May 03, 2007, 12:15 AM // 00:15
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#21
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Jungle Guide
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nvm get tempted to use sential armour its restricts ur build.......
chao damage dark damage holy damage and light damage are not considered elemental damage....
So why even bother with sential armour this game is mend for flexibility and change not restriction....
there are so many builds u cant run efficiently using sentials
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May 03, 2007, 01:16 AM // 01:16
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#22
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Krytan Explorer
Join Date: Jan 2006
Guild: Trinity of the Ascended [ToA]
Profession: N/
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Quote:
Originally Posted by Age
I use all minors and my HP are at 550 and I can do as much damage you can as well as use frenzy.
Monks have more than 1 person to keep alive to forget.
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Uhh, i use a sup rune and i have about 455 HP, in stance i have 500. Also, there is no way you can do as much dmg as me if you use minors and i use my sup weapon rune... its common sence. the max weapon attribute you can go is 13, while i can go 16. And yes it makes a difference. Also, i can use frenzy with a superior rune
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May 03, 2007, 03:54 AM // 03:54
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#23
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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I'm in a similar situation, as I am in the process of buying a set of my favorite Warrior armor (Sunspear), however I cannot for the life of me decide on which type I want. I've already got a set of Gladiators 15k, so i've got my energy set covered. I'm leaning towards Knights, Survivors, or Legionnaires...for their inherent bonuses. The Survivor's seems to be the most flexible option out of the three, however i'm not sure if its the best option in reality. /sigh
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May 03, 2007, 06:58 AM // 06:58
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#24
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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If you don't need the energy, you run survivor. Unless you're a caster. Then you always run survivor.
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May 03, 2007, 04:53 PM // 16:53
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#25
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Desert Nomad
Join Date: Mar 2006
Profession: W/
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Quote:
Originally Posted by Osi Ri S
Uhh, i use a sup rune and i have about 455 HP, in stance i have 500. Also, there is no way you can do as much dmg as me if you use minors and i use my sup weapon rune... its common sence. the max weapon attribute you can go is 13, while i can go 16. And yes it makes a difference. Also, i can use frenzy with a superior rune
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Aww, Osi beat me to it. If, for some reason, you can mathematically prove that your damage at 13 Swordsmanship is equal to someone with 16, by all means post it.
And lol @ Survivor armor. Extra armor will easily prevent the loss of much more than 40 hp. Hell, simply having an Absorption rune will prevent that much health loss over time. And not a very long time at that. There's better ways to accomplish any of the benefits of having higher hp than devoting your entire armor set to it.
Last edited by iridescentfyre; May 03, 2007 at 04:59 PM // 16:59..
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May 04, 2007, 12:54 AM // 00:54
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#26
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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What ever you do it your way I will do it my way which is mostly the PvP way they use all minors.
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May 04, 2007, 02:06 AM // 02:06
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#27
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Jungle Guide
Join Date: Dec 2005
Guild: Heros of Titans Realm [HotR]
Profession: W/
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Quote:
Originally Posted by Nexus Icon
Just a note which has been raised here before, and in testing has proved true:
Canthan Sentinel's armour bonus is currently broken.
It will behave just like desert collector's armour (80 +20 vs Physical).
The only way to get a set of Sentinel's that works is to buy an Elonian set and the relevant insignia.
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I also heard that the Sentry's Insignia is also broken, though I haven't heard anything about Legionnaire's armor in Cantha being broken as well. Can anyone confirm?
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May 04, 2007, 03:00 AM // 03:00
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#28
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Age
What ever you do it your way I will do it my way which is mostly the PvP way they use all minors.
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You do not strictly NEED all minors, unless you're splitting. You can run 16 mastery.
It is safer in VoD though imo.
I always go for Survivor's unless I really, really need Glad's (e.g. Shock).
__________________
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May 04, 2007, 03:00 AM // 03:00
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#29
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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@OP: If you are new to gw do not listen to people who say things like this
Quote:
Originally Posted by Nexus Icon
Tactics is not a requirement of being a warrior. Nor is a self heal.
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these are the words of an idiot, healsig should never leave your bar.
also im not sure if anyone mentioned to put your weapon runes on your weapon headpiece. that way you just need a new headpiece for different weapons, not new armor.
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May 04, 2007, 03:01 AM // 03:01
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#30
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Coloneh
@OP: If you are new to gw do not listen to people who say things like this
these are the words of an idiot, healsig should never leave your bar.
also im not sure if anyone mentioned to put your weapon runes on your weapon headpiece. that way you just need a new headpiece for different weapons, not new armor.
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That is wrong as well - if you don't leave the main group, you do not strictly need a self heal.
