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Old Nov 06, 2007, 07:59 AM // 07:59   #1
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This is an outdated edition. Here is the current one: http://www.guildwarsguru.com/forum/w...t10326347.html



Warriors in PvE – The how-to guide


Copyright: This guide may not be duplicated, re-used, re-mixed or re-created anywhere else without my given permission first. You're welcome to PM me to discuss it.

Table of Contents

Part I - Introduction
1.1 – Authors Note
1.2 – What is a Warrior?
Part II – Equipment Selection
2.1 – Weapon Comparison
2.2 - Weapon Bonuses
-Weapon Inscriptions
-Sword Hilts, Axe Hafts, and Hammer Hafts
-Sword Pommels, Axe Grips, and Hammer Grips
2.3 – Shields
-Shield Inscriptions
-Shield Handles
2.4 – Armor
-Insignia
-Runes
Part III – Builds, Skills, and Attributes
3.1 – Attribute and Skill Analysis
-Strength
-Swordsmanship/Axe Mastery/Hammer Mastery
-Tactics
3.2 – Builds
-Cookie-Cutter builds
-Secondary Professions
-Shutdown
Part IV – Miscellaneous
4.1 – Important Techniques
-Pulling
-Holding Aggro
4.2 – Not So Important Techniques
-Soloing/Farming
-Running
4.3 – Other Stuff
-10 Things Which You Must Remember
-Useful Links
Part V – Conclusion
5.1 – Author’s Note
5.2 - Contributors



Part I – Introduction

1.1 – Authors Note

I’ve decided to write a guide for all players wanting to either start playing a Warrior or improve their knowledge and skill with their existing Warrior. I feel that it is important to have an up-to-date guide on Warrior basics and hopefully prevent many players from falling into the mindset that they know everything and that they cannot improve in any way. Meh, enough of that, heres the guide! Enjoy!



1.2 – What is a Warrior?

The Warrior, by definition, is a highly armored soldier who stands toe-to-toe with his enemies, beating them back with one of his many impressive weapons. The Warrior in Guild Wars is not much different, having the ability to fight well, both in groups and by him/herself, and take significant amounts of punishment on the battlefield.



Part II – Equipment Selection

2.1 – Weapon Comparison

When most people start playing a Warrior for the first time, their choice of weapon is just taste – they use what they think is ‘coolest’. However, when the game gets tougher and they have to step up or drop out, their choice of weapon is often questioned. Warriors have the option of using a sword, axe, or hammer, and their similarities and differences will be highlighted in this section.



This table highlights 3 key points:
1) Hammers hit slower, but harder, while axes and swords are faster, but weaker.
2) Axes are more inconsistent damage wise, as their damage range is wider than swords or hammers.
3) Hammers, unlike swords and axes, are two-handed and prevent the use of a shield.

The impact of 1) can be shown in the following table. It shows us that the high damage of the hammer counter-balances it’s slow speed, and that swords have a slightly lower DPS (damage per second) than axes (when Swordsmanship/Axe Mastery is above 12, which it should be). The slightly higher DPS of the axe does not make it superior to the sword. The higher maximum damage from the axe makes it especially powerful when you land a critical hit, and the consistent damage provided by the sword is good for pressure and utility.



Notes on how I got the DPS numbers and such, for those interested, is available here.

2) is important, not only to distinguish swords from axes, but to make axes more ‘spiky’. Spiking is important in PvP, but much less so in PvE, where pressure is the main objective (not to say that spiking is useless, but there's no need to fight with such precision against AI).

The impact of 3) can be shown in another table. If the target takes 15 damage before armor each time, see the damage drop as the AL (armor level) rises. Also, note that maximum AL shields have an AL of 16. The table shows 0, 16, 26, etc, because it goes up in 10+16 (shield bonus), 20+16, 30+16, etc. Another important point to note, which is shown in the graph, is that the more armor you have, the damage taken:AL ratio decreases. To those who don’t understand that fully, an example may help. From 16AL to 26AL, the difference in damage taken is 10.28. From 106AL to 116AL, the difference in damage taken is only 1.08.



