It's been a long time since I saw a post quite so full of complete garbage.
This is all beside the point. In PvP you do not run Warriors for their ability to 'tank', you run them for their damage capabilities. This update has no effect on how often you will see GOOD players using Warriors at all.
And yes, Thumpers have always been a viable option, particularly strong recently, but they suit a different kind of build to Warriors. It is not a straight up swap.
A war's "tank" ability is what kept players from trying to kill them first. Now that their armor is just like anyone else (you are never going to hit a war with physical dmg) you can kill them first with little trouble.
In GvG we have our blind bot on the look out for the war. Soon as he hits frenzy we spike him. After 1-2 kills (depending on how good their monks are) we no longer need to wait for frenzy to spike him down again. We usually dp out the war first then move on to 1 monk then a mes if they have one.
Before this killing the war first was a last priority. Now I make it my top priority. Without the war there it will cut their pressure down, less spike ability, and lower their split capabilities.
Um......seems to me like the made Sentinel armor worth something, no? 100 AL, straight up. Doesn't matter what kind. You want your damage reduction back? Use Dreadnaught's or Sentinel (if you feel like sticking 13 in Str) for starters. Hell, slap Elemental Resistance on your W/Me and use it when you notice everyone attacking you with cold attacks, yaknow?
Everyone seems to think it's open season on Warriors.....well, prove your mettle and make them regret targetting you first. You guys all act like you're the first class to get nerfed hard.
Honestly, the only thing I'm a little upset about is the locational armor change. I mean, they had 14 months to "fix the bug", so to speak, and they didn't do so until now. Just makes them look pretty incompetent as admin and developers, imo.
Slap on tons of smiting spells that affect multiple enemies around you. (retribution, bals aura, etc) It can act as a safeguard during frenzy. Also, cover yourself withskills that cause a miss chance, such as defensive stance or parry.
Remember: Keeping an eye on your health is what many bad players forget to do. Don't e one of those bad people who don't know to use defensive skills.
SO, I now wonder, what kind of armor must I choose to get back some tank-ability? I have that prebuild armor combination everyone had (glads+ asc boots), worked well prenerf.
I've been reading wiki's article about dmg calculation( http://gw.gamewikis.org/wiki/Damage ) but wow that's hard to understand
any one to help me find a good defense/general purpose armor combination?
I'm trying to get my FoW but hey, WTB it only once.
@Luciora: sry if I seem rude in my post, was not my intention. I just start to transform myself into a troll when ppl criticize every warrior they see before seeing them play
Last edited by Turbobusa; Jul 19, 2006 at 08:36 PM // 20:36..
Um......seems to me like the made Sentinel armor worth something, no? 100 AL, straight up. Doesn't matter what kind. You want your damage reduction back? Use Dreadnaught's or Sentinel (if you feel like sticking 13 in Str) for starters. Hell, slap Elemental Resistance on your W/Me and use it when you notice everyone attacking you with cold attacks, yaknow?
Everyone seems to think it's open season on Warriors.....well, prove your mettle and make them regret targetting you first. You guys all act like you're the first class to get nerfed hard.
Honestly, the only thing I'm a little upset about is the locational armor change. I mean, they had 14 months to "fix the bug", so to speak, and they didn't do so until now. Just makes them look pretty incompetent as admin and developers, imo.
It is open season on wars.
Wars, Sins, and rangers are going to have a physical and elemental weapon. Mesmers and necros use armor ignoring dmg but now their wanding does more dmg which can add up over time.
Using elemental resistance does nothing. You get -20+ armor vs physical. Just switch to your physical dmg weapon and your still hitting an 80 AL target. If they don't use elemental resistance use an elemental dmg weapon.
Only classes elemental resistance is going to affect is eles.
SO, I now wonder, what kind of armor must I choose to get back some tank-ability? I have that prebuild armor combination everyone had (glads+ asc boots), worked well prenerf.
I've been reading wiki's article about dmg calculation( http://gw.gamewikis.org/wiki/Damage ) but wow that's hard to understand
any one to help me find a good defense/general purpose armor combination?
I'm trying to get my FoW but he, WTB it only once.
@Luciora: sry if I seem rude in my post, was not my intention. I just start to transform myself into a troll when ppl criticize every warrior they see before seeing them play
Honestly, here's my opinion....
Pick your favorite and most used weapon. That's your helmet.
Gloves are Stonefist so you have advanced KD capability.
The rest depends on what you like to do with your Warrior:
If you like to farm, use adrenaline over energy, and fight mainly physical enemies, go with an Ascalon set.
If you find that your favorite builds are very energy heavy without the means to regenerate, go Gladiator chest/grieves with Plate boots.
If you want to have a nice generic and well rounded set that fits any builds and situations, go with the unconditional 90 AL Plate/Dreadnaught's suit.
Personally, I would go with the 90 AL + 10 vs. physical simply because it's good against whatever you're fighting (106 unconditional AL with a max shield).
Quote:
Originally Posted by twicky_kid
It is open season on wars.
Wars, Sins, and rangers are going to have a physical and elemental weapon. Mesmers and necros use armor ignoring dmg but now their wanding does more dmg which can add up over time.
Using elemental resistance does nothing. You get -20+ armor vs physical. Just switch to your physical dmg weapon and your still hitting an 80 AL target. If they don't use elemental resistance use an elemental dmg weapon.
Only classes elemental resistance is going to affect is eles.
Of course that's not a universal solution, only an example of possible steps that can be taken.
All I'm sayin', twicky, is that the ingenuity of Guild Wars players (and the Warrior community especially) has always impressed me. We've made Warriors that can live through things we originally thought it would take an 8-person party complete with 2 Monks just to make it through...and now people are ready to quit and throw in the towel because their Knight's Boots and Shield only help against physical damage? I can totally understand being a little miffed about it.....hell, I just bought a 15k Kurzick set with Knight's boots 2-3 weeks ago, I'm not a happy camper.....but there are always things that can be done to counter the nerfs.
A Warrior with Plate armor, a max shield, and a +5 AL mod on their weapon still has 111 AL vs. all damage......that's still the highest with the exception of a Ranger vs. one type of Elemental damage. PvP people just need to adapt, is all.
..............and I'll need to go shell out another 20k for replacement boots
Personally, I would go with the 90 AL + 10 vs. physical simply because it's good against whatever you're fighting (106 unconditional AL with a max shield).
I thought about that. does anyone know what AL boost you need to have a 2pts "absorbtion"? would be interesting to compare imo
The reason why they put that on is because i had recently bought a -2/-2 shield so they wanted to make it worthless...
ANET ALSO
posted they were making +5 energy swords a week after i purchased an hod for 100k + 50 ecto and that they were adding a 20/20 sundering mod after i bought 4 10/10 mods......
A war's "tank" ability is what kept players from trying to kill them first. Now that their armor is just like anyone else (you are never going to hit a war with physical dmg) you can kill them first with little trouble.
In GvG we have our blind bot on the look out for the war. Soon as he hits frenzy we spike him. After 1-2 kills (depending on how good their monks are) we no longer need to wait for frenzy to spike him down again. We usually dp out the war first then move on to 1 monk then a mes if they have one.
Before this killing the war first was a last priority. Now I make it my top priority. Without the war there it will cut their pressure down, less spike ability, and lower their split capabilities.
Apologies. My post was relating to good teams playing other good teams, it seems I wasn't clear enough.