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Old Jan 06, 2007, 04:28 AM // 04:28   #21
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There isnt any wrong or right answer when it comes to secondary classes . However there are wrong and right skills you use from secondary classes. The main reason I use my secondary is for alternate skills like I like dash over sprint and to handle conditions on my own like mending touch and plague touch/signet among others.
Experiment with classes and skills that work well with what you are playing to achieve. As far as healing breeze goes dont use it unless your farming a waste of 10 energy which can get removed by enchant removals and you will still probable get damaged more then healing breeze will heal for.
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Old Jan 06, 2007, 08:45 AM // 08:45   #22
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/E: Shock. For PvP. Hardly used any more, from what I see.
/Me: Resistances in PvE.
/Mo: Mending Touch. Only.
/N: Plague Touch.
/R: Err...pet? I don't know.
/A: Teleports, such as Shadow Prison and Death's Charge, and Dash.
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Old Jan 06, 2007, 01:59 PM // 13:59   #24
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Warriors don't need a secondary profession.
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Old Jan 06, 2007, 05:00 PM // 17:00   #25
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I like to run "pure" but Necro Plague Touch is worth having in many areas of Tyria.
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Old Jan 06, 2007, 05:59 PM // 17:59   #26
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As has been said, warriors don't need a secondary... So therefore they should choose monk. Why? For the resurrection skill. I use 7 warrior skills and Rebirth (well, sometimes condition removal), and I have totally lost count of the number of times where I have been the only party member left alive, resurrecting all the others.
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Old Jan 06, 2007, 10:49 PM // 22:49   #27
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The W/Mo hate is ridiculous. The W/Mo has to be possibly the greatest survival build that a warrior can use. A warrior with a solid mix of Tactics,Stength,Healing/Smiting/Protection prayers(Any 1 of the 3, not all), and a decent to mid range weapon skill can tank whole areas, as long as they avoid enchantment stripping and the occasional stance removals.

The real reason for W/Mo hate is based on the fact that the build is rarely ever used to effectively help a team, since it is more a soloist type of tank. The hard res is its only real team credit, which is not needed in PvP, so that would make a W/Mo "useless" in a PvP enviornment.

Also, in said eviornments, the dedicated monks will normally handle all things in the realm of healing and/or protection. This being the case, the W/Mo is once again not needed to use any type of healing/protection from the monk line-and making use of that secondary once again "useless".

This was not always the case, for in the beginning, W/Mo was the prefered PvE warrior due to the same things that now make the build hated. The Paladin is awesome in a place where only 1 monk is available or where two Paladins that know what to do can kill, protect the back lines and control aggro all at the same time. This type of Paladin, however, is non existant in this current point in gameplay. It is so hated that it has been shoved into non existence, and thus, is an unpracticed art of combat. Two smiting warriors with SoJ can surely decimate a mob with relative ease, even in the current state of AI development. Though energy heavy, with the proper mix of adrenal skills and tactics, these warriors dominated the prophecies PvE scene for roughly the entire first year.

I had a W/E that couldn't get in a group to save his life back then, but now, thanks to its PvP popularity, he can get in any group he wants. However, the W/E, like the E/Mes, is very dependent on monk healing that the W/Mo and E/Mo can somewhat supply for itself.

Even W/Mes, with its inspiration powered stances, can't survive like a W/Mo on a solo level in the various different areas of the 3 chapters, due to its dependence on monks for constant healing. The healing signet, though always useful, is in itself an achilles heel with its -40 AL while in use. However, now with Lion's Comfort, a warrior has an effecient heal, but blindness makes it useless since it is based on adrenaline. The same amount of tactics and strength used in any normal warrior build make this new NF warrior heal the equal to healing signet, and will make its way to every warrior skill bar. And even though W/Mes has started to make its name as a farmer's build in recent, it really shines in enviornments where the monsters are totally physical or totally elemental damage based. That makes the W/Mes a warrior with a learning curve, where a W/Mo is rather pick up and play.