Some miscellaneous hammer notes; Hammers often rely on skill chaining, which means using ~3 skills one after the other to get the maximum benefit. While there is nothing wrong with this, monsters in PvE often die quickly, and the death of a foe can disrupt your chain, which can be irritating and can bring your efficiency down. Hammers are also the only Warrior weapon that can knockdown foes, though there are melee attacks (useable with any melee weapon) and other skills that can knockdown foes, such as [[Bull's Strike], [["You Move Like A Dwarf"], and [[Brawling Headbutt].

For those people who are looking for the final decision as to ‘the best’ weapon, the only true answer is none of them. Each weapon has pros and cons, each has good skills and bad skills, each has suitable places to use it in, etc. Learn to play each weapon, experiment, and enjoy yourself. Guild Wars is a game, remember, and if you find something more fun than something else, do it!

2.2 – Weapon Bonuses

While a Warrior’s weapon is already feared on the battlefield, you can add additional bonuses to it to make it more powerful. You can add an inscription, a hilt/haft and a pommel/grip.

Inscriptions

Inscriptions are one of the kinds of weapon bonuses. In Tyria (the Prophecies campaign), and most of Cantha, weapons do not drop with inscriptions. Instead, they have ‘inherent mods’, which are the same as inscriptions, just cannot be removed or changed. For an inscription to be added to a weapon, it must have an inscription slot. To tell if a weapon has one, it should say ‘Inscription: None’ somewhere in the weapon description (when you hold the mouse over it while in your inventory).

There are many inscriptions; I count 51, 16 of which can be put on martial weapons. While some are more useful than others are in general PvE, most of them are of some use.



In general, the best ones are; “Dance with Death” , because of it’s great synergy with an IAS, “Guided by Fate” , because it works well with [[Conjure Flame], “Brawn Over Brains” , for low-energy users, and “Strength and Honor” for it’s all around usefulness.

See the GuildWiki article for more details.

Sword Hilts, Axe Hafts, and Hammer Hafts

In addition to inscriptions, weapons can have a hilt/haft to improve them. Most do not have conditions or penalties, and those that do are compensated for by the bonus. To see if a weapon has a hilt or haft attached to it, you can check if the weapons name has a prefix (something before it). For example, if a Dwarven Axe has a Vampiric axe haft attached to it, it will be called a Vampiric Dwarven Axe.

In general, the best ones are the elemental hilt/hafts, for avoiding physical damage resistances, Zealous, for high energy users, and Vampiric/Sundering for its outstanding damage.

See the GuildWiki article for more details.

Sword Pommels, Axe Grips, and Hammer Grips

In addition to inscriptions and hilts/hafts, weapons can have a pommel/grip to improve them. To see if a weapon has a pommel or grip attached to it, you can check if the weapons name has a suffix (something after it). For example, if a Fellblade has a Sword Pommel of defense attached to it, it will be called a Fellblade of defense.

In general, the best ones are Defense, for its long-term damage prevention, and Fortitude, for it’s potential to save you from a spike or high amounts of pressure.

See the GuildWiki article for more details.

2.3 – Shields

Shields can be used anytime your character is not using their offhand (i.e. left hand). This means that hammers, staves, scythes, daggers, and focus items cannot be used with shields, due to the use of both hands.

Maximum AL shields provide an additional 16AL, no matter where you are hit or which way you are facing.

Warrior shields will have a requirement of either Strength or Tactics.

Shield Inscriptions

Shields can have inscriptions in the same way weapons can. The only differences are that the inscriptions are different, and they are defensive instead of offensive.

In general, the best ones are “Run for your Life!”, for its great synergy with an IAS, and “Sheltered by Faith”, because it’s good with [[Conjure Frost]. Armor +10 (vs. <damage type>) bonuses can be useful, but some are more useful than others. The common damage sources such as Fire and Slashing are good choices, but keep in mind Warrior's already have 116AL vs. physical so you should stick with the elemental ones.

See the GuildWiki article for more details.

Shield Handles

Shield handles work in the same way pommels and grips do. You can tell if a shield has a handle bonus by reading the shields suffix. If the shield is called an Aegis of Devotion, then it has a shield handle of devotion attached.

Fortitude is useful because it has no requirement, Endurance is great because it works well with an IAS, and Devotion has good synergy with [[Conjure Lightning] and similar skills.

See the GuildWiki article for more details.

