Originally posted by: you2
Hum. Which second class should I take. I was thinking of ranger or elementist but I suppose monk is the safe bet. I'm a wee wee warrior.
Originally posted by: you2
Hum. Which second class should I take. I was thinking of ranger or elementist but I suppose monk is the safe bet. I'm a wee wee warrior.
Originally posted by: jcwagers
With a warrior primary, it's sometimes hard to pick a secondary. Most of the time warrior primaries don't use a lot of 2ndary skills. That's not to say that it's bad to use them sometimes. Elementalist would be good for conjure spells but you'll be limited by having limited energy but that's the case with any 2ndary caster profession on a warrior. I don't play my warrior that much anymore but he's a necro 2ndary. Plague Touch can be a nice skill to remove conditions. A lot of times people use certain 2ndary professions for farming. Warriors are primarily there to do damage so that is, of course, going to be your main goal. There are lots and lots of warrior skills to choose from so you might find that after you get further in the game that you run out of skill slots. I have that problem with my necro and ritualist. There are SO many good skills that it's sometimes difficult to narrow it down to picking just 8. You may find the same thing on your warrior. The main thing to remember is that even if you pick a 2ndary and you don't like it......you aren't stuck with it. Towards the end of the game you'll be able to change it to other professions, if you decide that you want to do that. For right now, just pick something that you might like to use and then concentrate mainly on your warrior skills. They will come but they may be rather limited at first due to you being in the very early parts of the game. Feel free to give me a yell if you want help or need anything.
jc
Originally posted by: jcwagers
You're right and I'm wrong on that.I've always been thinking of warriors being there to do the damage cause I don't run an ele or ss necro that often usually. I have them but mainly only use them when it's necessary. Sometimes I will take Cynn along to keep Mhenlo happy tho.
I play weird setups I guess but to each their own.
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Originally posted by: zinfamous
Originally posted by: jcwagers
You're right and I'm wrong on that.I've always been thinking of warriors being there to do the damage cause I don't run an ele or ss necro that often usually. I have them but mainly only use them when it's necessary. Sometimes I will take Cynn along to keep Mhenlo happy tho.
I play weird setups I guess but to each their own.
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I never liked Cynn b/c she uses lots of AoE, scattering targets all over the place, which means you spend a lot of time chasing. If I bring a Hero or Henchie ele, it's usually earth for Henchie, or Mind Burn/Rotgort's, or SF for hero.
AoE damage is still good, of course, but you need to bring AoE slow-down to counter-act the scatter. Henchies tend to suck at that, in my experience.
Originally posted by: zinfamous
Originally posted by: you2
Hum. Which second class should I take. I was thinking of ranger or elementist but I suppose monk is the safe bet. I'm a wee wee warrior.
all are good. Monk is typical secondary for warrior. in the end, it doesn't matter, as you will get the opportunity, much later in the game (Assuming you only have prophecies), to switch to any secondary, any time you want. The other campaigns allow this option much earlier...which makes more sense.
Though, I'd have to say that My warrior is probably wa/mo ~98% of the time.
If you're with any type of real group, your primary role will be to meat shield. survive. damage is not your priority, b/c eles and SS Necs are far better at that. warriors can do decent damage, but their high armor and high potential HP and damage reduction make them perfect for surviving. Monk secondary is great for keeping yourself alive.
I started as war/ranger, but really haven't switched back to that since going wamo.
Originally posted by: zinfamous
by the way...as a lot of you in this thread seem like relative noobs to GW, I have a stash of max, nice bows and various other weapons, items, BS that I just don't need anymore.
add my in-game name and PM me if you see my online and are in need of something. Chances are, I got something you could use more than I.
Originally posted by: zinfamous
well, I can say that in my 2+ years playing GW, speaking with and working with a lot of the people who end up posting these builds to the wiki, not much has changed in terms of the real damage classes.
