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Old Apr 01, 2010, 03:51 PM // 15:51   #1
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Default Best hero set up for warriors?

For now I've tried physway, dishes out lots of damage but only problem is you got a healer and prot henchy that supports your groups. I always use it with 2 melee hench + 2 healer/prot hench. Sometimes heroes die easily againts little mobs, the high level ones in HM. Yes I know how to play, pull and stuff, just need to know what is the best viable option for a warrior?

http://pvx.wikia.com/wiki/Build:Team...ical_Hero_Team
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Old Apr 01, 2010, 04:51 PM // 16:51   #2
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I just roll discord.. Make one hero buff you, maybe AR/splinter..
If your doing alot of vq's, then id suggest u join a vq guild, so you can optimize the party to the best, maybe if u play p-way, and the other player goes sab/discord)
if you want help with some builds, just pm me, i got lots Great for war
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Old Apr 01, 2010, 05:06 PM // 17:06   #3
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Switch out the ER Orders for an ER Protter with something like this:

12 + 1 + 1 Energy Storage
2 Healing Prayers
8 Protection Prayers
10 Smiting Prayers

Ether Renewal
Aura of Restoration
Infuse Health
Protective Spirit
Spirit Bond
Shield Guardian
Convert Hexes
Strength of Honor (disable and micro)

Then switch out the prot from the Minion bomber and put it into curses and take Barbs and MoP.

Something like that and you should be fine.

EDIT: And put the Smiting points from the Rit into Restoration and add Protective Was Kaolai, Life and Spirit Light.

Last edited by Rodnak; Apr 01, 2010 at 05:08 PM // 17:08..
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Old Apr 01, 2010, 06:04 PM // 18:04   #4
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2 monk heroes with ROJ and melee buffs (splinter, SOH, etc) and a necro hero with melee buffs (Dark Fury, Weaken Armor, etc) is the best option for a warrior.

Prove me wrong.
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Old Apr 01, 2010, 06:34 PM // 18:34   #5
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If I go physway, I get a huge damage output but low support.
If I go sabway, damage output suffers but has good support.
If I go discord, it has a very good balance but warriors have bad energy management.

Edit: Anyone has a discord warrior build suggestion? Preferably with an axe.

Last edited by Banane-O-Man; Apr 01, 2010 at 07:39 PM // 19:39..
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Old Apr 01, 2010, 08:02 PM // 20:02   #6
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Quote:
Originally Posted by Banane-O-Man View Post
If I go physway, I get a huge damage output but low support.
If I go sabway, damage output suffers but has good support.
If I go discord, it has a very good balance but warriors have bad energy management.

Edit: Anyone has a discord warrior build suggestion? Preferably with an axe.
I got a great discord warrior build, Pm me in game!
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Old Apr 01, 2010, 08:15 PM // 20:15   #7
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Originally Posted by kajusbonus View Post
I got a great discord warrior build, Pm me in game!
I need your IGN for that
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Old Apr 01, 2010, 09:40 PM // 21:40   #8
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Discord doesn't work as well on warriors than on necros or other casters.

I would go with Rodnak's suggestion.
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Old Apr 01, 2010, 10:52 PM // 22:52   #9
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Quote:
Originally Posted by Rodnak View Post
Switch out the ER Orders for an ER Protter with something like this:

12 + 1 + 1 Energy Storage
2 Healing Prayers
8 Protection Prayers
10 Smiting Prayers

Ether Renewal
Aura of Restoration
Infuse Health
Protective Spirit
Spirit Bond
Shield Guardian
Convert Hexes
Strength of Honor (disable and micro)

Then switch out the prot from the Minion bomber and put it into curses and take Barbs and MoP.

Something like that and you should be fine.

EDIT: And put the Smiting points from the Rit into Restoration and add Protective Was Kaolai, Life and Spirit Light.
Will Ether Renewal heal the hero when he casts infuse?
And should I leave strength of honor on the hero also? For more self heals and energy?
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Old Apr 01, 2010, 11:32 PM // 23:32   #10
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Originally Posted by Banane-O-Man View Post
Will Ether Renewal heal the hero when he casts infuse?
And should I leave strength of honor on the hero also? For more self heals and energy?
When the hero has Ether Renewal on, he heals with immense numbers. And because of Ether Renewal he doesn't sacrifice half his health. Strength of Honor should be on this hero too, because of Ether Renewal he has perfect energy management and can handle the cost.

The only thing the ER Prot doesn't have is party-wide healing. This is taken care of by the Ritualist with Protective was Kaolai. This setup should provide enough healing to keep you alive.