That being said, the W/Mo is still useful in PvE, so don't count it out as just a "What everyone else plays" type warrior build.
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Old Jan 06, 2007, 11:52 PM // 23:52   #28
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Dude, they have tons of "Second Proffesion of Warrior" threads, why don't just make a sticky on what should they be.
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Old Jan 07, 2007, 01:43 AM // 01:43   #29
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Quote:
Originally Posted by LightningHell
/E: Shock. For PvP. Hardly used any more, from what I see.
/Me: Resistances in PvE.
/Mo: Mending Touch. Only.
/N: Plague Touch.
/R: Err...pet? I don't know.
/A: Teleports, such as Shadow Prison and Death's Charge, and Dash.
I think people use /R for pets and poison, although neither is great..


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Old Jan 07, 2007, 04:00 PM // 16:00   #30
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*I never use /Mo for healing, basically only when I am running a Hammer build in high level areas (Ring of Fire) where:
Backbreaker->Holy Strike->Soulstone Strike->Crushing Blow->Mighty Blow
is amazing.

For PvE

/E -> Conjure X, Mark of Rodgort, Inferno, Armour of Earth
/A -> Shadow Walk, Dash, Signet of Malice
/Rt -> occasionally a weapon spell
/Mo -> *see above
/N -> Fun self heal/steals, enchantment stripping
/R -> Pet
/Me -> dont use
/D -> dont use
/P -> dont use

Meh, thats what I do, but like the rest of you I most run W only builds.

~A Leprechaun~
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Old Jan 07, 2007, 05:50 PM // 17:50   #31
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Personal Preferences:

PvP
W/A for Shadow Prison
W/Mo for Mending Touch

PvE
W/N for Plague Touch
W/Mo for Mending Touch

There are other good options, but those are the only ones I go with.
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Old Jan 10, 2007, 01:51 AM // 01:51   #32
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i always run a W/Mo when i run to places heavy with hexes.
Smite hexes - reduces the hex duration and hasten the death of foes within the area.

and of course for the Rebirth.
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Old Jan 10, 2007, 04:14 AM // 04:14   #33
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W/R is mostly for IWAY.

When in doubt, go W/Mo. At best, you can just use all warrior skills. Having a hard res or condition removal can be nice at times though.
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Old Jan 10, 2007, 08:17 AM // 08:17   #34
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Quote:
Originally Posted by Effigy
W/R is mostly for IWAY.

When in doubt, go W/Mo. At best, you can just use all warrior skills. Having a hard res or condition removal can be nice at times though.
But you rarely see IWAY nowadays.

I agree on your second point...but many people who go W/Mo in doubt turn up with Mending and Healing Hands. I'd put a disclaimer on it saying "Mending Touch and Rebirth Only". Or something like that.
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Old Jan 10, 2007, 08:28 AM // 08:28   #35
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Quote:
Originally Posted by LightningHell
But you rarely see IWAY nowadays.

I agree on your second point...but many people who go W/Mo in doubt turn up with Mending and Healing Hands. I'd put a disclaimer on it saying "Mending Touch and Rebirth Only". Or something like that.
A combination of Vigorous Spirit and Live Vicariously is good. Helps take some pressure of monks healing.
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Old Jan 10, 2007, 09:51 AM // 09:51   #36
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Quote:
Originally Posted by NinjaKai
A combination of Vigorous Spirit and Live Vicariously is good. Helps take some pressure of monks healing.
Well, in a perfect world, at least one monk should prot, and a warrior should focus on dealing damage.
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Old Jan 10, 2007, 11:12 AM // 11:12   #37
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I miss that brief period in the NF pre-release weekend where I could set my class to just Warrior, nothing else

I was a wammo when Prophecies was released, and I find in hindsight that it adversely affected my flexibility. It made me think that Warriors were there to tank, in much the same way they are in most MMOs.
That held me back.
Once I realised that W/R and Tiger's Fury resulted in better damage output for PvE, I never looked back. That was then I first realised that the whole point of being a warrior was to be a front-line damage spammer, not to sit there and soak up damage. And with that realisation came greater team awareness; deferring your survival to another team member is far more effective. Other synergy ideas followed on.