2.4 – Armor

Warrior armor has a higher AL than all other armors. It provides a base of 80AL, +20 vs physical. This means you will have 100AL vs. physical damage, and 80AL vs. elemental damage, excluding shield bonuses. As a Warrior, your armor does not give any boosts to either energy or energy regeneration. This makes Warriors basically useless for frequent spellcasting.

To better understand how armor works, remember that once you get to 60AL, every 40AL after that will halve the damage. For example, a Dervish hits you with a regular 20 damage scythe attack. You have 100AL, meaning the damage will be halved once. 20/2=10. Excluding weapon and shield bonuses, you will take ~10 damage.

One common mistake Warriors make is that they think armor affects all parts of you. If you have an 80AL helmet and a 50AL cuirass, this does not mean you have 130AL everywhere. Each piece is responsible for its own part. 60AL gauntlets will only give you 60AL if you are hit in the hands, otherwise you would be unprotected by them. The cuirass (chest armor) has a 37.5% chance of being hit, the leggings have a 25% chance to get hit, and the helmet, boots, and gauntlets have a 12.5% chance of being hit.

In addition to the inherent +20AL vs. physical bonus, armor can have both an insignia and a rune attached to it.

Insignia

Insignia work in exactly the way weapon inscriptions do, just that they can be bought from rune traders. There are Warrior specific insignia, as well as general insignia that can be used by any profession. Each armor piece can have its own insignia.

The best few are Brawlers, because the requirement is so easy to meet, Sentrys, because it works well with an IAS, Survivor, because health is always good, Dreadnought, for unconditional elemental protection. Warriors with some kind of knockdown should invest in a Stonefist insignia to increase the time the foes are knocked down (even sword and axe warriors should get one, don't forget skills like [[Bull's Strike], [["You Move Like A Dwarf!"] and [[Brawling Headbutt]). The effects don't stack, sp you'll only need one (doesn't matter where you put it, though boots, gauntlets, and the helmet are the best choices because they are hit the least).

See the GuildWiki article for more.

Runes

Runes work in a similar way to insignia but have some key differences. Most runes raise your attributes, don’t stack, and aren’t location specific. There are 13 different types of runes a Warrior can use.

For a list of runes and what they do, see this GuildWiki link.

A Warrior’s 5 armor pieces generally hold the following runes;

1) Minor/Superior Swordsmanship/Hammer Mastery/Axe Mastery ON THE HELMET. It must be placed on the helmet (the ones that give +1 to a weapon attribute are best), so that if you want to be able to swap weapons, you only have to change the helmet, not the helmet and whichever piece has the rune. Note that it’s possible to take a Major rune, it just that most people take either the extra damage at the cost of some health, or they don’t want to sacrifice any at all. Minor is generally better, as we've seen that an extra 2 ranks in your weapon attribute only raises your DPS by a few points, as the cost of a more noticable 75 health. It's actually less than what's in the table; monsters in PvE have insane amounts of armor (I'd say roughly twice what players can get) so the few points of damage shown will be even less. 1 or 2 points at the very most.

2) Minor Strength. Higher levels of potency aren't of much use, but a minor strength is good for boosting key skills such as [[Flail] and [[Rush], aswell as the additional 1% armor penetration.

3) Minor Tactics. Higher levels of potency are only used in farming builds based around [[Gladiator's Defense] and [[Riposte]. Good for boosting skills such as [[Healing Signet].

4) Minor/Major/Superior Vigor. Good to have a health boost. Keeps you alive… No health penalty for higher potency (would defeat the purpose), so buy the best you can afford.

5) Superior Absorption/Vitae/Clarity. The final slot is a decision between 10 health, 3 physical damage reduction, or reduced durations of blind and weakness. The choice doesn’t have much impact.

Note that you obviously won't need a Strength or Tactics rune if you aren't using any of those skills/your shield requires the other attribute line. Fill the spare slot with something in 5).
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Old Nov 08, 2007, 05:53 AM // 05:53   #2
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I know, Guru chewed up this post when it underwent maintenance. I'm working on it.
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Old Nov 08, 2007, 05:54 AM // 05:54   #3
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Part IV – Miscellaneous

4.1 – Important Techniques

In addition to a good skillbar, a Warrior has many things he has to be able to do to be of the fullest use to his team. These include things such as holding aggro and pulling.