Skills may get swapped and nerfed here and there, but overall, little has changed. Nothing still beats an ele for damage, pretty hard to argue against that. and...time doesn't really matter if you can wipe out large groups in one swath of your skill bar with an earth ele, or perma span SF, or rotgort's. Honestly, though, if you can't keep up energy on a fire or earth ele, and keep the damage spread, then you don't know what your'e missing.
damage per second, however, I still think goes to the splinter/barrage ranger with a fast hit bow.
without proper tanking skills, a warrior is useless, and I do mean warrior skills. If anything, I may take one monk skill for quick heals, or a res. yes, monks can take care of it, but again, the role of a tank is to stay alive, not to depend on others to keep you alive. healers should have their attention elsewhere. this is precisely why you need real tank skills.
Believe me, I've taken plenty of characters multiple times through all campaigns. effective groups (and I mean real people) depend on each player knowing and understanding how to play their roles. Sure, cookie-cutter builds get boring after a while, but there are plenty of ways to work into the same role. You won't find many friends for groups if your warrior isn't healing themselves or maintaining aggro.
Originally posted by: jcwagers
Originally posted by: zinfamous
well, I can say that in my 2+ years playing GW, speaking with and working with a lot of the people who end up posting these builds to the wiki, not much has changed in terms of the real damage classes.
Skills may get swapped and nerfed here and there, but overall, little has changed. Nothing still beats an ele for damage, pretty hard to argue against that. and...time doesn't really matter if you can wipe out large groups in one swath of your skill bar with an earth ele, or perma span SF, or rotgort's. Honestly, though, if you can't keep up energy on a fire or earth ele, and keep the damage spread, then you don't know what your'e missing.
damage per second, however, I still think goes to the splinter/barrage ranger with a fast hit bow.
without proper tanking skills, a warrior is useless, and I do mean warrior skills. If anything, I may take one monk skill for quick heals, or a res. yes, monks can take care of it, but again, the role of a tank is to stay alive, not to depend on others to keep you alive. healers should have their attention elsewhere. this is precisely why you need real tank skills.
Believe me, I've taken plenty of characters multiple times through all campaigns. effective groups (and I mean real people) depend on each player knowing and understanding how to play their roles. Sure, cookie-cutter builds get boring after a while, but there are plenty of ways to work into the same role. You won't find many friends for groups if your warrior isn't healing themselves or maintaining aggro.
I'm starting to disagree a bit here as well. Your warrior shouldn't need a self heal if they are maintaining aggro. If they are maintaining aggro.....then healers should absolutely be placing their attention on the warriors. And if the warriors are not doing some decent damage to maintain that aggro.....they are a waste. After all, enemies target those with lower armor and less hp and warriors have the highest armor and usually higher hp than casters so they can "tank". If a warrior walks up and "tanks" and just stands there.....they'll run right by him and go after the casters. The attacking and doing damage is what keeps aggro. That frees the monks up to mainly heal the warriors while the rest of the party hexes, nukes, barrages, etc the enemies from a safe distance while the warrior keeps aggro.This is hypothetical though as there will probably always be a few enemies that filter through even when warriors are doing a great job of keeping aggro away from the rest of the group. So...while I'm not saying that your opinion is wrong.....I'm just saying that I'm agreeing to disagree on this one.![]()
Originally posted by: zinfamous
Originally posted by: jcwagers
Originally posted by: zinfamous
well, I can say that in my 2+ years playing GW, speaking with and working with a lot of the people who end up posting these builds to the wiki, not much has changed in terms of the real damage classes.
Skills may get swapped and nerfed here and there, but overall, little has changed. Nothing still beats an ele for damage, pretty hard to argue against that. and...time doesn't really matter if you can wipe out large groups in one swath of your skill bar with an earth ele, or perma span SF, or rotgort's. Honestly, though, if you can't keep up energy on a fire or earth ele, and keep the damage spread, then you don't know what your'e missing.
damage per second, however, I still think goes to the splinter/barrage ranger with a fast hit bow.
without proper tanking skills, a warrior is useless, and I do mean warrior skills. If anything, I may take one monk skill for quick heals, or a res. yes, monks can take care of it, but again, the role of a tank is to stay alive, not to depend on others to keep you alive. healers should have their attention elsewhere. this is precisely why you need real tank skills.