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May 04, 2007, 05:48 AM // 05:48
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#31
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Jungle Guide
Join Date: Dec 2005
Guild: Heros of Titans Realm [HotR]
Profession: W/
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It's true. I don't run healsig anymore on my warrior, as using it in combat will get you killed, and outside of it natural regen/the monk can easily get you back to full.
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May 04, 2007, 06:14 AM // 06:14
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#32
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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Quote:
Originally Posted by Coloneh
these are the words of an idiot, healsig should never leave your bar.
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Dear god, the need for some people to one-up other posters here leads to some outstanding displays of stupidity.
I noted that it is not a requirement to carry a self heal or to run tactics.
I didn't say that one should never run a self heal or tactics.
If you hadn't realised by now, the best way to play GW is to be flexible in your builds; to know what you're likely to be facing and to know the capabilities of your team.
If you can trust your healers to keep you alive and condition free, then always, ALWAYS strive to run without a self heal.
If, however, you lack confidence in your healers' abilities, bring a self heal.
This over-reliance on Healing Signet is the last vestige of reflex tank behaviour amongst GW players, the need to turtle up and soak up the damage while not actually killing anything.
I pity you Coloneh.
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May 04, 2007, 04:54 PM // 16:54
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#33
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Self-heals are only important in situations where the group is split, possibly without monk support, as Lightning said. If you have 2-3 monks dedicated to healing the group, spending skill slots, attributes, and time on Heal Sig is just diminishing your offensive potential.
A lot of PvP warriors will have Heal Sig specifically because they may need to break away from the group in certain situations. In PvE, this will almost never happen so self-heals are not very important.
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May 04, 2007, 05:22 PM // 17:22
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#34
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Awaken from hiatus.
Join Date: Apr 2006
Location: Riding the spiral.
Guild: No Fun Allowed [Vdya]
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Please keep to the topic of warrior armor - I don't want to have to close this because some people like Heal Sig and some don't.
__________________
Retired Campfire/Ventari's Moderator
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May 04, 2007, 10:52 PM // 22:52
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#35
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by Coloneh
@OP: If you are new to gw do not listen to people who say things like this
these are the words of an idiot, healsig should never leave your bar.
also im not sure if anyone mentioned to put your weapon runes on your weapon headpiece. that way you just need a new headpiece for different weapons, not new armor.
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I put mine on my guantlets not head piece.I would have to say evey Warrior take a self heal regardless it just like as important as a res.
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May 05, 2007, 06:14 AM // 06:14
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#36
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Desert Nomad
Join Date: Mar 2006
Profession: W/
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Quote:
Originally Posted by Coloneh
these are the words of an idiot, healsig should never leave your bar.
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One-size-fits-all blanket statements like this are exactly the opposite philosophy of the way Guild Wars combat is set up. Generally speaking, yeah its great to have a self-heal sometimes... but more intelligently speaking, you only need to be this ridiculously overzealous about self-healing when you aren't sure you'll always have reliable monk support.
Quote:
Originally Posted by Coloneh
also im not sure if anyone mentioned to put your weapon runes on your weapon headpiece. that way you just need a new headpiece for different weapons, not new armor.
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This I agree with, however. Its extremely efficient and a good point to bring up for the OP.
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May 05, 2007, 09:45 AM // 09:45
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#37
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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I am a Gladiator armor fan. To me, Glads is the most useful set of armor due to the extra energy, since that is where the warrior is lacking the most. His helmet can be a Knight's helm, since last I remembered, the -3 to damage effects the whole and not just the part.
Get a sup or major absorption rune for the total of -6(-3+-3) or -5(-2+-3) to damage respectively. Elona helmets work better for weapon rune usage,imo, since they are not effected by the insignia when in reference to the helmet's bonus to the attribute of choice it matches.
Also, I own multiple helmets/masks/headpieces on my characters in order to not have to change armor pieces when all it takes is a helmet swap to use different weapons.
Shield and weapon armor mods add to this formula of maximum defense.
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May 05, 2007, 10:04 PM // 22:04
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#38
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Desert Nomad
Join Date: Mar 2006
Profession: W/
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Quote:
Originally Posted by Darkpower Alchemist
I am a Gladiator armor fan. To me, Glads is the most useful set of armor due to the extra energy, since that is where the warrior is lacking the most. His helmet can be a Knight's helm, since last I remembered, the -3 to damage effects the whole and not just the part.
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This was actually an armor bug that was confirmed as fixed in a semi-recent update. It was even listed in the update notes.
Edit: Oops. Wasn't that recent after all. It was a week or so after Factions went live I think.
Last edited by iridescentfyre; May 05, 2007 at 10:09 PM // 22:09..
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