Pulling

Pulling is the term used when large groups are separated into smaller, more manageable groups. While this can be done by anyone, Warriors are best suited for the job because of their high armor level, and because when they return to the group, they will be in a suitable position to engage oncoming monsters in melee. The most basic form of pulling is just moving your aggro circle over the opponents, then running off. This has the disadvantage of allowing the enemies an easy shot. A longbow or flatbow makes the job easier (the stats don’t matter), as it allows you to aggro the enemy while just outside their aggro range. This allows time to get away before they can get their first skill off.

Some things to remember; flag your henchmen in a safe place (watch out for patrolling monsters), and inform real people that you will be pulling, and so to stay with the henchmen. Know the enemies skills – some creatures, Afflicted Mesmers for example, have [[Kitah's Burden], which will slow you down and prevent you getting back to your party. In this case, let them come rushing back to you, and hope that the Monk can heal you in time. Pets and Minions can also cause pulling difficulties, as they sometimes run off uncontrollably.

Quote:
Here’s a list of what to do, screenies included, start to finish;

1) Flag henchies/tell people to stay.
2) Get your longbow/flatbow out.
3) Ensure no patrols will run into the henchies while you are pulling.
4) Approach foes from the best looking angle (is it easy to get back to the henchies? Where do I go if I get separated?)
5) Launch arrow into the nearest foe, and start running while the arrow is flying.
6) Kill enemies when reunited with the henchmen.

http://img237.imageshack.us/my.php?i...ulling1de9.jpg
http://img237.imageshack.us/my.php?i...ulling2qr4.jpg
http://img237.imageshack.us/my.php?i...ulling3dh5.jpg
http://img212.imageshack.us/my.php?i...ulling4zt4.jpg
http://img212.imageshack.us/my.php?i...ulling5zh2.jpg
http://img237.imageshack.us/my.php?i...ulling6an4.jpg
Sorry about the interface, some of it is necessary :P

Holding Aggro


Aggro is the term given to the enemies attention. Because the Warrior has high armor and fights in the melee, it is advantageous for the monsters to be attacking the Warrior, while the other party members assist in killing them with little threat. However, holding aggro is not simply a matter of being in the melee. A number of factors determine aggro. These include current health (if you are using a superior weapon rune, yours will be lower than most other party members), armor level, damage you are dealing, damage they do to you, whether there are more opportune targets (eg, Monks), whether either of you are moving, and at which speed.

Taking in all these factors, you have to be able to capture aggro, then manage to not lose it, releasing most of the aggro you have managed to gain. Capturing aggro is easiest when there are mainly ranged enemies, as they aren’t tempted to rush up to you in the melee, requiring you to be further out from your party. The best way to capture aggro is to have the protection Monk cast a defensive spell on you (perhaps [[Shielding Hands] or [[Shield of Absorption]), then run out, cross your aggro bubble over them (getting their attention), let them take a few hits at you (securing their attention), them letting the rest of the group come back to kill them.

However, just because you have aggro, doesn’t mean you can keep it. If you move, the monsters will consider you as ‘fleeing’ and swap targets, likely running deep into your backline and attacking the Monks. Also, if you, or other party members trigger too many AoE skills at once, the enemy will panic and scatter to get away from it. Skills such as [[Fire Storm] will break aggro after a few seconds, but you can break aggro in a similar way if you use [[Triple Chop] and [[Cyclone Axe] in close succession, or with [[Splinter Weapon]. It is also common for enemies to run off when on low health, you can stop this by snaring them (or get a teammate to do this) with something like [[Crippling Slash], [[Heavy Blow], or in the case of an Elementalist party member, [[Deep Freeze].

Quote:
Ok, so in summary, here’s a list of what to do:

1) Find a suitable group, and flag the henchies/tell party members to stay back while you aggro the enemy.
2) Snag a defensive enchantment or two, depending on the difficulty of the group.
3) Take a few hits to secure their attention.
4) Bring the henchmen/party members back to help kill/support you. AoE spells like [[Searing Flames] help to kill, but try to space them out over time so monsters don’t panic.
5) Try to ensure you won’t lose aggro
6) Try to snare anything that tries to run (but DO NOT move, or you will break aggro with all the others).
7) Once all immediate enemies are dead, and it is relatively safe to charge to ranged enemies, do it.
Some other things make holding aggro easier too. Sometimes if the enemy has to come around a corner to engage you in melee, you can stand at the corner, hit them a few times, and force them to fight back, making them ignore more vulnerable party members.

