PM // 12:26
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#34
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Wilds Pathfinder
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Quote:
Originally Posted by X Cytherea X
[hammer bash] is for losers.
[heavy blow] lays down the hurt.
weakness is very rarely instantly removed in ra.
also, only the fearless and brutal run major runes.
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I like this person, she is a warrior! Also make good movies.
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Jan 28, 2009, 02:25 PM // 14:25
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#35
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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I usually know Cytherea as the self-proclaimed authority on assassins, and as a pornstar. Does she also do warriors? :P
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Jan 28, 2009, 05:35 PM // 17:35
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#36
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Krytan Explorer
Join Date: Jul 2007
Guild: Old N Dirty [ym]
Profession: W/E
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Quote:
Originally Posted by Sun Fired Blank
There's no compelling reason that you can't run major runes on harder characters in all formats: paragons, rangers and warriors are all sufficiently hard that you won't usually be punished for it, and in formats other than GvG, you can get away with it even on squishies. When you're just being pressured out (as in, distributed red bar pressure) by the other team, the health buffer isn't as relevant. Spike's pretty much gone from most of the formats; in HA occasionally you'll see deathspike, rangerspike, sfspike or some other really dumb spike, but most of those groups are simply gone, and of those spikes, only r-spike can really threaten enough on spike to make that extra health necessary. In TA, the same thing applies; occasionally you face Wail-oriented spike groups or balanced groups that bother to coordinate spikes, but mostly they're just focused on training something out. You'll generally just collapse when your monks burn out, or if you stupidly take too much damage and the catch is hopeless. Granted you still need a decent amount of health to generally survive, but as long as you're around 600 health you're usually okay.
I really don't like heavy blow in any of the formats now because it really constrains your options. The requirement that you unload your KD on a target with weakness can be a pretty sizable hurdle in situations ranging from the practical (target stances after Devastating Hammer, target dies after Devastating Hammer / Crushing / D-Strike) to the absurd (d-shot / sig-hum Devastating Hammer). About the only reason I would use heavy blow now is for Alliance Battles or in GvG for certain splits, although I can't imagine why if we're splitting like that we wouldn't just run some more ridiculous split to begin with.
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You do realise that having more health is one of the best counters verses pressure play? The +1 attribute is NOT worth the minus health and when playing a caster or Hammer warrior, when you're off shield with a major rune you only have about 560 health.
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Jan 28, 2009, 08:40 PM // 20:40
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#37
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Jungle Guide
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The plus health is only relevant as a buffer to enable your backline to make a catch; if your backline can't hope to catch you, or is routinely burning energy into post-prot, then your health is a problem.
There's a minor significance for when you top red bars and when you simply degen out. The first is that if you would top a red bar under a major, you would probably not under a minor. The second is if you would simply degen out, you lack the time that health might buy. These are both legitimate concerns, but realistically in any format other than GvG, you simply won't be punished for it that much.
The same principle that explains why radiant runes are a bad choice generally explains why health buffers are irrelevant in any situations where red bars can be manipulated with relative safety in a simple health to energy formula.
TL, DR: the notion that you should never use major runes is parochial.
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Jan 28, 2009, 10:08 PM // 22:08
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#38
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Krytan Explorer
Join Date: Jul 2007
Guild: Old N Dirty [ym]
Profession: W/E
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I disagree, the majority of times I think in all formats apart from AB and possibly TA it is not worth the -35 health trade-off. Rarely is the +1 attribute causing such a difference that it is better than an additional 35 health.
In HA i'd say it's pretty safe to run a major on an Axe Warrior due to the shield giving + health and all the armour and a Paragon as well. On a Hammer I would run a minor as they are never in a shield set unless they are snared and building from range or running somewhere and so it is harder to keep the health around the 600 mark. All other professions I would still run a Minor due to what the health drops to in 40/40 sets, about 560, which is to low.
In GvG we both agree Majors are a no no.
In TA if you're running 2 monks, a healer and a smiter, yeah you could probably get away with a Major on the Necro or smiter.
In RA definitely better to run minors due to the random nature of your team, 35 health can be the difference between a win or a loss.
In AB, yeah, you res so often it doesn't really matter if you die due to 35 health.
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Jan 28, 2009, 10:40 PM // 22:40
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#39
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by eddie the reaper
In AB, yeah, you res so often it doesn't really matter if you die due to 35 health.
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No in AB you don't want to die often. Every member in a decent group plays a role and if that person is missing, it can be a real handicap to the entire team.
Now if this was JQ, then it wouldn't matter....
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Jan 28, 2009, 11:16 PM // 23:16
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#40
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Krytan Explorer
Join Date: Jul 2007
Guild: Old N Dirty [ym]
Profession: W/E
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Quote:
Originally Posted by MasterSasori
No in AB you don't want to die often. Every member in a decent group plays a role and if that person is missing, it can be a real handicap to the entire team.
Now if this was JQ, then it wouldn't matter....
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Sorry please could you point out where I said that you WANT to die often?
What I said was it doesn't matter so much if you die DUE to missing the -35 health, which won't be that often in AB and then when you do die, it isn't very long until you res again.
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