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Old Oct 04, 2006, 10:11 PM // 22:11   #1
Ascalonian Squire
 
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Default strength vs tactics

this has probably been talked about before but i want responses and to generally not end up reading alot of bullshit. so post what you know.

my build like many other pve ones has a mix of attack and defensive stuff

3 str skills.
2tactics skills
3 axe skills

how im wondering which to soak more points into str or tactics.
i need my axe as high as possible 14-16

but im wondering which would be more usefull.
14-16 str or tactics.

now i need some opinions ppl.
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Old Oct 04, 2006, 10:15 PM // 22:15   #2
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You don't generally want 14-16 Tactics or Strength, unless you have a farming build that depends on it. Just go 10 Strength/10 Tactics for general purposes.
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Old Oct 04, 2006, 11:56 PM // 23:56   #3
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Yeah, what he said, plus:

Don't forget the 1 rez skill.

One superior rune is enough.
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Old Oct 05, 2006, 01:36 AM // 01:36   #4
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yea, just tried. i had too little hp bc of 2 sup runes. im gettin rid of one and just keepin the sup axe rune.
btw dolyak signet blows.... sure i can tank a bit better but the main thing thats killin me is massive degen. and the fact that im slower than walking speed doesnt help me either. i think im going to keep both at 10 and max out axe. if i can im going to put some points into healing and put breeze in somewhere, to counter some of the degen at least.
ill experiment with other stuff.
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Old Oct 05, 2006, 01:46 AM // 01:46   #5
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Healing on a warrior is for losers and troll farmers. If you're soloing, don't solo in a place with degen. If you're in a group the monk should be able to remove conditions and hexes. If you've got a loser monk, then pack mend ailment and smite hex.
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Old Oct 05, 2006, 12:39 PM // 12:39   #6
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the build with hb works extreemly well.
finished about 7-8 missions last night, most of em master. almost never died and shelled out the damage like crazy.

and healing on a warrior is not for losers, its for people who are CONSIDERATE. why should the monks waste all their energy healing me anyways. endure pain/hb/defensive stance works wonders. the last skill i always leave up to whatevers in my party. with my healing at 9 i get +7 regen on hb and +3 on mending. usually cancle out mending in a fight if im not getting huge degen on me. so i usually go with that. unless theres only one monk, then u sub it for a res skill.
enough regen to counter and degen. and a good stance to stay alive if your in trouble. for my playing style (rushing the biggest group and spamming aoe axe skills) this works fine.

my two non aoe axe skills are i think execute and penetrating blow.. wonderin if theres anything better?
side note i find i only need tactics at about 4. using healing signet in the middle of a heated battle is suicide anyways.

this build works reaaaaly well. but ill try changing the skills and tinkering with it ill post whatever works in the future.
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Old Oct 05, 2006, 12:47 PM // 12:47   #7
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I usually go 16 in weapon attribute, 13 tactics.. theres no skills in strength that interests me for group play, and watch yourself covers some of the armour loss of healing signet, plus, 13 tactics does give a big heal with signet

btw.. i used to be guilty of using mending.. never used healing breeze. noticed how crap it was and changed :P
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Old Oct 05, 2006, 12:54 PM // 12:54   #8
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hehe the ability to give urself +10 regen owns.
i think im more into str now. for the added damage and at any one time adding about 250 life to my bar heh. in one night its pulled me out of many many bad situations. kept me alive just long enough to be healed usually.
im not a big fan of stances anymore as degen was killing me really fast. so having high regen and 700 or so life is perrfect.

heh my version of a warrior should be somewhat self sufficient i guess. just cant let healing go.

16 axe skill ftw >_>
9 healing
4 tactics
forgot str.. >_>

ps dolyak signet blows
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Old Oct 05, 2006, 01:00 PM // 13:00   #9
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Doylak Signet rules supreme in PvE. You don't need healing, because frankly, a raised Armour Level from Doylak and Watch Yourself migitates far more damage than had you run *cough* Mending and Breeze. Healing Signet will heal back any loses quite easily, and even then, all the damage you do take is usually low enough that it doesn't strain your Monk.
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Old Oct 05, 2006, 01:08 PM // 13:08   #10
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but for some reason being so slow that once you get to the fight, its over. seems rather pointless. i was trying to maximize damage, and mobility effects how much damage you can do. the earlier you get into the shit the more damage you end up doing. and quite frankly, dolyak sig is annoying at the end of the fight too... slow walking blows. if anything i might add sprint in place of mend. so i can rush the monks/rt's faster

Last edited by Jetrel; Oct 05, 2006 at 01:11 PM // 13:11..
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Old Oct 05, 2006, 01:28 PM // 13:28   #11
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Your build will work until you get into areas heavy with mesmers (Anywhere past the desert). Since you're a warrior you'll be engaging the enemy before any other members of your party. This means that your mending will be removed by a mesmer or necro through strip enchant, drain enchant, or the more painful shatter enchant.

Not only SHOULD the monks be using most of their energy to heal you, but if they need to heal other party members it means you've either failed your job at holding aggro or you've got dumbasses in your group.

Degen shouldn't even be an issue in party play. If you've got a monk who doesn't remove conditions and hexes it's time to get a new monk. That's not even mentioning the fact that the monk henches in factions have mend ailment and blessed light so even then, degen won't be an issue.

Don't like Dolyak Signet, that's fine it's only useful for farming anyways. In general mission and quest play simple watch yourself spam will give you enough armor boost.

Let's put it this way, with Healing at 9 you get 7 pips of health regeneration for 10 seconds at a cost of 10 energy for Healing Breeze. If it runs its full course you get 140 after 10 seconds. Also that's only IF it runs the full duration. If it gets removed during that amount of time then you're looking at considerably less gain. During this you could have cast 2 Healing Signets at 10 tactics (hooray for runes) for 115 health each for a total 230 health gain. You want to add mending to the equation? For those same 10 seconds it only adds 60 health at a cost of 10 energy and one of your bars of energy regeneration. Both mending and healing breeze can be removed with shatter enchantment dealing on average 100 damage per enchant wiping out most if any of the healing you have recieved.

The only time healing outperforms tactics is in areas with melee heavy mobs (Hello troll farming) where with aoe axe attacks they're maximizing the gains of Live Vicariously and Vigorous Spirit to full potential. They don't even bother with healing breeze although some do use mending.

You've only got an energy pool of 20 energy, at most 27 with full glads. Why waste it all on high cost, low return healing when you could do the same thing without wasting any energy? That way you could save your whole energy pool and 2 pips of energy regeneration for doing something useful, like killing something.
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Old Oct 06, 2006, 07:09 AM // 07:09   #12
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do people still actually pve like this, where you "hold aggro" and the casters stay back? No group I've ever been in has done this. I generally stay back anyway because I spam HP like a madman in GVG so I'm used to standing outside interrupt range as much as possible....but still...do people get groups like this?
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Old Oct 06, 2006, 07:14 AM // 07:14   #13
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In PvE things can hit a lot harder than PvP - sure they're not as intelligent, but if 3 Abyssals start on your monk he's got quite a problem.
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