Final note: Though it is your responsibility to hold aggro (at least in difficult areas where it could be the difference between some party members dying and a less dangerous encounter), this does not mean you should compromise your damage dealing capacity. This goes as far as holding aggro, not as far going W/Mo and taking [[Mending], [[Healing Breeze], and [[Healing Hands], none of which should be on a Warrior’s skillbar for normal PvE.

Quarter Knocking

This refers to timing more than anything. By observing the animation of creatures as they get up after being knocked down, you can time your next knockdown/interrupt to hit 1/4 of a second after they get up, preventing them from using any skills at all (interrupting [[Reversal of Fortune] with [[Disrupting Chop] is always lots of fun). This is much easier in PvP (humans in general, really) because everyone has the same 'getting up' animation, though you'll get the feel for it once you start getting it right.

Heres how you can practice Quarter Knocking:
-You'll need a bar with alot of knockdowns, so you can actually practice with something (you'll probably have to use a hammer). Also, drop your Strength and Weapon Masteries to 1 (thats 0+1, assuming you have minor runes on). High armor is good.
-Go to an area with low-level monsters (so no one will be able to do much damage) and see how long you can keep something down for.

Chiizu Dancing

**Advanced**

This is more of a PvP technique, because it's based around movement, which is of much more importance in PvP. Chiizu himself explained it here, so I'll just leave a link. The post you're looking for is just after halfway down. It's hard to do, and arguably harder to explain .

4.2 – Not So Important Techniques

These aren’t needed in PvE, though they can get you through certain areas in unexpected ways. These include running and soloing (which can lead to farming). Both of these techniques can be used for money-making, which won’t be discussed here (that stuff belongs in the farming forum, found below this one), but techniques are techniques, and knowing how to do both can save your group in several occasions.

Soloing/Farming

Soloing can be as little as being the last man alive and surviving, or as much as going out deliberately to solo for money. As previously mentioned, the latter will not be discussed here.

Soloing is an important technique, not just because it can be the difference between a failed and successful mission, but because it gives you practise in different situations. When the last one up, people often just think ‘Bugger this we’re dead’, and sit there and accept their fate. However, it doesn’t have to be this way. Being somewhat good at soloing teaches you to be calm and cool-headed, and to use all of your skills to their fullest potential (learning to farm teaches you this). Being calm can change the tide of a battle, due to better and quicker decision making, preventing the undesirable last man standing position previously mentioned.

Should you want to farm for either personal experience (becoming cool-headed/learning not to panic) or for the cash, here are some farming threads which I have found useful (not all of them are for Warriors, because becoming cool-headed can happen on any character);

W/E Aatxe/Smite UW

E/Mo HM Minotaurs

W/N HM Devourers

Dual Mo/D 600/Smite team

W/Mo FoW spider solo

For more threads just check out the farming forum.

Running

Knowing how to run, like soloing, is both a moneymaker and potential butt-saver. Often, tough enemies will be just before an outpost portal or significant quest objective. If you feel things are going sour, and you sense an oncoming wipe, you can choose to charge off and try and get to the portal/complete the quest objective. Remember that if the objective is to talk to someone, usually all party members must talk to that person, and so if you rush off and talk to the person, you’re not really any further along than you were if other people are in your group. While you could just leave afterwards, this shows bad manners and people will be less likely to team up with you later.

Running can also be used as a different way to play – run around to unlock outposts on your map rather than fighting to them. Don’t do this all the time though, as you’ll be sacrificing XP from monsters. It is just convenient, it doesn’t provide much else.

Lastly, running can be used as a source of money. I won’t go into much detail here, but it’s basically taking a low-level player from A to B for whatever benefit. See the GuildWiki article for more.

4.3 – Other Stuff

10 Things Which You Must Remember

Perhaps in summary, perhaps as final information, I’ve formulated 10 things which must be carried out in order to maximise your playing experience .

1. Pwn as much as you possibly can – Your job is to kill things. Rip them into pieces! Tear them apart! Whichever you prefer, remember that you have to maximise your damage potential.

2. Do not tank – While you should hold aggro, don’t try and tank. It’s counter productive most of the time and boring as hell. This also means you shouldn’t take 4 blocking stances because you dying isn’t the end of the world (refer to 1.).