I suggest taking 1 monk henchmen or 2 in tough areas. Rest doesn't have much inpact, though physical works well with Barbs and MoP.
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Old Apr 02, 2010, 12:08 AM // 00:08   #11
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Ya I was thinking of running this with 2 monks hench and 2 phys or 1 interupt+earth henchie.
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Old Apr 02, 2010, 02:35 AM // 02:35   #12
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ER protter (pre-prot yourself)
SoS Rit (splinter, ancestor's rage, SoH)
MM with prots or curses


With a 100b Warrior, you can aoe spike mobs down really fast.
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Old Apr 03, 2010, 11:55 AM // 11:55   #13
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I run the above wiki hero set up. You say you struggle sometimes with the healing you get. I don't know what build you're running but whatever you run I suggest taking SY! I runt he DSlash war build, which pumps huge damage as well as great damage mitigation. As for heroes, I take 2 monk henchies, 1 physical and, where available, 1 earth. Seeing as you're in the front line and should be taking out casters, some physicals like to stray away to your backline. If you've got Enfeebling Blood somewhere, coupled with Ward Against Melee, the damage is reduced by a good ~70% or so, and that's before SY!

Maybe it's just me, but I really, really don't like taking ER Protter. I think that the hench healing is adequate along with a few prots on your heroes. There's too much to be gained in supports from heroes to waste it on a healer! Also, remember to micro Strength of Honour on all of your party's physicals - the Rit doesn't need much energy really and has a 0 energy elite with 2 e-management skills.
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Old Apr 03, 2010, 02:21 PM // 14:21   #14
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Originally Posted by Sethellington View Post
I run the above wiki hero set up. You say you struggle sometimes with the healing you get. I don't know what build you're running but whatever you run I suggest taking SY! I runt he DSlash war build, which pumps huge damage as well as great damage mitigation. As for heroes, I take 2 monk henchies, 1 physical and, where available, 1 earth. Seeing as you're in the front line and should be taking out casters, some physicals like to stray away to your backline. If you've got Enfeebling Blood somewhere, coupled with Ward Against Melee, the damage is reduced by a good ~70% or so, and that's before SY!

Maybe it's just me, but I really, really don't like taking ER Protter. I think that the hench healing is adequate along with a few prots on your heroes. There's too much to be gained in supports from heroes to waste it on a healer! Also, remember to micro Strength of Honour on all of your party's physicals - the Rit doesn't need much energy really and has a 0 energy elite with 2 e-management skills.
I don't think that wiki build is such a 'great' build, even though it is rated 'great'.

First of all, not enough condition removal besides smite condition. Smite condition removes 1 condition over 7s and it is weak against stacked conditions and condition removal is more important for physicals than casters because blind and weakness are common. Second, heroes dont use Mark of Pain well unless you micro. Third, dual orders is very expensive (34% life sac every 5s), even for a ER hero which doesn't cast ER perfectly, all just to support 2 physicals (you+a hench) is overkill. Last but not least, not enough red barring or healing. Blood bond should help but on the orders ER that needs to cast 2s OOP every 5s, you may not get it as often as you want to without micro, plus there are other skills on that bar competing for cast time, like the 2s cast time Barbs and DF every 5s.

The rest are minor points. While you can still micro prots like PS, having prots on the MM is less desirable because the MM is usually too busy casting 3s animate (if you are killing fast enough) or 2s death nova to be casting prots on his own. Can do with more hex removal than just the smite hex removing 1 hex every 12s. If you are dependent on hench healers, and you have weak red barring, you have to watch out for hexes because hench healers in some campaigns do not carry hex removal.

I think the build would be weak in areas with lots of conditions and hexes, for example the insects in HM Dalada Uplands, and SY! would not help as much in that situation.

This is what I use:

http://www.guildwarsguru.com/forum/b...t10429464.html

...if you dont like Blood Bond, you can put the points for Blood into Curses and replace it with Barbs for more physical damage.

Last edited by Daesu; Apr 03, 2010 at 02:33 PM // 14:33..
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Old Apr 03, 2010, 02:44 PM // 14:44   #15
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Originally Posted by Daesu View Post
I think the build would be weak in areas with lots of conditions and hexes, for example the insects in HM Dalada Uplands, and SY! would not help as much in that situation.

