Aug 19, 2005, 08:28 PM // 20:28
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#21
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Not putting 16 in your weapon attribute, in my opinion, is just plain stupidity.
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Aug 19, 2005, 08:42 PM // 20:42
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#22
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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Alot of times the warrior is the first to die because he runs a little too far ahead of the group. We all know a warrior has to be up close to fight, and normally the monk (Which is often the primary target) is far behind enemy lines. So of course the warrior bolts off to attack said target, but by the time you've gotten there you've got all kinds of elemental, hex, and condition damage. Oftentimes just slowing down so you can stay with your monks will show why warriors are never targeted. Too much armor, therefore too easy for the monk to keep at full health.
To me, 16 is really the only way to go for axe builds.
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Aug 19, 2005, 09:25 PM // 21:25
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#23
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Calibretto_9
Alot of times the warrior is the first to die because he runs a little too far ahead of the group. We all know a warrior has to be up close to fight, and normally the monk (Which is often the primary target) is far behind enemy lines. So of course the warrior bolts off to attack said target, but by the time you've gotten there you've got all kinds of elemental, hex, and condition damage. Oftentimes just slowing down so you can stay with your monks will show why warriors are never targeted. Too much armor, therefore too easy for the monk to keep at full health.
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Its a spur of the moment call, but this is why it is sometimes better to go for the mesmer. (at least initially)
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Aug 19, 2005, 09:29 PM // 21:29
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#24
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Krytan Explorer
Join Date: May 2005
Location: In Yak's Bend like always...
Profession: W/
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ive tried yukito's build out i placed weaken armor on the caster type that was the most threat...stood next to the SoB hit frenzy and was default attacking at 60 dmg per second its a fun a nifty skill works best with a SMART solid heal monk on the team
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Aug 20, 2005, 01:00 AM // 01:00
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#25
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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I agree Neo, I often will do the same. Sometimes a caster will stray too far to the front, confident that the monk will be the primary target. Nailing him instead is a great way to start the fight off, because the monk's now having to scramble to keep him alive, said caster takes off running, and regrouping becomes primary concern rather than attacking the warrior.
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Aug 20, 2005, 03:28 AM // 03:28
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#26
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Eonwe
Not putting 16 in your weapon attribute, in my opinion, is just plain stupidity.
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And that is a flame. Thankfully, your opinion doesn't matter much to me seeing as I obviously play people who are idiots 99% of the time since I'm always being attacked quickly. [most of the time, my monk IS within heal range...]
This "generalizing" that all warriors aren't targeted first all the time is something I've learned not to accept any longer. With a monk a warrior supposed to be hard to kill? Without a monk a warrior supposed to be hard to kill? Come on...
Anyone with a brain knows that killing a warrior is NOT a matter of 2 hours of workable strategy. Armor piercing skills, negate warrior's monk backup for about 3 seconds, and bam, dead warrior. Having 16 in your weapon only ensures your death that much faster.
If anyone thinks a warrior is too hard to kill in 7 seconds or less, they obviously don't get it... Then again, any class is easy to kill in 7 seconds, just need the right strategy. It's sickening to me that people say one thing, when I'm experiencing the other 99% of the time...
Bah to them! bah!!
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Aug 20, 2005, 04:48 AM // 04:48
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#27
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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I wouldn't agree. A sup rune loses 75 health. Now lets think about that... 75 damage can be dealt in one decent spell, so you have 2 ways of thinking: No rune, and give yourself the time to attack for a little bit longer, or take a rune, and kill the threat more quickly. It all comes down to what the warrior's job is.
When an axe warrior is in your team, you want dps from him, correct? Well, an axe warrior with 16 is going to outdamage an axe warrior with 12, and not by any small margin. Therefore, you give up 75 health, yet become that much more efficient at doing what it is your team needs you to do.
Now there's also this point that must be remembered: A warrior with no self heals is not ridiculously hard to kill, as it may sometimes be said. Harder to kill than most casters, but not too hard. On the other hand, a warrior who does bring self heals is one of the hardest classes to kill in the game. Since the opponent doesn't always know which it's going to be (Moderately difficult to near impossible), they're going to pass over you. And for that reason, warriors began, and continue to throw self heals out the window to become more efficient at what they are brought along to do.
You also have to keep in mind (And when I say "you," I don't point out Yukito so much as to anyone reading the post) what form of PvP you're playing in. Random/Team PvP, and yes, a self heal isn't completely absurd. With only 4 players, you WILL be targeted at one time or another. But anything beyond that like tombs or GvG, and bringing a heal is obnoxious, because if the enemy begins attacking you, guess what you're doing? Right class! You're tanking!! If the heat is on you and not, say, a monk or mesmer, well my friend, you've just won that match.
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Aug 21, 2005, 03:05 AM // 03:05
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#28
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Calibretto_9
I wouldn't agree. A sup rune loses 75 health. Now lets think about that... 75 damage can be dealt in one decent spell, so you have 2 ways of thinking: No rune, and give yourself the time to attack for a little bit longer, or take a rune, and kill the threat more quickly. It all comes down to what the warrior's job is.
