Oct 04, 2008, 07:31 AM // 07:31
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Yes, you should change to weapon mastery helms, and swap those for 99% of builds. There are a few exceptions, like Warrior's Endurance scythe, or any build that uses a non-warrior weapon, and farming builds that use skills like Glad's Defense, Auspicious Parry, Defy Pain, etc.
An additional attribute point in weapon mastery deals more damage than one more in strength.
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Oct 04, 2008, 08:37 AM // 08:37
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#3
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Wilds Pathfinder
Join Date: Mar 2007
Location: California
Guild: [Vr]
Profession: E/Me
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I've always laughed at the thought of using a +1 strength 20% shield on my paragon for 1% armor penetration 1/5 of the time, but since that's only a net .20% armor penetration, it's not really worth it.
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Oct 04, 2008, 10:03 AM // 10:03
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#4
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Lion's Arch Merchant
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Different helms.
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Oct 04, 2008, 10:34 AM // 10:34
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#5
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Administrator
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As mentioned, 1 additional wep mastery gives more damage than another strength point does. Besides, I think 14 is the 5 adr breakpoint for DSlash, so you won't want to miss that.
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Oct 04, 2008, 12:00 PM // 12:00
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#6
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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Under most circumstances you'll want to be running 14 Weapon, 13 Str. There are of course exceptions, like running 14 Str to get the +4 adren bonus on enraging charge.
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Oct 04, 2008, 02:45 PM // 14:45
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#7
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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Marty is correct, 14 is the +5 adrenaline breakpoint on Dslash.
I'm with everybody else in the crowd - 14 Sword/Axe/Hammer, 13 Strength would be far better as it does more damage than 1% armor penetration could and it increases your critical percentage. A lot of times I like to run with a conjure, so then I run 12+1+1 weapon, 10+1 Strength, 8 element of choice. 10 element and 8+1 Strength is also a pretty good choice on that.
Last edited by zelgadissan; Oct 04, 2008 at 02:47 PM // 14:47..
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Oct 04, 2008, 02:45 PM // 14:45
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#8
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Forge Runner
Join Date: Aug 2007
Location: WHERE DO YOU THINK
Profession: W/
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Swap helms, more effective. 14 in wep is better as said above.
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Oct 04, 2008, 03:17 PM // 15:17
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#9
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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no matter which melee class you're using, weapon mastery headpieces are almost always the way to go for general play. as has been stated, there are exceptions, but generally you want your head to be the armor piece you change out.
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Oct 04, 2008, 11:09 PM // 23:09
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#10
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Forge Runner
Join Date: Jun 2005
Profession: W/
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14 strength is the breakpoint for [[enraging charge], so it can be usefull on some hammer bars.
But 99% of the time, +1 weapon mastery is better. So yeah, swap helmets
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Oct 05, 2008, 02:22 AM // 02:22
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#11
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Frost Gate Guardian
Join Date: Oct 2008
Location: In your Bed!
Profession: Mo/Me
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why 14 strenght ect? get 12/8/10 or 12/12/8/2
Ahm u should get over 600health-30 eenrgy more is a +
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Oct 05, 2008, 02:30 AM // 02:30
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#12
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Administrator
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12/12/8/2 isn't near possible, 12/12/3 is though I think. 14 Str is mainly for hitting the breakpoint for Enraging Charge.
Also, use proper English. Your last sentence makes no sense.
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Oct 05, 2008, 02:53 AM // 02:53
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#13
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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12/12/3 is the available spread before using a Helm/Runes.
Also, since this would be a good place to ask the question (pointed @ Marty - Sticky Author FTW):
Could he use a Major Strength rune to run 14/14 if he didn't want to lose either Weapon damage or the Adrenaline breakpoint on Enraging Charge?
Sword/Axe he could still have 600hp, Hammer he would have 570hp.
4/5 Survivor Insignias (1 used for Stonefist on Helm/Gloves/Boots), Sup Vigor, one Vitae, a +30 pommel/grip, and a +30 shield (if Axe/Sword, obviously no shield with a Hammer).
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Oct 05, 2008, 03:16 AM // 03:16
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#14
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Administrator
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14/14 is fine. 35 health doesn't matter too much when you're at least scraping 600 health anyway.
EDIT: I wouldn't bother going 14/14 just for Enraging Charge either. Tbh I don't run it; it's a decent skill but I find it boring and I usualy just replace it with something more fun.
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Oct 05, 2008, 03:20 AM // 03:20
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#15
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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^
Sweet Marty. Thx for the fast response.
Personally, I wouldn't lose the 35hp for the additional 1% penetration on skills or 1 strike of Adrenaline from [[Enraging Charge], but I figured that if, for some other reason, a 14/14 build was ever brought up, this would clear it up!
Thx again, and I hope it helps the OP'er as well!
[ EDIT ]
What about running a Hammer, though? It would drop you to 570hp, since you can't use a shield...
Last edited by _Nihilist_; Oct 05, 2008 at 03:22 AM // 03:22..
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Oct 05, 2008, 04:27 AM // 04:27
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#16
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Generally the 1 adrenaline from enraging charge doesnt make much diff (i find), because 4 adrenaline (3 from enraging charge + 1 from hitting) gets you along way to being charged, as well as fueling flail (on hammer), or rush to catch up to kiting foes.
Also, with FGJ up (in pve), charge + hit = full on everything bar d-slash and backreaker (couple of others but u get the drift).
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Oct 05, 2008, 05:55 AM // 05:55
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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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^
Which is why I don't take anything above a Minor on my Warrior.
I was just taking the time to ask, since the conversation in the thread swung that way, and Marty had made a few current posts.
"FGJ!" PvP is just... ugh... yay for PvE/PvP splits! Never really used FGJ in PvP tho, tbh.
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Oct 05, 2008, 06:31 AM // 06:31
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#18
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Jungle Guide
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14 wep. points is strenghth don really do anything remotely useful, theres just no where else to put them.
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Oct 05, 2008, 06:41 AM // 06:41
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#19
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Banned
Join Date: Jun 2008
Location: Aussie Trolling Crew - Spah!
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14 WEAPON
13 STRENGTH
The only time this should change is if you are using the insignias that require 13 Strength and you fear weakness - in which case 14/14 and 13/14 are both acceptable alternatives.
Or just use different insignias. And this is the best choice.
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Oct 05, 2008, 01:41 PM // 13:41
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#20
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Weakness is worthy of the fear. -1 Attributes and only 33% dmg? I hate that Condi. If I ran with Sentinel's insignias I would run 14/14, as I would still have 600hp and 100AL vs. all.
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