This is what I use:

http://www.guildwarsguru.com/forum/b...t10429464.html

...if you dont like Blood Bond, you can put the points for Blood into Curses and replace it with Barbs for more physical damage.
You say you have trouble with condition removal, but you only have 1 removal skill. I'm well aware that Mode Body & Soul >>>> Smite Condition for removal, but it's still only 1 skills. Feel free to put Dismiss instead of 1 of the minor prots on the MM and put in MB&S on the SoS. With the buffs already on you, OoP isn't necessary so take it out if you think the sacrifice is too great and you're dying. I'd definitely keep in Dark Fury though, especially if running SY! Also, you want Barbs and MoP somewhere to synergise with you and the minions, and your build doesn't have that unless you take out Blood Bond, which you don't. Besides you'd be speccing into too many atts if you did that.
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Old Apr 03, 2010, 02:56 PM // 14:56   #16
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Originally Posted by Sethellington View Post
You say you have trouble with condition removal, but you only have 1 removal skill. I'm well aware that Mode Body & Soul >>>> Smite Condition for removal, but it's still only 1 skills.
That is the neat trick about MB&S.

Description says: Target ally is healed for 20...96...115 Health. That ally loses one Condition for each Spirit within earshot.

With SoS+Life, you can remove up to 4 conditions + 102hp with each cast of MB&S costing a mere 5e. With a 3s recharge instead of 7s (i.e. your smite condition) and yes, all within just a single skill.

Quote:
Also, you want Barbs and MoP somewhere to synergise with you and the minions, and your build doesn't have that unless you take out Blood Bond, which you don't. Besides you'd be speccing into too many atts if you did that.
Actually my build caters for that and I have clearly stated that if you prefer to go with Barbs, you can replace Blood Bond and put the points from Blood to Curses. You dont need much att points for Enfeebling Blood to be workable. MoP is just a waste of a skill slot on a hero who would even cast it on the single foe left standing.

Last edited by Daesu; Apr 03, 2010 at 03:06 PM // 15:06..
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Old Apr 03, 2010, 03:14 PM // 15:14   #17
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Originally Posted by Daesu View Post
That is the neat trick about MB&S.

Description says: Target ally is healed for 20...96...115 Health. That ally loses one Condition for each Spirit within earshot.

With SoS+Life, you can remove up to 4 conditions + 102hp with each cast of MB&S costing a mere 5e. With a 3s recharge instead of 7s (i.e. your smite condition) and yes, all within just a single skill.

Actually my build caters for that and I have clearly stated that if you prefer to go with Barbs, you can replace Blood Bond and put the points from Blood to Curses. You dont need much att points for Enfeebling Blood to be workable. MoP is just a waste of a skill slot on a hero who would even cast it on the single foe left standing.
So put MB&S on the SoS. Fixed. Since regardless of atts it'll remove 1 condition for each spirit, and you shouldn't be in dire need of healing.

And like I said, it's good to have both. Blood Bond is a really powerful skills for melee, and so is Barbs and MoP. From my experience, MoP really isn't a wasted skill on heroes.
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Old Apr 03, 2010, 03:29 PM // 15:29   #18
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Originally Posted by Sethellington View Post
So put MB&S on the SoS. Fixed. Since regardless of atts it'll remove 1 condition for each spirit, and you shouldn't be in dire need of healing.

And like I said, it's good to have both. Blood Bond is a really powerful skills for melee, and so is Barbs and MoP. From my experience, MoP really isn't a wasted skill on heroes.
That sounds more like a bandaid than a fix. You still dont have enough red barring as the OP and I have already said.

The AI doesn't choose MoP targets well. And barbs is meh because of its 2s cast time.

Last edited by Daesu; Apr 03, 2010 at 03:33 PM // 15:33..
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Old Apr 03, 2010, 03:42 PM // 15:42   #19
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Quote:
Originally Posted by EFGJack View Post
2 monk heroes with ROJ and melee buffs (splinter, SOH, etc) and a necro hero with melee buffs (Dark Fury, Weaken Armor, etc) is the best option for a warrior.

Prove me wrong.
I wouldn't say this absolutely yet, but you did have some pretty impressive times in Forge and Ooze pit. When I get back into GW again I'll see if I can't prove you wrong.
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Old Apr 03, 2010, 07:51 PM // 19:51   #20
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Originally Posted by Daesu View Post
That sounds more like a bandaid than a fix. You still dont have enough red barring as the OP and I have already said.

The AI doesn't choose MoP targets well. And barbs is meh because of its 2s cast time.
I don't see how... You were probably right in saying there could be some more condition removal but I've really never had to use more than the 2 monks hench backline and minor prots. Especially on a War pumping SY! But same goes for all my squishy chars too.
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