Sep 11, 2006, 04:06 PM // 16:06
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#81
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Since you're stance heavy [2 or more makes you stance user in my book], I'd highly recommend going with a sword that's 15% ex. dmg in stance and Legionare's armor. No other armor in the game has 110 AL vs. phys. attacks and 90 AL vs. ele. attacks. Those are the highest AL #'s for the smallest price: a stance... 100 AL vs. everything for 13 str? I'm NOT signing up for that]
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Sep 11, 2006, 04:39 PM // 16:39
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#82
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Lion's Arch Merchant
Join Date: Aug 2006
Location: Manchester UK
Profession: Rt/
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Quote:
Originally Posted by Yukito Kunisaki
Since you're stance heavy [2 or more makes you stance user in my book], I'd highly recommend going with a sword that's 15% ex. dmg in stance and Legionare's armor. No other armor in the game has 110 AL vs. phys. attacks and 90 AL vs. ele. attacks. Those are the highest AL #'s for the smallest price: a stance... 100 AL vs. everything for 13 str? I'm NOT signing up for that]
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Well, since my war is a str base, why not using the 100AL vs all?
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Sep 11, 2006, 06:59 PM // 18:59
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#83
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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...can anyone up my build? And can anyone tell me if "for great justice" and beserker's stance stacks??
Also, i am deciding between Knights armor and dragon armor for my kurzick 15k armor set... still unsure...i might get gladiators though...it depends if i ever need the energy... i acually don't see the greatness for glads armor. I actually might just stick with sentinals because its the best to go with my beserkers stance, which gives me lots of easy adrenaline, plus if it stacks with "for great justice" ill be able to use my dragon slash quickly, and then rely on dragon slash's effect to make it futher easier.
Also would anyone suggest me subtracting one atribute point from swordsmanship to tactics, that would become 11 tactics =D! although i lose 2 attack from spells, but thats not extremely terrible =D plus adding a major rune to strength making it 11 swords (will get +3 from superior rune) , 10 strength ( will get +1 from helm, +2 from major rune), 10 tactics (will get +1 from minor rune)
Unfortunately, i will lose 105 health, but using my superior rune of vigor and my two fort. mods from my sheild and sword, ill will be regular health (480)
Last edited by Dante the Warlord; Sep 11, 2006 at 10:57 PM // 22:57..
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Sep 13, 2006, 12:35 AM // 00:35
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#84
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Actually I think by replacing final thrust for garalth slash i should have a nice buid. +80% adrenaline is really nice, also does anyone think i should use sun and moon slash....its on a build guildwiki thats almost the same as mine.
Also, still need suggestions for the above post by me
Last edited by Dante the Warlord; Sep 13, 2006 at 12:39 AM // 00:39..
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Sep 13, 2006, 07:35 PM // 19:35
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#85
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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lol im not using anything from my ranger stats..... is tiger's fury better at gaining adrenaline then beserker's stance? take into note that I AM USING "for great justice" still
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Sep 13, 2006, 07:39 PM // 19:39
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#86
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Berserker's gains adrenaline faster, but TF allows for a constant attack speed if you use a zealous weapon
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Sep 13, 2006, 07:49 PM // 19:49
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#87
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Still need some answers and opinions
VVVVVVVVVVVVVVVVVVVVVVVVVVV
Also, i am deciding between Knights armor and dragon armor for my kurzick 15k armor set... still unsure...i might get gladiators though...it depends if i ever need the energy... i acually don't see the greatness for glads armor. I actually might just stick with sentinals because its the best to go with my beserkers stance, which gives me lots of easy adrenaline, plus if it stacks with "for great justice" ill be able to use my dragon slash quickly, and then rely on dragon slash's effect to make it futher easier.
Also would anyone suggest me subtracting one atribute point from swordsmanship to tactics, that would become 11 tactics =D! although i lose 2 attack from spells, but thats not extremely terrible =D plus adding a major rune to strength making it 11 swords (will get +3 from superior rune) , 10 strength ( will get +1 from helm, +2 from major rune), 10 tactics (will get +1 from minor rune)
Unfortunately, i will lose 105 health, but using my superior rune of vigor and my two fort. mods from my sheild and sword, ill will be regular health (480)
Actually I think by replacing final thrust for garalth slash i should have a nice buid. +80% adrenaline is really nice, also does anyone think i should use sun and moon slash....its on a build guildwiki thats almost the same as mine.
