Dec 16, 2006, 06:59 PM // 18:59
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#22
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Strength is only worth raising to use a shield and/or to increase the effectiveness of skills linked to it, like Sprint or Rush. Most warriors will take it to 9-11 for this reason, depending on their build, but rarely beyond that. Some warrior play with 4 Strength.
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Dec 21, 2006, 03:08 PM // 15:08
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#23
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Prophets of Dhuum[wii]
Profession: W/
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Quote:
Originally Posted by Thom Bangalter
Here's how I rolled shiverpeak arena with my warrior:
got a run to droknar's forge. Got max gladiator armor, (if you happen to have the money and materials ready on hand) capped battle rage because it's right outside in the troll cave.
Use broken game mechanics=win. (otherwise known as Im rich as heck and get run to where the best armour is and slap it onto my level 3 warrior)
In my opinion Tanking is not important to PvP gameplay, arenas are just as bad, and warriors need to learn how to play offense, because tanking is pretty dumb just about everywhere unless you're playing as part of a team and it your role to tank and manage aggro. Unless you're playing to hold aggro in really tough areas, but I don't think that that is fun.
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Fixed - Thom why not calm down a bit and let people discover the game by themselves? Not everyone can be as elite as you, good sir.
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Dec 21, 2006, 03:38 PM // 15:38
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#24
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Hong Kong
Guild: Romantically Lethal [RoLe]
Profession: R/Mo
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Tanking exists, sillies.
It's called Body Blocking.
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Dec 21, 2006, 04:29 PM // 16:29
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#25
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Wilds Pathfinder
Join Date: Aug 2006
Location: Long Island, NY
Guild: Elite Knights [SWAT]
Profession: W/
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my first rule about running a warrior is no matter what build your running, make sure you can cause deep wound followed up by a high damage skill. after inficting a deep wound, youll see the huge spike the next skill gives.
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Dec 21, 2006, 04:44 PM // 16:44
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#26
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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Dev Hammer, Crushing Blow, Fierce Blow, mmmhmm tastey
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Dec 22, 2006, 01:51 AM // 01:51
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#27
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Frost Gate Guardian
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It has already been explained why tanking doesn't work in PvP, so I won't waste space on it.
That said, don't completely ignore your defenses when you're playing in un-organized PvP. The lower-level arenas and Random Arena in particular, you can't depend on any kind of backup from your team. Attacks are also quite random and the "warriors don't get attacked" rule doesn't apply - people generally attack whoever is attacking them. Healing monks are quite rare and you're often on your own when it comes to survival, so bringing a skill or two that keeps you upright is advisable. Good examples of these are Mending Touch (for condition removal. Don't put points in Healing Prayers) and Healing Signet.
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Dec 22, 2006, 02:36 AM // 02:36
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#28
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Hong Kong
Guild: Romantically Lethal [RoLe]
Profession: R/Mo
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I'm pretty sure Mending Touch is Protection.
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Dec 22, 2006, 02:47 AM // 02:47
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#29
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Frost Gate Guardian
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Quote:
Originally Posted by Silk Weaver
I'm pretty sure Mending Touch is Protection.
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Yeah, it is. Doesn't make any difference though
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Dec 22, 2006, 02:58 AM // 02:58
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#30
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Hong Kong
Guild: Romantically Lethal [RoLe]
Profession: R/Mo
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It would mean that for the first time there is condition removal in the healing prayer's line.
That would be earth breaking.
In this context, yeah, not much difference.
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Dec 22, 2006, 04:54 AM // 04:54
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#31
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by BSSuperman
Fixed - Thom why not calm down a bit and let people discover the game by themselves? Not everyone can be as elite as you, good sir.
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I am calm. I just want to discourage people from playing poorly, especially in pvp.
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Dec 22, 2006, 11:36 AM // 11:36
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#32
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/
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Quote:
Originally Posted by Effigy
Strength is only worth raising to use a shield and/or to increase the effectiveness of skills linked to it, like Sprint or Rush. Most warriors will take it to 9-11 for this reason, depending on their build, but rarely beyond that. Some warrior play with 4 Strength.
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Completely agree. Before the Tigers Fury nerf (used to be 33% IAS), I used about 8 beast mastery for my PvE warrior, 16 weapon, 11 tactics and the few remaining points in str. TF used to be THE BEST PvE IAS pre-nerf but now Flail is so im running - 16 weapon, 11 tactic, 9 str.
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