3. Be Efficient – Remember that a foe with 30% health can deal as much damage and do as much damage as a foe with full health. Try not to throw around sloppy damage, or this tends to happen. Also, sloppy damage is the kind that is easily mopped up by a quick self heal, so your damage can be wasted.

4. Respect your Monks! – While this comes down to courtesy rather than anything else, remember that if someone dies, it is not always their fault; there are many other factors. Do not instantly shoot blame at them, because they may say ‘If I’m so crap you won’t mind me leaving’. See how far you get then, especially if you’ve only got one Monk.

5. You're a frontliner - Being heavily armored and set for melee, you're going to be the first one to charge in. This means you get the pleasure of getting the first lot of crap from whatever you're charging into. Make your Monks job easier by having a decent amount of health (i.e, superior runes are bad), not running out past your Monks spellcasting range and thus bringing them in range of enemy fire, etc. Take a self-heal if you feel you need one but theres no need to tank.

6. Know when to argue, when to not, and when to help others – There’s no point arguing with someone who is wrong and refuses to accept it resulting in the whole thing just developing into a flame war. I don't know about you but I have better things to do with my time then argue with an idiot (whose name I won't remember the next day) who won't accept the truth. Don’t flame new players or people who aren’t as good as you. Perhaps you could help by referring them to some good forums, such as these (please be smart enough to know where that link leads).

7. Don’t argue with idiots – Somewhat related to 6. Remember, it’s just a game. There’s no need to get angry about it. After all, it’s the internet we’re talking about; even if you win an internet argument (not actually possible, neither person will give up), you're still an idiot.

8. Use common sense – Most difficult areas in this game can be solved with common sense. Just think for a minute and you can find a solution. This also applies to interaction with other people – if something doesn’t seem right, it could be a scam. Analyse things before you do them.

9. Be patient – Don’t feel the need to move on immediately from group to group of monsters. Get into the habit of waiting a bit for the Monks to regain energy to ensure you won’t risk a death on easy fights. Likewise, if you need the group to stop for a bit, tell them.

10. Enjoy Yourself! – It’s easy to get caught up in every single detail about how to be absolutely perfect. Step back for a minute and realise you’re supposed to be enjoying yourself.

Useful Links

As usual, GuildWiki is full of good stuff.
It’s got a glossary
It’s got an article on basically everything – armor, weapons, skills, missions, etc.
There’s much, much more on GuildWiki, just search and you’ll find almost anything.

Celestial Beaver's Guide to using Heroes, definately worth a look.

Part V - Conclusion

5.1 – Author’s Note

Sigh. 6543 words later, I’m writing another Author’s Note. I thought I’d have a lot to say, but I really don’t have that much. I hope it helped . Anyway, to the 4 people bothering to read this, I’d like to know that I appreciate your making this entire guide not as pointless as it could be. As long is it helps someone, I’m happy. I just hope I’m not going to get questions about stuff that’s clearly explained in the guide. Or PM’s from crappy W/Mo’s yelling at me for telling them just how much of a waste of time tanking is. Wow, this is really off-topic… not that there really is a topic, it’s my note to readers… Oh well, I’ll just leave this note how it is.

5.2 - Contributors

I’d really appreciate it if someone could correct me on an typos or things that I’ve missed, give opinions on what I could do to improve this guide, or suggest more things to put in my useful links section. Here’s a list of current contributors:

-GuildWiki, just because it’s so full of good stuff that needs to be known.
-This forum, because it is part of the reason why I know so much stuff about Guild Wars.
-My sister, for editing some parts of the guide (3 quarters of a page out of 15…).

Ok, so before you comment, don’t bother with criticism, unless it is constructive. If you want to PM me or whisper me ingame about something, feel free to do so.

Thank you, and good night.

Last edited by Marty Silverblade; Jul 06, 2008 at 09:49 AM // 09:49..
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Old Nov 08, 2007, 10:41 AM // 10:41   #4
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Restickied.

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Old Nov 08, 2007, 04:50 PM // 16:50   #5
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Very nice guide

You might want to add Enduring Harmony into the useful paragons skills section.
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Old Nov 08, 2007, 05:56 PM // 17:56   #6
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2.1
-Swords do not have lower DPS than axes, unless you're at less than 11 weapon mastery and/or not including criticals. Most people do not do either.
-The spiking/pressure argument isn't a real deciding factor for PvE.