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Sep 13, 2006, 10:16 PM // 22:16
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#88
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Banned
Join Date: Jul 2006
Location: England
Guild: VoB
Profession: Me/
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FFS dude... Why Sentinels, And Glads armor is the best one IMO, knights armor doesnt work anymore due to the nerf, besides you dont have to be adrenaline crazy, there are other good skills for warrior that require energy and not adrenaline , like energy skills.
Besides you can just use Flurry until your adrenaline is all pumped up, which shouldnt take too long, and when it is, cancel flurry and unleash it.
If you going to do PvP, i dont see where you get sword skills in HA its mostly shock warriors or IWAY noobs.
If you mean AB then this is a good one.
Auspicious Party (e) > great for your adrenaline needs
Riposte
Deadly riposte
Sever artery
Gash
Final Thurst
Healing signet
Plage touch
W/N,
Bout 15 in sword, 12 in tactics, and 5 in strenght.
You wont find many people that can beat you, and specially not any warrior if you do this right.
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Sep 14, 2006, 02:01 AM // 02:01
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#89
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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yea, but whats the use of energy if im adrenaline heavy, mostly i run around with 15 energy and that fits my stats just fine, when i put apply poison, though, that made everythin unbalanced., but now im energy low again =D.
and i actually don't, no offense, want to change my secondary being that i have already invested a lot in it, two pets before =).
Mainly id just like to get a better build suited for maybe all around PvE and also for PvP. Guild wiki's poison swordsman looks a lot like my old build, and it looks ok for all around PvP and PvE.
Also, flurry, im not sure about replacing my beloved beserker's stance.... with for great justice and beserkers, i should be able to get all adrenaline required within 5 seconds or so, thats more then enough time... and thats a perfect 15 energy for both and 5 leftover when im in vampiric sword using mode. Im just seeing if a lower swordsmanship and health is worth it to higher tactics for my defenses and the pros outway the cons not many people have 515 health and most people have 455.... at least i think so...
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Sep 14, 2006, 12:48 PM // 12:48
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#90
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Banned
Join Date: Jul 2006
Location: England
Guild: VoB
Profession: Me/
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yeah i have 455 health with a +5 defense pommel and a zealous hilt.
Poison is only -4 degen, and the job of a warrior isnt really to degen its to do damage. Let Necros, Mesmers or Rangers do the degen for you.
Besides think about , you only have 15 energy, if you go against something that drains your energy say a mesmer or a warrior with zealous sword hilt, then you cant pretty much do anything can you. Only adrenaline skills is not a good option.
Oh and GW Wiki PvP builds suck...
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Sep 14, 2006, 06:43 PM // 18:43
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#91
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Franco
you only have 15 energy, if you go against something that drains your energy say a mesmer or a warrior with zealous sword hilt
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Zealous does not drain energy from the target. It merely helps the user get energy back faster. I love my zealous axe as is, but it would be overpowered if it actually drained energy similar to the way vampiric drains life.
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Sep 14, 2006, 07:23 PM // 19:23
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#92
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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How is adrenaline bad if the mesmers drain the energy....? All I have to do is attack regulary, and i automatically gain it (if i have lots of energy skills then i can't use those anyways, and plus i can always do the swtich between +5 energy and -5 energy swords, that help me keep at least 10 energy anyways....besides guildwiki is somewhat linked to guildwarsguru so it can't be all that bad. but thanx for the info on health standards...
i don't know how zealous is helpful though... energy is not that useful to a warrior, unless you are half spellcaster typ (monk, rit, mes, necro, ele) ... i actually don't see the point of glads +8 energy, if i use 15 energy i can fill up all my adrenaline skills and rely on dragon slash to carry the remainder of the build on (+5 adrenaline from dragon slash) even if those pesky mesmers take the energy away. Plus energy recovers REALLY fast, by 6 seconds it probably already recovered! And i can use beserkers and for great justice =)
I am trying to get the defense hilt for PvE, my PvP stuff is filled and ready. I actually don't get why a main adrenaline build is so bad... its the most semi-conservative type of energy. Its only weakness is knockdown hammer users, who make you lose lots of adrenaline, but you rarely see them anymore....
