Feb 15, 2006, 01:50 AM // 01:50
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#1
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Help me Worrior PvP Tactics
Hello .. I have been doing a bit of Random Areana PvP with my Worrior-Monk..
And after some dude freaked out on me (was kinda funny xD) for attacking the wrong targed, im beginning to wonder... As A Worrior, what are my Role on the Party ? What kinda chars should i go on? Also when the battle starts, would it be best to charge ahead, or w8 for other team to come ?
Just need a little help to improve my Pvp skills -Thanks for reading
~Shadow
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Feb 15, 2006, 02:08 AM // 02:08
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#2
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Frost Gate Guardian
Join Date: Jan 2006
Guild: [ZoS] Zealots of Shiverpeak
Profession: W/E
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I say wait for the team (so they can at least support).. Your job is to "tank" and go attack the opposing Party.. In pvp, you should usually go after monk first, casters second and warriors last.. Well, that just my Idea..
Good Luck!
Novae.
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Feb 15, 2006, 02:11 AM // 02:11
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#3
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Desert Nomad
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As a warrior in PVP, your job is to inflict damage. This means attacking the targets with light armor, i.e., casters. Generally speaking, you should attack monks first, mesmers second, elementalists or necromancers if there are no monks or mesmers, and only hit rangers and other warriors when there are no enemy casters left standing. (And even then, hit the rangers first. Warriors are extremely resistant to each others' damage.)
You should generally charge forward at the start of the match, but not so far forward that you get stranded away from your teammates.
Also, you didn't ask about this, but I just wanted to mention - a pvp warrior should generally *not* be taking defensive or healing skills. Your monk secondary is good for getting conditions and hexes off of yourself, or for smiting, but a w/mo with healing prayers is doing something wrong. Similarly, avoid skills that let you block/evade attacks or increase your armor, and use the space for more offense.
Oh yeah, and always bring Sprint or Rush.
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Feb 15, 2006, 02:35 AM // 02:35
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#4
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Jungle Guide
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Ive got to second the above. Especially about bringing sprint. No speed buff = easy day for the monk.
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Feb 15, 2006, 03:04 AM // 03:04
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#5
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Quote:
Originally Posted by art_
Ive got to second the above. Especially about bringing sprint. No speed buff = easy day for the monk.
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Lol, i really found that out when i was running after a Mesmer that had like 5 hp left, all around the battlezone for like 1 min. xD .. Also, how come no blocking skills? it seems neet to be able to block 75% of all incomming attack for the price of just 1 place on the skillbar...
-But thanks alot for the Tips ..
~Shadow
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Feb 15, 2006, 03:13 AM // 03:13
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#6
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Ascalonian Squire
Join Date: Mar 2005
Location: Charlotte, NC
Guild: Xen of Onslaught
Profession: W/Mo
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I have found that it helps to spell your class correctly. (Warrior) j/p
Anyways just some tips-
-Best to go for monks or mesmers first. Mesmers can shutdown your monks or iw mesmers can wtfpwn you. After all monks/memsmers are down try to go for the casters, eles/necro and rangers, then go for the warriors. Only case you should go to a warrior first is if you have an iw mes or war shutdown necro w/ you.
-I like a good swords build. Not only for arenas, but HA/GvG. Knockdown doesn't have it's best potential in arenas. (Works well in gvg/ha, but I think it's boring, and iway is just plain nubcakish)
-Use Cntrl+Space to call targets and control+spell to say what you are using, don't spam and be annoying though.
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Feb 15, 2006, 05:51 AM // 05:51
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#7
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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Quote:
Originally Posted by Novae
Your job is to "tank" and go attack the opposing Party
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A warrior cannot tank in PvP.
As a warrior, your role is to deal damage. Usually go for monks, but if they are protted, feel free to attack casters. Learn to move around, and "bounce" off targets to gain adrenaline, then quickly switch to another enemy to unload your attack chain. Generally.
For example, if you just go for a monk straight out of the blocks, it's not very subtle. It might work if you have two or three warriors attacking the same target, but if you're a lone warrior, a bit of subtlety and surprise goes a long way.
