Oct 10, 2005, 09:09 AM // 09:09
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#1
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Krytan Explorer
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Do you guys have a less frusfrating way of playing warriors in pvp?
Im kinda tired of meeting aegis, ward of melee, blind, distortion and a crap load more of evades/blocks. Half the time, my warrior cant hit the opponent.
The options i have are warrior's cunning (super long recharge), wild blow (good for stances) and weapon specific attacks that arent affected by evades/blocks.
After much thought, IW seems like quite a good option since its not affected by blind, wards, aegis etc. It requires mes secondary though and vulnerable to enchant strip (duh).
Anyone use warrior in organized pvp with good results?
Half the time, my warrior feels like a handicapped guy running around hitting thin air =/
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Oct 10, 2005, 09:14 AM // 09:14
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#2
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Take ranger secondary, and keep Antidote Signet on your bar.
Clears out poison, blind, and (something else I forget)
The rest about wild blow and such is solid.
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Oct 10, 2005, 09:15 AM // 09:15
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#3
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Wilds Pathfinder
Join Date: Apr 2005
Profession: Mo/
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Have a necro on your team that uses rigor mortis.
Be coordinated.
Have fun.
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Oct 10, 2005, 09:26 AM // 09:26
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#4
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Krytan Explorer
Join Date: Aug 2005
Guild: Eternal Comrades
Profession: E/Mo
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Well, there are some warrior build concepts that manage to avoid some of the problems you're talking about, here's a few possibilities:
Hammer W/E
Take Earth Shaker + aftershock. Earthshaker will knockdown (I believe) regardless of whether or not you are blinded, hexed, whatever. Aftershock will then do the damage for you.
Blackout W/Me
Throw enough points into domination so that you can use a 5 second blackout. Then find a squishy target and start hammering them with your adrenaline skills. If you get blinded or weakened or something, hit the target with blackout and make them useless as well.
Smiter W/Mo
Throw a couple high-end smite spells into your arsenal to use if you run into problems with hexes or conditions.
I realise these are generally taking advantage of your secondary to get the desired result, but that isn't really a problem IMO, as long as you watch your energy. If you want to use more pure warrior abilities, you're really going to have to have good teamwork with your party, or just a bit of luck. As a general point, if doing damage is the problem, focus more on taking things that do conditions, etc. and hope for the best.
Rico
Last edited by Rico Carridan; Oct 10, 2005 at 09:30 AM // 09:30..
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Oct 10, 2005, 02:00 PM // 14:00
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#5
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Krytan Explorer
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Thanks for the replies, guys and gals. I'll incorporate some of these strategies and hopefully, my warrior can actually be of some help to the team lol.
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Oct 10, 2005, 03:09 PM // 15:09
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#6
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Lion's Arch Merchant
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There's also a brand of zero-energy warrior builds (usually maintain two enchantments and use only adrenaline skills) and run Purge Signet for hex/condition removal.
Mostly, though, your team should be able to strip blind/cripple from you, as well as the odd anti-warrior hex. If they can't deal with the hexes, then it's probably because the whole team's hex defense is overwhelmed, and in that case getting Blurred Vision off of warriors is the last concern of the monks. They're dealing with Migraines and stuff on their end.
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Oct 10, 2005, 03:14 PM // 15:14
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#7
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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I say bring the weapon specific attacks. They're strong in that you can use them to build adrenaline, they have bonus damage [that can crit], and the punishments they provide aren't bad at all.
Also, I'm a W/N. I use Plague Touch and Rend Enchantments. No condition or Enchantment can stop me. Hexes do, but monks bring hex killers anyway so I'm fine with that in any case...
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Oct 10, 2005, 04:55 PM // 16:55
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#8
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Xen of Onslaught Ladder [XoO]
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Yep, I go W/N for less frustration, bringing plague touch and strip enchantment or wild blow. Strip enchant over rend in arenas, just because it's a bit of a self-heal, plus most occasions you know exactly what enchant you want gone (certain prot spells, illusionary weaponry, conjure flame on some ranger builds, etc.) so single removal is fine. Wild blow is real nice for knocking off ranger stances and warrior stuff like gladiator's defense.
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Oct 10, 2005, 06:03 PM // 18:03
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#9
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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whenever i take too much of that stuff (anti-stance, anti-condition, etc) i always find myself frustrated that i cant deal enough damage. Therefore I now leave anti condition and hex to teammates (martyr, mend, inspire) and focus entirely on maximum damage.
btw to counter ranger stances, switching targets > wild blow.
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Oct 10, 2005, 06:39 PM // 18:39
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#10
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Jungle Guide
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its easy to interrupt the casting of a ward or aegis.
almost as easy as whining!