Believe me, I've taken plenty of characters multiple times through all campaigns. effective groups (and I mean real people) depend on each player knowing and understanding how to play their roles. Sure, cookie-cutter builds get boring after a while, but there are plenty of ways to work into the same role. You won't find many friends for groups if your warrior isn't healing themselves or maintaining aggro.
I'm starting to disagree a bit here as well. Your warrior shouldn't need a self heal if they are maintaining aggro. If they are maintaining aggro.....then healers should absolutely be placing their attention on the warriors. And if the warriors are not doing some decent damage to maintain that aggro.....they are a waste. After all, enemies target those with lower armor and less hp and warriors have the highest armor and usually higher hp than casters so they can "tank". If a warrior walks up and "tanks" and just stands there.....they'll run right by him and go after the casters. The attacking and doing damage is what keeps aggro. That frees the monks up to mainly heal the warriors while the rest of the party hexes, nukes, barrages, etc the enemies from a safe distance while the warrior keeps aggro.This is hypothetical though as there will probably always be a few enemies that filter through even when warriors are doing a great job of keeping aggro away from the rest of the group. So...while I'm not saying that your opinion is wrong.....I'm just saying that I'm agreeing to disagree on this one.![]()
of course, it all depends on specific purposes. For typical 4-person farm groups, catered to certain areas, then the monk's role is to almost exclusively heal the warrior. (old school SF farming)
But for any high-end area, with high-level foes, armor doesn't make a difference. For a typical PuG in DoA or in GWEN, or UW/FoW, any warrior that isn't capable of healing themselves, at least marginally, will not have many friends. Sure, the monk does need to heal, but if hte warrior can't take care of at least 50% of their own damage received, then that means the monk has to focus completely on them, which is disasterous. A good tank can get by on their own skills with the occasional Shielding Hands/Prot Spirit/SoA--not to mention the wonders that Aegis should provide--cast from the monk.
Either way, the best monks focus on prot skills. Preventing damage > "raising red bars." Too often, the monk gets blamed for shit that isn't their responsibility. ...and it primarily comes from warriors that overextend beyond the monk's range, and aggro everything into the party (I should know--I've been on both sides of the blame) This is why monks are harder to come by PuGs, b/c people just don't want to monk for PuGs anymore.
Originally posted by: Taejin
Originally posted by: zinfamous
Originally posted by: jcwagers
Originally posted by: zinfamous
well, I can say that in my 2+ years playing GW, speaking with and working with a lot of the people who end up posting these builds to the wiki, not much has changed in terms of the real damage classes.
Skills may get swapped and nerfed here and there, but overall, little has changed. Nothing still beats an ele for damage, pretty hard to argue against that. and...time doesn't really matter if you can wipe out large groups in one swath of your skill bar with an earth ele, or perma span SF, or rotgort's. Honestly, though, if you can't keep up energy on a fire or earth ele, and keep the damage spread, then you don't know what your'e missing.
damage per second, however, I still think goes to the splinter/barrage ranger with a fast hit bow.
without proper tanking skills, a warrior is useless, and I do mean warrior skills. If anything, I may take one monk skill for quick heals, or a res. yes, monks can take care of it, but again, the role of a tank is to stay alive, not to depend on others to keep you alive. healers should have their attention elsewhere. this is precisely why you need real tank skills.
Believe me, I've taken plenty of characters multiple times through all campaigns. effective groups (and I mean real people) depend on each player knowing and understanding how to play their roles. Sure, cookie-cutter builds get boring after a while, but there are plenty of ways to work into the same role. You won't find many friends for groups if your warrior isn't healing themselves or maintaining aggro.