2.2
-"I have the power!" is pointless for warriors.
-Furious is meh, and where is Sundering?

2.3
-Damage reduction stopped being so useful when it was changed to physical damage only. +AL is more useful, especially against elemental damage.

2.4
-Your Fireball example is wrong. Damage listed in spells is usually calculated at an AL of 60 (well, really 3 times caster level), so having an AL of 80 only reduces the damage by the amount of AL over 60, which would be 20 AL or 44% less damage.
-Survivor insignias are nice. Also, a Stonefist insignia is useful when you knockdown stuff.

3.1
-Strength stacks with Sundering. Strength isn't so bad considering what Warriors are meant to do.

3.2
-Usually self heals aren't important unless you're pugging. It should be <self-heal/utility>.
-What's the point of using Cripslash in PvE?

4.3
-I've broken most of the "things you must remember".
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Last edited by Savio; Nov 08, 2007 at 06:02 PM // 18:02..
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Old Nov 08, 2007, 09:19 PM // 21:19   #7
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Quote:
Originally Posted by Marty Silverblade
UBER LEET STUFF! MY GUIDE IS ONCE AGAIN WORKING!!!!!!!!!!! SO, I'LL PROBABLY PM ARKANTOS ABOUT WHAT HE WANTS ME TO DO WITH THIS, I MEAN WITH THE TWO THREADS AND STUFF.
Just start a thread then post the other half, its not uncommin to do that it wount get you in trouble so go for it cant wait to read it when its all clean in a new thread =DD great job man.



Quote:
Originally Posted by Savio
2.1
-Swords do not have lower DPS than axes, unless you're at less than 11 weapon mastery and/or not including criticals. Most people do not do either.
-The spiking/pressure argument isn't a real deciding factor for PvE.

2.2
-"I have the power!" is pointless for warriors.
-Furious is meh, and where is Sundering?

((sundering is crap in Pve furious owns it anyday but Vamp owns all))

2.3
-Damage reduction stopped being so useful when it was changed to physical damage only. +AL is more useful, especially against elemental damage.

2.4
-Your Fireball example is wrong. Damage listed in spells is usually calculated at an AL of 60 (well, really 3 times caster level), so having an AL of 80 only reduces the damage by the amount of AL over 60, which would be 20 AL or 44% less damage.
-Survivor insignias are nice. Also, a Stonefist insignia is useful when you knockdown stuff.

3.1
-Strength stacks with Sundering. Strength isn't so bad considering what Warriors are meant to do.
((omg you did not just mention str.. the % of sundering gained is soo pathetic it makes my eyes bleed.. Also what is 20 armor sundering gana do for you agianst monsters with high Armor.?? like oh lets think Most of HM?? Vamp/Furious wins again =D ))

3.2
-Usually self heals aren't important unless you're pugging. It should be <self-heal/utility>.

(( lol YOU SHOULD ALLLLWAYAYYYS HAVE SELF HEAL AND RES!))
-What's the point of using Cripslash in PvE? (( MONK PROTECTING ever heard of it...? works great with gash so its found a place in my bar when me+guilds go raiding))

4.3
-I've broken most of the "things you must remember".

(( /sighs what is this XBL!!??))
pwnd.

QUOTE)) and Vampiric for its outstanding damage. hes right on the money =D
Sundering + PvE = fail
Sundering + PvP = ownige
Vampirec + PvE = ownige
Vampirec + PvP = decent but very hairy

Sundering is a pvp item in pve the armor is to varied to be consistant. Also -20 armor is very little in general pve - 20 armor will get you +2-5 dmg MAX and that WHEN it CROCS sooo its about .05 per hit rofl.

Vamp is good against a target always no matter what its -3 health from them +3 health for you <3

Last edited by thor thunder; Nov 08, 2007 at 09:49 PM // 21:49..
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Old Nov 08, 2007, 10:55 PM // 22:55   #8
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Quote:
Originally Posted by thor thunder
sundering is crap in Pve furious owns it anyday but Vamp owns all
Sometimes I wonder if any PvErs understand weapon mods, or if they simply feel the need to go with popular opinion.

