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Old Dec 16, 2006, 09:11 AM // 09:11   #21
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Oh. Good to know in either case
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Old Dec 16, 2006, 06:59 PM // 18:59   #22
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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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Old Dec 21, 2006, 03:08 PM // 15:08   #23
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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.
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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Old Dec 21, 2006, 03:38 PM // 15:38   #24
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Tanking exists, sillies.

It's called Body Blocking.
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Old Dec 21, 2006, 04:29 PM // 16:29   #25
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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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Old Dec 21, 2006, 04:44 PM // 16:44   #26
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Dev Hammer, Crushing Blow, Fierce Blow, mmmhmm tastey
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Old Dec 22, 2006, 01:51 AM // 01:51   #27
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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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Old Dec 22, 2006, 02:36 AM // 02:36   #28
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I'm pretty sure Mending Touch is Protection.
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Old Dec 22, 2006, 02:47 AM // 02:47   #29
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Quote:
Originally Posted by Silk Weaver
I'm pretty sure Mending Touch is Protection.
Yeah, it is. Doesn't make any difference though
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Old Dec 22, 2006, 02:58 AM // 02:58   #30
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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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Old Dec 22, 2006, 04:54 AM // 04:54   #31
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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.
I am calm. I just want to discourage people from playing poorly, especially in pvp.
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Old Dec 22, 2006, 11:36 AM // 11:36   #32
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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.
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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