When an axe warrior is in your team, you want dps from him, correct? Well, an axe warrior with 16 is going to outdamage an axe warrior with 12, and not by any small margin. Therefore, you give up 75 health, yet become that much more efficient at doing what it is your team needs you to do.
Now there's also this point that must be remembered: A warrior with no self heals is not ridiculously hard to kill, as it may sometimes be said. Harder to kill than most casters, but not too hard. On the other hand, a warrior who does bring self heals is one of the hardest classes to kill in the game. Since the opponent doesn't always know which it's going to be (Moderately difficult to near impossible), they're going to pass over you. And for that reason, warriors began, and continue to throw self heals out the window to become more efficient at what they are brought along to do.
You also have to keep in mind (And when I say "you," I don't point out Yukito so much as to anyone reading the post) what form of PvP you're playing in. Random/Team PvP, and yes, a self heal isn't completely absurd. With only 4 players, you WILL be targeted at one time or another. But anything beyond that like tombs or GvG, and bringing a heal is obnoxious, because if the enemy begins attacking you, guess what you're doing? Right class! You're tanking!! If the heat is on you and not, say, a monk or mesmer, well my friend, you've just won that match.
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Good post. And I must say that even though it's true I live longer for that much, I kill faster if I die faster. That's the trade off. One thing I did notice though, they say nobody tanks in pvp, though people still have entire teams of 8 shooting at them. [monks aren't tanks in pvp? lol] In any case, there is one thing I'm curious about.
Canthan Targe - preorder shield
armor 14 (req. tactics 10)
energy +2 (req. swordsmanship 8)
energy +2 (req. Axe 8)
hp+30 (req. strength 8)
I know there are better shields out there with better efficiency in both results and stat output, can someone tell me [or better yet, show me in a pic or in game] a shield that does 3 things for me at max efficiency?
a: high def
b: energy boost
c: hp boost
OR
if it's already 16 armor for X strength,
b: effect 1?
c: effect 2?
If someone can show me a shield that's THAT much better (which I'm guessing it is easy to find, just that I'm unlucky and everyone else is...), I'd like to trade or buy it off ya. ^_^
I'd like 2 HOT bonuses that are comparable to +2 energy/+30 hp.
edit* I want the shield to look cool too. Not like shadow/eternal but at LEAST something worthy of a high ranking knight. Tall Shield being minimum. I dislike the round/crude/wooden/poor 'dirty' shields ^_^ If it's shadow/eternal, hey, I'm for it ^_^
Last edited by Yukito Kunisaki; Aug 21, 2005 at 03:13 AM // 03:13..
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Aug 21, 2005, 04:08 AM // 04:08
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#29
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Ascalonian Squire
Join Date: Aug 2005
Location: Painted Post, NY
Profession: E/Me
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Like you, I've seen tons of teams in the random arenas targeting warriors right off the bat. Whether they're new players that don't know better, or experienced warrior killers doesn't matter, they're still bringing the fight to the fighters.
As far as your shield goes, although I don't play warriors very often, I'ld agree that there are shields out there better suited for your role. Since you like to use frenzy, opening yourself up for increased dam, I don't see why you wouldn't want a max defense shield. Personally, for your build, I'ld want to go with a 16def shield that has -dam while in stance, since your build needs the adrenalin surge from frenzy to pull off the desired combo effectively, and you'll be using it frequently. Now I'm not sure if losing the bonus 2 energy would hurt your effectiveness much, but it seems the extra defense would serve you better in the long run that the extra 30hp.
These are, of course, only my opinions, and I've seen alot of posts arguing +hp vs defense. In my case, I prefer the extra defense, since that will help against a majority of the attacks I'll face, although I have seen an increase lately of direct dam spells and max degen builds, which of course would be helped more by increased hp. In general, be it random, team, gvg, or tombs, I'll go with the defense in hopes it'll keep my dam down enough that the monk doesn't have to worry about me as much.
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Aug 21, 2005, 09:29 AM // 09:29
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#30
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Krytan Explorer
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In comp arena, its often that my warrior gets targeted before others except monk or mesmer, for reasons I yet to discover (and no, my warrior is not below lvl 20 and hes wearing the highest Al :P)
For gvg, my warrior is less targeted but I cant support this firmly as my gvg experience is much lacking compared to arena =/
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Aug 21, 2005, 03:29 PM // 15:29
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#31
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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From what I've read from ensign and others...
For people with low armor values, higher armor values helps. For us warriors or rangers with already high armor values, adding more armor doesn't protect us from what people will be using [armor piercing] skills.
Therefore, getting extra hp is ALWAYS good when you're the warrior people want dead asap using -10 degen ON TOP of armor ignoring lightning or smite magic.
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Aug 22, 2005, 02:49 AM // 02:49
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#32
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Banned
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You can't trade the preorder shield...
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Aug 22, 2005, 06:00 PM // 18:00
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#33
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by ICURADik
You can't trade the preorder shield...
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I know. You can't even dye it or drop it on the floor either. However, I'll trade other things... ^_^
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