But if it's true...Originally Posted by Maximus Bellator
But if it's true...Originally Posted by Maximus Bellator
Sigh it's true what the above stated that a tactics will beat a strength. let them be ignorant cause i have never lost a 1v1 nor 1v2 against strength wars... anywho what the above person stated... the blackout,backfire... as i stated i change my loadout, the same loadout you stated, i also use a lot of the time. I switch my skills constantly... in hoh i never use heal sig except in for competitive arenas... There was one time where i had 50 health i used glad d because a warrior wanted to finish me off... he couldnt hit me and took dmg for every block, and then with my heal sig for 130 health then empathy... he had full health and got owned, because he couldn't heal himself and in the end i had full health and he got pizzownt...
TWII i would love to duel you... we can set up a teamarena fight. PM me, my pvp char name is Violent Tyrant... I'd love to see your "strength" owns everybody tactics... tactics is way underated so let everyone be strength... this set is more versatile than a stupid mr "strength" bam bam warrior. You can use strength against them in which my attacks are strong enough to take down lots of warriors. Trust me i've done strength loadout, no heal sig all that crap before and i didn't like it one bit. I've won hoh 4 times w/o heal sig, ive even won it w/ heal sig once and luckily i had it that time, because i fell into one of those close fights again and was able to save myself, rez a teamie while he couldn't hit me at all... You say armor is powerful enough to save you? You guys rely WAY TOO MUCH on monks and your armor to save you... I've killed so many wars and i so love running in and them go OH YES A CANE WAR HOW STUPID!!! they hit me with the best they got EVEN WITH MY CANE EQUIPPED w/o shield and STILL THEIR DMG WAS CRAP, because i just patch it up with heal sig, emp glad, switch and own. Look trust me, you say you would not attack me... What if you HAD to attack me, because i was causing devestation to the team and i needed to be brought down... or i was the last man alive with 2 warriors... of course you would attack me, and what would i do? glad d, empathy one, cant hit me and if u do u take lots of dmg, rez a teamie... or just own both of u, kill one war, turn around and finish the other... whatever floats your boat, but hey if you ever wanna test me... and criticize me, then show me what you got.
And remember i said i switch a lot, and the skills i mentioned are not skills i ALWAYS use.
Oh, about the cane thing it's 70 energy with -2 total degen, BUT you can get a fast cast cane and fast regeneration offhand weapon with a total of 55 energy... Personally i like the 55 energy better, because u can regen your domination skills a ****load quicker and cast faster. and i haven't had any problems with energy management. maybe ya'll do but in my case, not yet.
i know you can remove it, i put it on so they can focus on that while i focus on other duties. i use backfire a lot of times before they cast , i can just feel when they will cast, so i put it on right before... i've even backfired a monk and saved my backfire so that he would forget to look down at what hes effected with and bam he used 2 spells and killed himself. if your remover dies, then their forced to wait out backfire and a lot of times they don't even know they have it on and go... WTF WAS THAT?!Originally Posted by Tigris Of Gaul
tactics also prevents you from taking damage and blocking it, so you can give me your best shots but they won't hit me...
go to that forum and see the reasons why lots of people prefer tactics > strength... i've always used tact since day 1 and personally i dislike strength because it lacks being able to save you... relying on armor too much gets you killed... and self management which actually does help out your monks and saves mana so they can help heal others... relying too much on monks and armor is what gets you killed.
I have a W/Me character and uses Domination/Inspiration Magic. I bring basic Axe attacks (Executioner Strike and Dismember), Arcane Thievery, Shatter Hex, Ignorance, Drain Enchantment, Ether Feast, and Inspired Hex.
This build always kill any Warrior one-vs-one...the key is having a Zealous Axe :)
to say that stances are 'bad' is really misleading because it depends entirely what you are doing with them. battle rage is an awesome stance. distortion likewise is an awesome stance (although it finds its uses more in pve than in pvp).
other than that i pretty much agree with you (although i still dont agree with the way you often get your point across - which is very condescending) - the build posted in the OP is not especially very good in my opinion and is deeply flawed in a number of ways.
it relies on adrenal skills to inflict conditions and yet there is no skill that combos with them to increase the rate at which you can use these skills. theres no attack speed boost. in terms of inflicting conditions there are much better ways in which you can do this:
for instance, you can go axe twist, axe rake, dismember, battle rage and pad out hits with power attack. you can then spread all those conditions via epidemic. if you wanted the elite for gladiator's defense, you could swap out battle rage for frenzy although its not as good for the purpose of getting off adrenal condition hits as fast.
your build also doesnt do caster lockdown like a primary mesmer can, owing to the 2 pips of energy regen you have - a problem you actually exacerbate by using items which further decrease your energy regen. even if you swap them in a fight, the huge spells you are using (like backfire and empathy) will take off near on half your energy pool straight off.