I think ill try my idea about losing 1 swords and losing 35 health, but gaining 4 tactics.
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Sep 14, 2006, 07:57 PM // 19:57
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#93
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Banned
Join Date: Jul 2006
Location: England
Guild: VoB
Profession: Me/
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Ok mate, Let me give you a example what a mesmer could do to your adrenaline skills.
Ineptitude + Clumsiness + Images of Remorse + You're dead and if you not , you cant do anything about it anyway.
Oh and what I meant about Adrenaline skills is , Its not all good going all offense, Thats why I suggest you to use Defensive skills such as block skills.
Trust me, I ll show you if you want, PM me In game.
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Sep 14, 2006, 08:11 PM // 20:11
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#94
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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O...i have block skills... shield stance, that combined with healing singet is super awesome! =D (got it form someone in these forums)
As for playing you to get some more info, i might tommorrow when i finish school up
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Sep 14, 2006, 08:21 PM // 20:21
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#95
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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also, i think think wild blow can totally destroy that if done right, and thats a skill that i sometimes use
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Sep 14, 2006, 08:25 PM // 20:25
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#96
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Banned
Join Date: Jul 2006
Location: England
Guild: VoB
Profession: Me/
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Yeah dude its cool, What kind of PvP are you interested in doing ?
If its ab then i sure can help you, I have ally of the luxons title already and im in a AB guild, can you give a expert Abber course for free lol.
And i know a nice build for W/R aswel, Lets see if i still remember it.
Sever Artery
Gash
Apply poison
Victory is mine (e) ( if your target has 3 conditions this will give you bout 180 health and 15 energy)
Healing signet
Riposte,
Deadly riposte
Final Thrust
15 sword
12 tactics
a few bits in wilderness survive just to get poison pumped
and a rest in strenght.
If you dont have something similar to this, i hope you like it.
You need 15 energy for poison but you apply that before the battle, 5 energy for DR, and 5 energy for VIM, but 5 energy comes back fast anyway.
You will be given a -8 or -9 degen with poison and bleeding and a deep wound with gash, blocking atacks with ripostes, and if you need to heal, use signet and vim, then the final thrust will finish it off, Quite a nice build for W/R.
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Sep 14, 2006, 08:27 PM // 20:27
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#97
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Quote:
Originally Posted by Dante the Warlord
How is adrenaline bad if the mesmers drain the energy....? All I have to do is attack regulary, and i automatically gain it (if i have lots of energy skills then i can't use those anyways, and plus i can always do the swtich between +5 energy and -5 energy swords, that help me keep at least 10 energy anyways....besides guildwiki is somewhat linked to guildwarsguru so it can't be all that bad. but thanx for the info on health standards...
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For PvP, mesmers do not typically target warriors for energy denial. Energy surge and energy burn are used against warriors to punish them for being in frenzy too often. The -5 energy and +5 energy weapons are still going to be of some use to you in PvP, though, to end the malaise and wither hexes earlier than normal.
Quote:
Originally Posted by Dante the Warlord
i don't know how zealous is helpful though... energy is not that useful to a warrior, unless you are half spellcaster typ (monk, rit, mes, necro, ele) ... i actually don't see the point of glads +8 energy, if i use 15 energy i can fill up all my adrenaline skills and rely on dragon slash to carry the remainder of the build on (+5 adrenaline from dragon slash) even if those pesky mesmers take the energy away. Plus energy recovers REALLY fast, by 6 seconds it probably already recovered! And i can use beserkers and for great justice =)
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A warrior has two resources available to help boost their damage output...energy and adrenaline. Zealous helps you get energy back faster (especially the case when using an increased attack speed stance), which in turn helps you do more damage over time. In PvE, I almost exclusively use warrior energy to fuel increased attack speed (33% faster attack rate all the time means 50% more damage over time). In PvP, warriors use their energy for increased attack speed stances (usually frenzy), knockdowns (which also equate to more damage), and increased movement speed stances like sprint or bull's charge. Hammer warriors need energy for key attack skills like crushing blow, irresistible blow, or protector's strike in addition to increased attack speed stances. I hope this explanation helps you understand how both energy and adrenaline are key to maximizing what a warrior is capable of.
