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Old Aug 26, 2007, 01:33 PM // 13:33   #1
Ascalonian Squire
 
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Default Warrior build-feedback required

Hello,
Ive been thinking about Warriot builds and come up with this:
Swordmanship:12+2
Strength:12+1
Rest to Tactics (if Lions Comfort) or Rest to Command (if Never Surrender)
Enduring Harmony
"For Great Justice!"
Enraging Charge
Flail
Sun and Moon Slash
Dragon Slash (E)
Remedy Signet
Rez or Signet of Return or Lions Comfort or Never Surrender

Its gonna work like this:
Harmony-FGJ-Enrage-flail-3x normal hit-SM-DS-SM-DS-SM-DS-SM-DS, etc.
One thing I dont know is what to do in the cooldown of FGJ
And also does Never Surrender work on self as well?
Any help, tips or feedback?

PS: How do you display the skills in little pictures so if u hover over them, it displays their function?
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Old Aug 27, 2007, 09:12 AM // 09:12   #2
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Hmmm, it's basically a standard post-FGJ buff D-slasher. Remedy Signet plays the part of Mending Touch. Put Swordsmanship up to 12+3+1 for maximum damage.

In regards to the skill icons;

[card ]Dragon Slash[/card] -> [card]Dragon Slash[/card]

They're capital sensitive, don't forget (remove the space in the [card] bit to make it work).

Last edited by Marty Silverblade; Aug 27, 2007 at 09:15 AM // 09:15..
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Old Aug 27, 2007, 10:33 AM // 10:33   #3
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Ty very much
let me try
[card]Dragon Slash[/card]
Hurray it works!
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Old Aug 27, 2007, 01:41 PM // 13:41   #4
Zev
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Bah. for the extra few points of damage you mete out from a sup rune, the 75 health you lose just isn't worth it IMHO.

A minor rune of sword + Sword Helm lets you hit 14 and allows you to have 630 health max just from items (using +30 sword, +30 shield, Survivor +hp armor).

And then by running a Sup Rune you get to go from 14 to 16, and lose 75 health just to go up two ranks. In no way is that even a fair trade off in my opinion.

Now if this is for PvE you can make a minor helm and a sup helm and just switch to the minor if you find yourself getting DP or taking too much damage and would like the extra buffer.

I'll back up my claims with some stats now.

-----
The Summary For those who don't want to read it all:

For the 75 health you give up for having 16 through a Sup Rune you only gain:

4 more bonus damage from D-Slash (than lvl 14),

4% higher chance to make a critical hit (than lvl 14)

8% boost to base damage the 15-22, not damage from skills. (Again, then lvl 14)

You gain only a very tiny boost in damage, and loose out 75 health, your potential for extra damage in the long run does not increase that much. While your potential for staying alive is severely decreased.

More In-Depth Stats, And Sources

At 14 Sword, D-Slash hits for 38 extra dmg and has the break point of giving 5 adren on use. At 16 Sword, D-Slash hits for 42 dmg and is still only 5 adren back. You have traded 75 health for 4 dmg.

Source:http://gw.gamewikis.org/wiki/Dragon_Slash

At 14 Sword, your critical hit chance goes up by 19.6%. At 16 Sword, your critical hit chance goes up by 23.6%. You have traded 75 health for 4% better chance of making a critical hit.

Source:http://gw.gamewikis.org/wiki/Swordsmanship

For Raw damage boost from weapon mastery, I will Source Ensign's wonderfully clear article.

At 12 mastery, damage is 100% of the weapon's potential. At 14 mastery, damage is 107% of the weapon's potential.
At 16 mastery, damage is 115% of the weapon's potential.

These boost to damage are for the base damage, the 15-22, not bonus damage from skills.

If you were going hit for only 22 damage it would look like this. 12=22, 14=23, 16=25. The 16 in weapon mastery gains you only 2 more damage.

----

Could you tell I have too much time on my hands today :P

In the end, play however you like to play. Whatever floats your boat. Have fun.

