Apr 07, 2006, 11:03 AM // 11:03
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#41
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Ascalonian Squire
Join Date: Feb 2006
Location: DA 941
Guild: I Grawls Gone Wild I [gRwL]
Profession: Mo/
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I know alot of people like Sprint to get them out of the gates... But you have a Sword warrior that has Charge, Meaning your fine in that aspect.
I like Rush mostly on a Hammer warrior and Charge on my Sword and Sprint on My Axe.
Rush Hammer - When pursuing a fleeing target it lets him get in his last knockdown.
Charge Sword - Just a utilized skill that helps the team get the extra boost
Axe Warrior - Uses frenzy the most so he has an auto switch out.
Those are just my opinions.
By the way, nice build
<<>> Hebrew
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Apr 07, 2006, 11:07 AM // 11:07
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#42
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by JR-
The problem I have with that, is the moment you hit a build with more than average hex removal you have a gimped character. All it takes is someone with enough foresight to throw a purge signet/convert or two in a build, and you have big problems. At the same time I realise you can't build to take everything into account, but I don't like having to count on my opponents build being i'll prepared for hexes.
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Let me flip the sides a bit and see what you think. The problem I have with running so few hex removals, (even though the metagame and top of the ladder are relatively hex lite), is that the moment you hit a build with heavy hexes, you're at the mercy of their effects. I realize that you don't have to build to everything if it's not all that prevalent, but those times where a decent 200-300 guild is running a shitload of hexes on a decent build that they're good at, and you're caught without any real emergency hex removal, it can often lead to a fat -22 on your guild history.
I guess you have to just be prepared to outplay a low enemy if they're running something so different than the metagame that your build is completely unprepared to face it, but I still like to at least get some minimal tools to fight them in the build (a few holy veils, and maybe a convert/purge if it can fit anywhere).
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Apr 07, 2006, 11:49 AM // 11:49
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#43
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Greedy Gus
Let me flip the sides a bit and see what you think. The problem I have with running so few hex removals, (even though the metagame and top of the ladder are relatively hex lite), is that the moment you hit a build with heavy hexes, you're at the mercy of their effects. I realize that you don't have to build to everything if it's not all that prevalent, but those times where a decent 200-300 guild is running a shitload of hexes on a decent build that they're good at, and you're caught without any real emergency hex removal, it can often lead to a fat -22 on your guild history.
I guess you have to just be prepared to outplay a low enemy if they're running something so different than the metagame that your build is completely unprepared to face it, but I still like to at least get some minimal tools to fight them in the build (a few holy veils, and maybe a convert/purge if it can fit anywhere).
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I agree. The problem is there are very few hexes that *really* are an issue. Faintheartedness and Shadow of Fear are the only two hexes that you see regularly and cause this build problems, because they slow down the damage/adren again. The scariest thing about hex builds is probably the degen, and with three Ether Prodigy powered heal parties that is really no big deal to this build. It has the power to play straight through most hexes.
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Apr 07, 2006, 02:09 PM // 14:09
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#44
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Quote:
Originally Posted by H E B R E W
Charge Sword - Just a utilized skill that helps the team get the extra boost
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I love Charge as a skill, and it will usually find its way onto any team build I use, but it has the drawback of being a shout rather than a stance, meaning you have nothing to cancel frenzy with if you put it onto a warrior primary, unless you also give that warrior sprint or rush, which seems to be 2 skills doing the same thing, or you make the warrior ranger secondary and giving him Tigers Fury, with all the drawbacks of that particular skill. I suppose you could have a warrior without the ability to increase his attack rate, but this would trouble me almost as much as the inability to cancel frenzy.
I personally prefer this skill (Charge) on warrior secondaries, on things like N/W, or R/W , alongside Shields up so I dont give myself this issue at all and because it only needs 9 or 10 in tactics to be effective, perfect for a secondary class skill
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Apr 07, 2006, 06:10 PM // 18:10
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#45
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by reboot
it has distract, charge, sprint, and frenzy
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Not every sword warrior applies these skills. I've seen more with hundred blades/fear me in the top guilds personally. On that note, why the devil would you need both charge and sprint?
Quote:
so if you were a good warrior, or not misinformed,
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Like say, bringing only one energy-based speed buff to a battle?
Quote:
you never know when you will need a speed buff, not having a speed buff is not an option I supposed you are not smart enough to realize
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Maybe you should try rush, then. So you can't use sprint to rush alone to the middle of the map right away, who cares? That 4 adrenaline won't take long to build, and by the time you're done with the rush, more often than not, you'll be able to rush again. Sprint would only be effective if you were the flag runner, IMHO.
Quote:
you will be able to count the number of warriors with rush instead of sprint on one hand in the playoffs, if you see one, ill be surprised and it certianly wont be on this build here
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Jeppe
Flyy
McHuge
Paladin
Bloodlight
Last of Master
Captain Danjang
Off the top of my head, two hands already.
Quote:
once again JR i wish you would not promote crap skills/builds and thereby confuse noobies, its not really funny.
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...
I haven't yet read the whole thread, so I hope you guys have hated on this one.
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Apr 07, 2006, 06:40 PM // 18:40
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#46
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Byron
On that note, why the devil would you need both charge and sprint?
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Because Charge doesn't cancel frenzy?
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Apr 07, 2006, 06:52 PM // 18:52
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#47
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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Edit that to say "Charge doesn't cancel frenzy", JR :-/
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Apr 07, 2006, 07:37 PM // 19:37
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#48
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by ElderAtronach
Edit that to say "Charge doesn't cancel frenzy", JR :-/
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Fixed.
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