Quote:
Originally Posted by Dante the Warlord
I am trying to get the defense hilt for PvE, my PvP stuff is filled and ready. I actually don't get why a main adrenaline build is so bad... its the most semi-conservative type of energy. Its only weakness is knockdown hammer users, who make you lose lots of adrenaline, but you rarely see them anymore....
I think ill try my idea about losing 1 swords and losing 35 health, but gaining 4 tactics.
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Defense mod is ideal for PvE and health mod for PvP. Looks like you've already learned that much from this thread. However, you still seem confused over attributes. Read this thread on game mechanics by Ensign:
http://www.guildwarsguru.com/content...nics-id674.php
It was written long ago, so his former self gives some poor advice about speccing a weapon attribute above 12. While he is correct about the diminishing returns beyond 12, he would today assure you that there is absolutely no reason not to maximize your weapon attribute to 16 (superior rune), 15 (major rune), or 14 (minor rune) depending upon your team's needs.
The only reason to run sentinel's armor is if all you are going to spec into is your weapon attribute and strength (i.e. no secondary attributes and no tactics). Strength as a primary attribute sucks though and it's only real application is to make sprint/rush/bull's charge last longer or to have bull's strike hit for more bonus damage conditionally. Consider this when you form your attribute spread.
Hammer warriors do not make an enemy warrior "lose all adrenaline". There are certain hammer skills that cause the hammer user to lose all adrenaline upon using them. Mesmers or rangers with blackout can cause you to lose all adrenaline and, while effective against all warriors, it is an even better tactic to use against warriors who use dragon slash.
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Sep 14, 2006, 08:41 PM // 20:41
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#98
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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lol im such a noob, wild blow dosen't knock down, forget that, i meant sheild bash (it will block your attack skill!) Plus i have 13 strength :-P
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Sep 14, 2006, 08:46 PM // 20:46
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#99
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/
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Quote:
Originally Posted by Gigashadow
Wrong, it is a large difference, and whether the warrior is adrenaline based or not has no relevance whatsoever. Vampiric is almost twice as good. For the numbers see here here
...... Here's a slightly noob question though: Does Sundering mod, Judge's Insight, and Penetrating Blow/Sundering Shot stack? I've heard different responses, and neither of the sources are that trust worthy...
RE: Sundering Weapons
They don't stack. In fact, they don't even stack with strength. .........
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is it true? i tested judge's insight with sundering hornbow, it looked like JI and +10%AP from hornbow dont stuck.....
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Sep 14, 2006, 08:49 PM // 20:49
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#100
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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Quote:
Originally Posted by Franco
Yeah dude its cool, What kind of PvP are you interested in doing ?
If its ab then i sure can help you, I have ally of the luxons title already and im in a AB guild, can you give a expert Abber course for free lol.
And i know a nice build for W/R aswel, Lets see if i still remember it.
Sever Artery
Gash
Apply poison
Victory is mine (e) ( if your target has 3 conditions this will give you bout 180 health and 15 energy)
Healing signet
Riposte,
Deadly riposte
Final Thrust
15 sword
12 tactics
a few bits in wilderness survive just to get poison pumped
and a rest in strenght.
If you dont have something similar to this, i hope you like it.
You need 15 energy for poison but you apply that before the battle, 5 energy for DR, and 5 energy for VIM, but 5 energy comes back fast anyway.
You will be given a -8 or -9 degen with poison and bleeding and a deep wound with gash, blocking atacks with ripostes, and if you need to heal, use signet and vim, then the final thrust will finish it off, Quite a nice build for W/R.
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AWESOME!!! ill try this and give it a whirl after i see if my build is any good,,, but i don't see how healing singet is useful in battle, unless of course you are using a blocking stance, but anyways, ill be sure to check you out tommorrow!
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