Cheers!
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Old Aug 28, 2007, 03:31 PM // 15:31   #5
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Oooo so, maybe at this points I should not use anymore sup runes for warrior....uhm interesting, I never knew it. Thx^^
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Old Aug 28, 2007, 03:42 PM // 15:42   #6
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When PvE becomes so unbearably hard that I need that extra 75 health, I'll run minors.
Till then, I'll take the little extra damage, and continue spamming "Save Yourselves!" and "There's Nothing To Fear!" and owning face regardless.
Besides, lower health brings the slight chance the AI won't totally ignore me.
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Old Aug 28, 2007, 08:22 PM // 20:22   #7
Zev
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From what I and others have found is that lower max health is merely ONE factor in holding or getting aggro and by itself having 75 less health would not help that much in gaining or holding aggro.

here is an excerpt from Lytel on the GWO forums, he summed it up quite nicely

"Things that seem to be a factor:
- level
- armour
- health (not just max, your current)
- profession
- death penalty
- aggro

Some of these could be seen as products of the others, for example they target someone with DP not because they see "oh he has DP, let's get him", but because he has low health.

What I mean by aggro, these are general rules I've noticed:
- They target the first person they see (but may change shortly after if a better target becomes visible). If everyone stays out of aggro range for a few seconds when the warrior runs in, he will draw the aggro reliably.

- If they are a melee attacker, and you run past them, chances are they'll run past you, to your squishies.

- If a melee attacker has decided he wants to hit a caster in your backline, and you block his path (he gets stuck on you and can't get past you), after a few seconds he will re-evaluate his target to you, and hit you instead.

- If a melee attacker is snared (crippled, slow hexes), he will more readily give up his target, and attack someone nearer.

- If a melee attacker is attacking a warrior in your team, but someone with lower armour or lower health comes and stands next to him, he will re-evaluate his target to the squishier one. Alesia likes to come and stand next to warriors so that they switch target to her.

- If the warrior runs or changes target, the AI will re-evaluate its target. It will see that there are better people to be attacking.

- If the AI flees (due to AoE damage like Fire Storm), it will re-evaluate its target.

- A target with health regeneration will have a lower priority. If a W/Mo puts Watchful Spirit on Alesia, she will often be the last alive because of this. All these wammos with Mending are very low on the priority list because they have high health, high armour, health regeneration, and do no damage!

- Likewise it seems that a target with health degeneration will be seen as an easier priority.

- The AI seems to take into account if: someone hurts it; or if someone heals a person the AI was attacking."- Lytel, guildwars.incgamers.com forums


- - - - -

To summarize, having 75 less health will not help take or keep aggro by itself. Especially if you take melee aggro by blocking/attacking, you do not take first aggro, other players come too close and steal aggro through offense, have too many enchants or buffs on you (leaving other close by characters squishier, etc)

For the most part I've found that unless your health is less than 50% of max, because of your high armor level most mobs will ignore the warrior unless you took first aggro, have many hexes or conditions on your already.

But as I mentioned last time, this is a game which lets you play however you like to. I support that, play however you like.

Cheers and have fun Hacking N Slashing!

Last edited by Zev; Aug 28, 2007 at 08:26 PM // 20:26..
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Old Aug 28, 2007, 10:43 PM // 22:43   #8
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The above post has pretty much said what I have been telling players for some time now. Glad I don't look like a mad man now that someone else realizes that -75hp isn't making or breaking a warrior in PvE. Major rune of Vigor is minimum, however.

[skill=big]Enduring Harmony[/skill]

This is questionable on a warrior primary. I see how it can work, but I guess we'll chalk this up to taste. It's not ineffective, nor is it the most effective since FGJ! and Flail can very well do the job of adrenal battery. Still, I believe an Eviscerate warrior with his choice of axe skills can outpower this D-Slash/S&M Slasher. My opinion, of course.

As for the -75hp loss, think of the flexibilty in builds you gain. The last 2 att levels equal about 36-38 att points, which can be added to a secondary line, giving you more flexibility. That can be worth the 75hp hit,imo.

The more flexible, the more versatile, the more worthwhile.
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Old Aug 29, 2007, 07:50 AM // 07:50   #9
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Until the extra health on me saves the party, I think I'll stick with the superior weapon rune...I'd also like to have the highest possible chance for the AI to target me, and not the lovely squishes. Feel free to pick apart this very small post, though.
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