Keep in communication with your team (often hard to do in arenas), so that if you see a monk isn't healing as well as they could be, think that maybe attacking that mesmer and forcing them to kite from you may ease the pressure (while they're moving, they aren't casting, and while they're casting, they're taking damage). Who to target is very much an experience related thing; play a lot and you'll realise which characters do what, and which one is the most important to take down in a specific situation.
As for a healing skill, I like one on a warrior, especially in random arena. You can never be sure of what to get, and something like Healing Signet cast while at relatively full health keeps you in their lines for longer, not running back to your monks.
As for positioning, it's hard in CA because you don't know the monk (if you even have one) and they don't know you. It's primarily your responsibility to keep in range of your monk, not the other way around. I like my warriors to be around spirit range-ish, depending on the situation. What I'm saying is don't charge into them and run around half the map, because it's not the monk's responsibility to tag along after you.
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Feb 15, 2006, 05:54 AM // 05:54
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#8
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Desert Nomad
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Quote:
Originally Posted by Shadow-Hunter
Also, how come no blocking skills? it seems neet to be able to block 75% of all incomming attack for the price of just 1 place on the skillbar...
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You don't need 75% blocking. You have hell of armor! That place on your skillbar could be better used for more killing. Especially in random arena, where you need to handle conditions and hexes by yourself, which takes slots of its own.
Also, it's not just one slot on your skillbar, it's also the attribute points in Tactics that could've been in a more useful attribute. (That reminds me - you should always have 12+3+1 points in your weapon attribute.)
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Feb 15, 2006, 02:39 PM // 14:39
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#9
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Frost Gate Guardian
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Quote:
Originally Posted by Shadow-Hunter
Lol, i really found that out when i was running after a Mesmer that had like 5 hp left, all around the battlezone for like 1 min. xD .. Also, how come no blocking skills? it seems neet to be able to block 75% of all incomming attack for the price of just 1 place on the skillbar...
-But thanks alot for the Tips ..
~Shadow
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Because your job in PvP is to cause damage, not avoid dying on your own (aka "tanking...") There is no such thing as a "tank" in PvP - people will not see a warrior and attack you first, so you can not use PvE tactics to "draw aggro." Also, the skillbar and tactics you need to take will change from Competition Arena (CA) to Heroe's Ascent (HA or tombs) or even to Team Arenas. In CA, a lot of stuff will slide, simply because of the random teams...
In CA, I would actually take ONE (only one) block/evade skill and a healing signet, as that will allow you to survive noob degen builds and/or SS spammers, as well as noob W/Mo's running the stupid HH/GD/Mending combo.
In all cases, you will want an attack speed buff, such as flurry or tiger's fury to increase your damage output and adrenaline gain. Axe warriors should have Eviscerate, Axe Rake, executioner's, etc. for dmg boosts.
In tombs, you will not want any block/evades, and you will only want skills that increase damage or snare your opponent.
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Feb 15, 2006, 08:35 PM // 20:35
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#10
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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IAS skills are usually primarily for unloading your attack chain faster. Their secondary use is for gaining adrenaline, although I consider the first one to be more important.
Flurry and TF only allow you to fulfil the second criteria for an IAS skill (as with TF, hit it, they kite away, you're left with an unfinished attack chain, and flury decreases your damage)-really, Frenzy is the most viable IAS skill.
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Feb 15, 2006, 08:59 PM // 20:59
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#11
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Hmm as for an Speed boosting skill then would beserker Stance be good? as far as i remember it give 33% attacks speed boost and 20% more Adrenalin.. Without giving less dmg/more dmg taken... Only thing is the rather short Duration... also for Condition removing, then you say that i should have this? and if, what skill to remove with :P
~Shadow
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Feb 15, 2006, 09:26 PM // 21:26
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#12
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Desert Nomad
Join Date: Nov 2005
Location: US
Profession: R/Mo
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No, berserker's stance is bad because it doesn't help unload your chain any faster due to the end-on-skill-use clause, and the long recharge makes it like... suck.
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Feb 15, 2006, 09:44 PM // 21:44
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#13
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Don't play Warrior in PvP unless you have a PvE Warrior with decent equipment and Lieutenant's Helms.