Quote:
omg you did not just mention str.. the % of sundering gained is soo pathetic it makes my eyes bleed.. Also what is 20 armor sundering gana do for you agianst monsters with high Armor.?? like oh lets think Most of HM?? Vamp/Furious wins again =D
What are you going to put your 103 extra attribute points in then? Water Magic? Even if you spec in Tactics for a shield and heal sig, you still can spec a reasonable amount in Strength.

Quote:
lol YOU SHOULD ALLLLWAYAYYYS HAVE SELF HEAL AND RES!
Why? I have competent monks.

Quote:
MONK PROTECTING ever heard of it...? works great with gash so its found a place in my bar when me+guilds go raiding
If you have Factions, you DSlash stuff till they're down on the ground. If you have Factions and GW:EN, you Brawling Headbutt/DSlash stuff till they stay on the ground.

Quote:
Also -20 armor is very little in general pve - 20 armor will get you +2-5 dmg MAX and that WHEN it CROCS sooo its about .05 per hit rofl.
Sundering isn't -20 armor, and it gives more than +5 damage at max.
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Old Nov 08, 2007, 11:20 PM // 23:20   #9
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Guides are great and all untill ppl get a taste of it for themselves and when they do they want to go develop their own style.It is good for research and merely that I know what I said in the other thread but I reconsidered it as I don't need any of the advice given.

I hope I still have a sundering mod just need to find a good Falchion to put it on.
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Old Nov 09, 2007, 08:33 PM // 20:33   #10
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For the Forceful Malice Crusher, shouldn't it be 16 ranks in Hammer instead of Sword? The damage wouldn't be the best with Hammer rank 0.
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Old Nov 10, 2007, 09:24 PM // 21:24   #11
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Great job on the guide. Thanks for your efforts.
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Old Nov 10, 2007, 11:08 PM // 23:08   #12
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Heh I've had to copy and paste the original copy with all the bugs and stuff in it, let me just straighen the stuff out of it. I've got exams soon so don't looks forward to me doing too much though.
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Old Nov 12, 2007, 06:52 PM // 18:52   #13
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To bad anet took away the ability to tank while holding an object, it made tanking is easier...anet should put in skills that allow a warrior to hold agro easier aka touch skills or shouts that attract enemy fire to them.
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Old Nov 12, 2007, 06:59 PM // 18:59   #14
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Only got through half the guide, but so far so good
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Old Nov 13, 2007, 06:30 AM // 06:30   #15
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Quote:
Originally Posted by jawapet
anet should put in skills that allow a warrior to hold agro easier
Save Yourselves leaves you with 80AL, and all your allies get 160AL+. Everything mobs you then, and if your Monks cant heal 1 Warrior, then maybe you shouldn't be Pugging.
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Old Nov 29, 2007, 01:47 AM // 01:47   #16
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thnx for the guide
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Old Dec 04, 2007, 06:01 PM // 18:01   #17
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I liked it. You have a good writing style and didn't get boring or confusing, which is a plus for guides. I have played warriors for 2 years and still know little of what I do or could do with it. I have learned to chain my skills some and that helped a lot, but I find I deal low damage mostly, and I am not sure why.

I have been carrying Light of Deldrimor lately, as a melee tool (spreads holy damage), was wondering what you thought of that. I want a build that spreads damage as I end up surrounded a lot by 2, 3 or 4 enemies...

Good info.
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Old Dec 04, 2007, 10:17 PM // 22:17   #18
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AoE damage? Get an Axe and use [wiki]Triple Chop[/wiki], [wiki]Cyclone Axe[/wiki], and [wiki]Whirlwind Attack[/wiki]. Don't trigger them too closely together or you might lose aggro. If you really don't care about that though, you can throw in [wiki]Splinter Weapon[/wiki] for fun :P.
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Old Dec 17, 2007, 08:13 PM // 20:13   #19
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Yukito's 3 commandments for warriors...

1. Always strive for more damage.
2. Deep Wound is not "optional".
3. Increased Attack Speed is mandatory.

Those 3 rules should make any warrior more effective if they're missing one...

You won't feel any 'sense of power' if you're lacking rules 2 and 3. Rule 1 is too basic to be ignored...

Have fun!
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Old Dec 17, 2007, 09:08 PM // 21:08   #20
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Vamp's good in PvE, but I'm often running Sundering so I can just sit on the weapon slot. The numbers come out close in the end.
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