Aug 05, 2006, 03:53 PM // 15:53
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#41
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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 Ricebox
i just want to give out my opinion here.. For me, PvE characters, are well important as Pure PvP Characters. First of all, if you wish to unlock skills and elites, a PvE character is easier to use to unlock this! Using a pure pvp char to earn balthazar faction points and unlock skills would take alot of time, and of course it is a gamble. its a win or lose deal! unlocking items in pvp may be easier, but unlocking skills is much easier through PvE.
take for example! once you get your character to ember light camp, you can unlock all the skills you want, and you can change secondary professions and unlock skills of each profession with just even using one character! (this also goes for factions-only players getting to kaineng center). Although this maybe expensive, farming these days is not that hard, and you can farm all you want and spend it by unlocking skills!
and speaking of elites, it's more of preference. There are elites which are really hard to get, but if you think they are worth getting FOR YOUR PvE character, then get it. But if its not, and that you think it's better to just use it in PvP, then just work on your balthazar faction points by doing PvP then spend it on the elite. If it's useful both in PvE and PvP, IMO use a pve character to cap it!
As for runes, hrmmm do the rune farming!
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Or you could just suit your PvE character for PvP. It's better, in many cases. More expensive, but better.
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Aug 05, 2006, 06:17 PM // 18:17
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#42
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Oxford - England
Profession: R/
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Quote:
Originally Posted by kryshnysh
The PvE character for the uppermost parts of PvP, but its really expensive. You have to have (which usually entails buying) perfect equipment, mods, and more. To be better than a PvP character, you probably want multiple sets of armor, and more than two weapons which need to have maximum mods/stats.
If you can't afford the maximum weapons/mods, the multiple sets of armor, and so on, then the PvP character who easily has maximum weapons/mods may be your better choice, depending on how close your PvE character is to that ideal state.
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Although still true with the introduction of greens it has become a great deal easier for people who don't have huge amount of money to get perfect weapons. For me - i keep 1 pvp slot and my other 5 slots are PvE's (only 2 of them currently have all the required kit for PvP however). As a warrior, i find that the 4 weapon slots provided currently are no-where near enough and i could easily fill 10 or more. Other characters have less need of so much but i always take -energy kit on all casters for focus swapping along with my primary weapons and +duration enchant mods if i am using enchantments etc.
Come to think of it... another article that could be done is on weapons, focus swapping, armours to use etc...
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Sep 09, 2006, 10:17 PM // 22:17
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#43
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Frost Gate Guardian
Join Date: Feb 2006
Profession: W/E
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very good article
apart from those usual build is there any other build(s) ?
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Sep 10, 2006, 05:54 AM // 05:54
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#44
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Pre-Searing Cadet
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Quote:
Originally Posted by Bloodwolf
I did mean that new players should not bother with pvp characters, at least until they have some more experience.
How does it help their pvp knowledge if they jump into some build they have never heard of, using skills they don't know how to use and dieing...
Trust me man, I've seen it happen.
If you're new to GW and especially this type of gaming as i was, i think it's best to play through PVE and get to know the skills before you start on pvp characters.
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Agree 100% with you there. The last weekend with the 6v6 event in H of H was hilariuos at times!
Excellent article though
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Sep 20, 2006, 12:48 AM // 00:48
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#45
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Jungle Guide
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I'm curious, do people consider the 20% healing reduction on deep wound as "pressure"? I never thought so since condition removal is so strong and DW is right at the top of the list of conditions to remove that it's never going to stay on long enough for said reduction to matter.
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Sep 20, 2006, 01:02 AM // 01:02
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#46
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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Quote:
Originally Posted by Symbol
I'm curious, do people consider the 20% healing reduction on deep wound as "pressure"? I never thought so since condition removal is so strong and DW is right at the top of the list of conditions to remove that it's never going to stay on long enough for said reduction to matter.
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I never even consider it. Deep Wound is spike, not pressure.
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Sep 20, 2006, 01:27 AM // 01:27
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#47
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Jungle Guide
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Ok, thanks for confirming that. So, assuming that you have a character devoted to pressure, as part of a pressure build, is it ever worthwhile to sacrifice deep wound for more damage?
For example in thumpway, if you had an alternative spammable energy skill in place of crushing, that didn't have deep wound, but did maybe two or three times the +damage, would you consider it?
How much damage or utility would you sacrifice to include deep wound on a pressure character?
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Sep 20, 2006, 03:51 AM // 03:51
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#48
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I'm back?
Join Date: Sep 2005
Location: Here.
Guild: Delta Formation [DF]
Profession: W/E
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IMO, warriors applying Deep Wound is effective when trying to exhaust enemy monks, but not for the healing reduction. Deep Wound massively increases a warrior's spike, and targets with Deep Wound are almost always a death risk.
Gradual DPS is never as good as focused DPS, because so much of it is going to get absorbed by extremely efficent heals like Heal Party. On the other hand, if you spike someone to low health with Deep Wound they usually get some expensive prot. Spirit Bond + Prot Spirit is about 25 energy off the enemy team, all for a single adrenal spike. Without Deep Wound your spike is weaker, even if you're applying more total damage, so they can afford to use much cheaper heals.
The deep wound spike also pressures the enemy monks to keep everyone at full health. When degen's flying around and Heal Party is shut down, being able to spike down anyone below 66% health is a very powerful effect.
I can imagine giving up Deep Wound under some circumstances theoretically, but I can't think of any builds where I'd actually do it.
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Sep 20, 2006, 04:42 AM // 04:42
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#49
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Jungle Guide
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That's pretty much my thinking, deep wound causes pressure in so far as it kills or threatens a kill. If it doesn't then it might as well not be there. For a thumper the question is academic, since there is no other energy hammer attack worth taking.
But with the assassin buff pressure assassins might be viable (Wi ran three coward assassins, two of which who were using unsuspecting - wild - critical -twisting), and unlike warriors assassins do sacrifice quite a bit to get access to DW. Twisting fangs has a long recharge compared to pretty much every other dual, and offers a lot less +damage as well-in fact the hardest hitting dual (blades of steel) will do only 36 less damage than TF DW included-and you can use it twice as often. It's this kind of disparity that makes me wonder whether DW is always absolutely necessary.
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