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Feb 15, 2006, 09:54 PM // 21:54
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#14
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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Hmm, that helm you are talking about there, what does it give, and how is the price :P ... Also by decent gear, you mean like 1,5k armor. cus i do use that along with a 15-22 dmg sword/6-28 dmg axe.. Just dont know what the helm you are talking about is :P
~Shadow
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Feb 15, 2006, 10:20 PM // 22:20
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#15
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Ascalonian Squire
Join Date: Feb 2006
Profession: Mo/E
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Another option for Comp Arena would be to take the full damage build and keep playing until you get a team the complements the build (ie, has a good monk). Sure, there will be those battles where you have no monk and can't heal yourself at all, but those groups will lose quickly anyway even if they get lucky at first. But then when you finally team up with a monk, you're skill slot that is an attack rather than healing will come in handy.
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Feb 16, 2006, 12:23 AM // 00:23
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#16
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Banned
Join Date: Dec 2005
Location: Dayton Ohio
Profession: W/N
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W/N > Wammos in 4 on 4 arenas, plague touch/signet is BEAUTIFUL, make those condition heavy builds regret the fact they are newbs
avoid swords in 4 on 4 arenas, axe and hammers can take out those softies twice as fast as a sword user can, final thrust aside, swords dont have good spikes
bring wild blow, if hammer, bring irresistable blow, 80% of the people in 4 on 4 arenas pack a defensive stance/spell, make them regret that too
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Feb 16, 2006, 12:46 AM // 00:46
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#17
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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To sum it up briefly: you need a speed boost/and or a snare(I'd take a speed buff if I had to choose), an IAS-that's TF or Frenzy- and three or more attack skills. Don't fall into the trap of making a reduntant 'tank' build; ie no Gladiator's Defense,no Defy Pain, and please, for the love of god, NO Dolyak Signet.If your'e looking for pure damage, you'll want an Axe warrior(please no cries of ' zomG sw0rds pwn axEs!!11'..there are several articles on this site that'll back me up). However, this does not make swords redundant; they can do the highest damage without an elite using the tried and trusted Sever-Gash-Galrath-Final combo,which makes them ideal for utility builds, especially as 'Charge!' warriors in GVG. Don't count out hammers either; a Gale-Devestating Hammer-Crushing Blow-Heavy Blow-Gale chain is the most effective caster shutdown this side of a mesmer,as well as being considerably damaging. And finally,if you're looking to use your war in CA, I would suggest investing eight or so points in Tactics and bringing Healing Signet,and don't mind the sneers..just make sure you don't use it at the same time as Frenzy, eh?
Oh, and the next time you're looking for some basic advice on a PVP warrior,hit the search button first..I'm sure there's several in depth threads on the subject.
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Feb 16, 2006, 04:24 AM // 04:24
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#18
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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Quote:
Originally Posted by Shadow-Hunter
Hmm, that helm you are talking about there, what does it give, and how is the price :P ... Also by decent gear, you mean like 1,5k armor. cus i do use that along with a 15-22 dmg sword/6-28 dmg axe.. Just dont know what the helm you are talking about is :P
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It's a helm that halves the duration of all hexes cast on you, which is a big advantage since it discourages anti-warrior hexes (duh).
By decent gear wheel means perfect or near perfect gear-stuff on par to what you get as a PvP warrior. Drok's armour is perfect enough as far as armours go, Superior absorption, Axe/Sword/Hammer, and Superior Vigor runes, perfect or near perfect weapons with good mods. Whether you consider this investment worth it (or choose to go with Major runes) is your call, because that totals to a lot of money.
As for the price of the Denravi helm, go to the crafter at the henge of Denravi; that's where you craft it.
From my CA warrior experiences, I often find that Evisc+Exe is enough of an attack chain to kill people; that leaves you with the usual Rake/Penetrating Blow spot for some more self-survivability. In more advanced arenas, however, this changes quite a bit.
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Feb 16, 2006, 07:22 PM // 19:22
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#19
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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There is no tanking in PvP. Nobody with half a brain is going to continue targetting a character that has been designed to soak up damage. They're going to switch off of the 'tank' for two reasons.
1. He's harder to kill.
2. If you aren't attacking him, he isn't doing anything threating because he's wasted so many skill slots on staying alive.
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