Let alone which, after moving away from wammo, I began to realise that if you DID want to tank, there were perfectly good warrior skills already in existence for precisely that purpose, that also proved to be a LOT more efficient.

The absolute ONLY reason to go wammo now is for hard res.
I'd even debate Mending Touch's relevance in PvE, as I've used "I Will Survive!" incredibly effectively in the past when running a tank build.
Why remove conditions when you can take advantage of them?

And with hero monks, Mending Touch becomes even more irrelevant. Every monk worth their salt should bring a means of removing conditions, be they smite, prot or heal. There's just no excuse.
Hero monks, having reflexes like rabbits on speed, ensure that no condition lasts longer than a second.
I put Mend Ailment on every hero monk I ever use, even if I take 2 of them.

If there were better hard res skills on the other classes, I'd happily avoid being a wammo for the rest of my GW life.
Except when skill-capping. There's a necessary evil I still have to endure :E
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Old Jan 10, 2007, 11:47 PM // 23:47   #38
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All this take about w/m being trash is rediculous.... it ALL depends on what you are doin... if you are a pve player primarily.... w/m is probably the best choice available.... the cookie cutter mending/healing hands/rebirth .... might be noobish... but it is for a reason...we all have been there...we all have used it...and it worked for all of us... you can play through the entire game with these secondary skills keeping you alive... (of course only in PVE)...... so why all the wammo hate?? because people grow epeen and want to feel superiour to the noob. If you are just starting out in the game... I would HIGHLY recommend w/m in pve.... in pvp of course thats a different story...
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Old Jan 15, 2007, 07:54 AM // 07:54   #39
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ive been messing around with a pvp w/n build that i am fairly supprised with, life transfer + damage vs hex foes sword seems to really catch peeps off guard. then when they run vamp gaze, dark pact barb sig .... kinda crude but totally effective... not having to slam alot of crap to raise base energy either.
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Old Jan 18, 2007, 12:25 PM // 12:25   #40
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Quote:
Originally Posted by clawofcrimson
All this take about w/m being trash is rediculous.... it ALL depends on what you are doin... if you are a pve player primarily.... w/m is probably the best choice available.... the cookie cutter mending/healing hands/rebirth .... might be noobish... but it is for a reason...we all have been there...we all have used it...and it worked for all of us... you can play through the entire game with these secondary skills keeping you alive... (of course only in PVE)...... so why all the wammo hate?? because people grow epeen and want to feel superiour to the noob. If you are just starting out in the game... I would HIGHLY recommend w/m in pve.... in pvp of course thats a different story...
I've had 4 warriors. None has ever been a W/Mo except for when I did droks runs. Why? because it's not a warriors job to heal - irrespective of game style - that is best left to monks, ritualists and to a lesser extent, paragons. If you're worried about defence, it's probably the worst class out there to pick as a warrior secondary - if you must have super leet self heals, then go dervish - no question about it. Personally, my favourite has been W/R, right from the start - before IWAY or Thumpers, even if the build I use nowadays is a bit like a thumper build... Oh and pets are not ftl once you invest enough attributes in them - the combined pressure of a 16 WM weapon and a 10 BM pet is quite nasty. My advice? Dont follow this guy's advice and stay W/Mo, because if nothing else, the stigma attached to this class combo is gonna hinder you. Believe me, people don't like 'wammos...'

Oh and claw, there is nothing wrong with feeling superior in a situation like this. W/Mo is more than just a class - it's a perception of how certain people play their characters. but perception aside, the only efficient reasons for going W/Mo have already been stated. 2 skills. 2 skills out of how many? That is why people who are over their wammo phase feel superior - they know that whatever class they pick, there are a damn sight more than 2 workable skills...
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