your build does not have the damage output to make it a threat. any team with even moderate condition removal (mend ailment especially) can undo quickly and cheaply what few conditions you can inflict.
healing signet has a cast time which is long enough that it can be pretty easily interrupted. not only that, you have to stop to use it and it provides nothing you cant get from a decent monk ally.
part of teamplay involves specializing to some extent. your build seems to do 3 or 4 things really badly when you could spread those between 3 other teammates and focus on 1 or 2 roles and do them well. this build is all over the place. sorry to say that. i think tombs or gvg will really show up the problems of this build since you are more likely to have teammates that can fufill a number of these roles much better than a warrior can. a primary healing monk and primary shutdown mesmer, specialised to those ends for example. that would leave you free to specialise in melee damage dealing/condition inflicting.
Last edited by Fire Childe; 02-07-2005 at 00:51.
Originally Posted by Fire Childe
It seems like you really know your stuff! I was just wondering if you could give us a good skillset to nail down those warriors that team up on you?
I followed the skillset originally posted exactly. I'm just wondering what changes you would do to it? Thanks for the help!!!
Originally Posted by Fire Childe
I was talking about defensive stances, the ones the other poster was talking about,too. I'd never make a warrior build without frenzy.
Last edited by TW III; 02-07-2005 at 09:35.
i would probably scrap the whole thing and start over.Originally Posted by Sdga Man
first thing anyone should consider before building a warrior is: why the hell am i playing a warrior?
warrior primary attribute is strength. and theres an additional special line of skills for warriors: tactics.
most warrior skills are attack skills. so with most warrior builds you will see a good mix of adrenal attack skills. 1 or 2 energy attack skills. an adrenaline/attack rate boost and 1 or 2 slots left for their secondary profession. secondary profession skills work best if they support your primary role.
for instance, hammer warriors very often go with elementalist secondary so they can pile on aftershock and increase the amount of time opponents spend flat on their ***.
if this build is really determined to go W/Me and exploit tactics then i would go with the inspiration line and unlinked skills. skills like 'fear me!' can work well if you can spam them so chuck in echo as your elite and spam energy drain all over the place. you can augment this with skills like energy tap which not only drains your opponent's energy but gives some back to you.
on the warrior side you can either try to keep going with attack damage or you can defer alot of that damage in favour of disruption. theres a number of great disruption skills like disrupting chop, distracting blow, savage slash etc which combo well together and really partner up with the energy drain aspect of your build. you can harass units en masse with constant energy drain and area of effect interrupts like distracting blow. you also have a number of ranged mesmer interrupts which can redirect energy to you. you'll do crap damage but the point is you would leave the damage dealing to someone else. possibly 1 or 2 air spike eles or some other high damage unit. the rest is all coordination and planning.
warrior and mesmer classes have no way of removing conditions so blindness is going to be your worst enemy - blindness and evasion affect your disruption hits. the upside is that you can fall back on ranged spell interrupts or keep on spamming echo + fear me. conditions in general are going to hurt you more than most other class combos so you need to make sure you have a monk with something like mend ailment and you need to sort out a calling system whereby you call the conditions on you so that the monk knows when to remove them. or you can sort that out via TS/Vent or whatever.
for a sword warrior id go something like:
pure strike/seeking blade/sprint
to the limit/frenzy
max out tactics and sword if possible. then pile as many points as you can in inspiration.
lot of interrupts and you can keep up a consistant rate of interrupting and spamming pure strike/seeking blade for some unblockable damage should you get blocked/evaded by energy tapping regularly. this also adds to the harrassment you are piling on with the interrupts and echo + fear me spamming. harassment is really the name of the game with that build.
another good point about it is that its focussed on energy drain/interrupt but it doesnt have a single point of failure - i.e. if you get blinded and lose your ability to melee interrupt you can still fall back on fear me spamming. if you lose your ability to gain adrenaline you could swap in to the limit and gain strikes without having to hit allowing you to reuse fear me even if you cant hit. additionally you can use echo on any skill you need to reuse although it takes some thinking ahead.
alternatively if you want to spec domination a build around blackout can be really really nasty. blackout makes a single caster unit absolutely totally open to all out attack and if you ever play a caster, having blackout on you is a nightmare. it requires alot of organisation and teamwork to pull it off. but if you can rend and then blackout a protection monk, for the next 6 seconds you pile on the damage and theres nothing they can do about it unless theres another prot monk on the field. blackout warrior is another harassment type build which works really well
Last edited by Fire Childe; 02-07-2005 at 17:50.
Frenzy is a pretty good skill, if you use it at the right time.