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Oct 11, 2005, 01:27 AM // 01:27
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#11
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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if you really have problems with hexes you can try going w/me for hex breaker. but then you have that old problem with conditions... imo monks have an easier time with conditions (*cough* restore condition) than hexes
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Oct 11, 2005, 04:08 AM // 04:08
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#12
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Furious Kittens
Profession: Mo/
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Your group should help you to work around those things.
Bring interrupts, con removals...maybe some hexes to support you (rigor mortis for instance).
There are enough counters against anti warrior skills and imho warriors are still the best damage dealers if supported and played right ^^
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Oct 11, 2005, 06:10 AM // 06:10
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#13
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Wilds Pathfinder
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Rely on your teammates. Mesmers shutting down warders, monks removing conditions/hexes, mes or necs removing enchantments on spike targets.
The only alternative is to run multiple warriors buffed stacked like crazy and just tear through that kinda stuff with minimal enchant removal because you have such insane damage spikes. Not the easiest or generally most viable thing though.
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Oct 11, 2005, 07:34 AM // 07:34
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#14
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Krytan Explorer
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Two builds I have in mind now:
W/N
Evis/Cleave
Exe/Penetrating
Swift chop
Rend
Rigor Mortis
Plague Touch
Res Sig
W/Mes
IW
Sever>Gash>Galrath>Final (when not in IW mode)
Hexbreaker
Frenzy/Flurry
Sprint
Res Sig
The 1st builds lack frenzy and sprint though :P
Last edited by Nightwish; Oct 11, 2005 at 07:38 AM // 07:38..
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Oct 11, 2005, 08:09 AM // 08:09
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#15
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Xen of Onslaught Ladder [XoO]
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Sorry, hex breaker on a warrior is pretty crappy IMO. You should already be using other stances often, and keeping hex breaker on you as hex prevention is wasting your potential.
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Oct 11, 2005, 04:14 PM // 16:14
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#16
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Wilds Pathfinder
Join Date: Jul 2005
Location: in exile
Profession: W/
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W/R melandrus resilience to stay alive, antidote signet, troll unguent, and mabye even natures renewal just to make it longer to cast hexes / enchants, therefore making them easier to interrupt with distracting or savage.
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Oct 12, 2005, 09:19 AM // 09:19
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#17
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Krytan Explorer
Join Date: Feb 2005
Location: the Netherlands
Guild: Lovers of Whisky and Women (LWW)
Profession: E/
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Quote:
Originally Posted by Rico Carridan
Well, there are some warrior build concepts that manage to avoid some of the problems you're talking about, here's a few possibilities:
Hammer W/E
Take Earth Shaker + aftershock. Earthshaker will knockdown (I believe) regardless of whether or not you are blinded, hexed, whatever. Aftershock will then do the damage for you.
Blackout W/Me
Throw enough points into domination so that you can use a 5 second blackout. Then find a squishy target and start hammering them with your adrenaline skills. If you get blinded or weakened or something, hit the target with blackout and make them useless as well.
Rico
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Well, and how do you want to gain adrenaline to get these skills working?
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Oct 12, 2005, 12:36 PM // 12:36
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#18
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Frost Gate Guardian
Join Date: May 2005
Location: Manchester, UK
Profession: W/
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Quote:
Originally Posted by Nightwish
Two builds I have in mind now:
W/N
Evis/Cleave
Exe/Penetrating
Swift chop
Rend
Rigor Mortis
Plague Touch
Res Sig
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I'd either go:
16 Axe Mastery ( 12 + 4 )
12 Strength ( 11 + 1 )
6 Curses
Eviscerate (E)
Exe Strike
Wild Blow / Swift Chop / Penetrating Blow
Rend Enchantments
Plague Touch / Dis Chop
Res Sig
Frenzy
Sprint
OR
16 Axe Mastery ( 12 + 4 )
12 Strength ( 9 + 3 )
9 Curses
Eviscerate (E)
Exe Strike
Penetrating Blow
Rigor Mortis
Plague Touch / Dis Chop
Res Sig
Frenzy
Sprint
I'd bring either Rigor Mortis OR Rend Enchantments -- I favor the first build tbh...
Aegis --> Rend Enchantments
Blind --> Plague Touch
Distortion + Other Stances --> Wild Blow / Swift Chop
Ward against Melee --> erm....delegate :P
Last edited by Man With No Name; Oct 12, 2005 at 12:47 PM // 12:47..
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Oct 12, 2005, 12:54 PM // 12:54
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#19
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Lion's Arch Merchant
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Quote:
Originally Posted by Suuk
Well, and how do you want to gain adrenaline to get these skills working?
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Neither of those were adrenaline skills.
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Oct 12, 2005, 02:48 PM // 14:48
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#20
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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Earth Shaker is adrenal, and a lot of it too.
And Blackout empties your adrenal pool so you can't start "hammering them with adrenal skills" once they are blacked out.
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