I'm starting to disagree a bit here as well. Your warrior shouldn't need a self heal if they are maintaining aggro. If they are maintaining aggro.....then healers should absolutely be placing their attention on the warriors. And if the warriors are not doing some decent damage to maintain that aggro.....they are a waste. After all, enemies target those with lower armor and less hp and warriors have the highest armor and usually higher hp than casters so they can "tank". If a warrior walks up and "tanks" and just stands there.....they'll run right by him and go after the casters. The attacking and doing damage is what keeps aggro. That frees the monks up to mainly heal the warriors while the rest of the party hexes, nukes, barrages, etc the enemies from a safe distance while the warrior keeps aggro.This is hypothetical though as there will probably always be a few enemies that filter through even when warriors are doing a great job of keeping aggro away from the rest of the group. So...while I'm not saying that your opinion is wrong.....I'm just saying that I'm agreeing to disagree on this one.![]()
of course, it all depends on specific purposes. For typical 4-person farm groups, catered to certain areas, then the monk's role is to almost exclusively heal the warrior. (old school SF farming)
But for any high-end area, with high-level foes, armor doesn't make a difference. For a typical PuG in DoA or in GWEN, or UW/FoW, any warrior that isn't capable of healing themselves, at least marginally, will not have many friends. Sure, the monk does need to heal, but if hte warrior can't take care of at least 50% of their own damage received, then that means the monk has to focus completely on them, which is disasterous. A good tank can get by on their own skills with the occasional Shielding Hands/Prot Spirit/SoA--not to mention the wonders that Aegis should provide--cast from the monk.
Either way, the best monks focus on prot skills. Preventing damage > "raising red bars." Too often, the monk gets blamed for shit that isn't their responsibility. ...and it primarily comes from warriors that overextend beyond the monk's range, and aggro everything into the party (I should know--I've been on both sides of the blame) This is why monks are harder to come by PuGs, b/c people just don't want to monk for PuGs anymore.
I played GW solid for about 2 and a half years.
I spent about 1 and a half years in various gvg guilds. This is sad, but I've logged over 7000 hours on my account. The gvg guild I've been in have all been top 100 one time or another, the highest I personally ever got was rank 16. In terms of HoH/HA, I'm r8.. yes, kinda scrubby w/ regards to the whole GW population, but I didn't HA very much, mostly gvg.
I am definitely not one of the leetsauce wtfbbqpwnz0rz players, but I know my pvp and pve. Elementalists have one of the highest spike damages in the game, but they are weak and ineffectual once their initial barrage of spells are up. Warriors in any normal pve do NOT need tank skills, and are rendered almost entirely worthless with them. This includes hard mode. If you are talking about special circumstances (ie small party farming) or DoA etc, then I understand your argument for tank skills.. but barring that a warrior should not be using any tank skills or self heals.
Any competent monk or competent hero with a non-retarded skillbar will keep the warrior up, no problem.
Please bear in mind that I'm not talking about pve with retards. Pve with retards requires that everyone change their builds and fail frequently when their shitty builds (which are shitty because they are shitty and need to bring tank skills/self heal/since they will die without it/monks are shitty/people are bringing hard resses, because they are shitty/and using those hard resses midbattle lol 5 seconds ressing/monks bring a 5 second res and use it midbattle shitty) fail.
There's plenty of guides and builds out there (like Saabway) that show how you can get around with an amazing hero group, so you can maximize your potential as a warrior and really dish out the damage. Any half-decent pvp'er knows that warriors have the best sustained damage potential over time.
EDIT: So with that meandering post, I meant to say:
1) Warriors have the best single target damage, bar none.
2) With good hero bars or a decent monk, you do not need to bring tank skills. That is dumb. Why bring tank skills when you dont need them? You can just bring damage.
3) Elementalists are nice, but pale in comparison to your minion master and curse necro (heroes are good at this).
4) Party compositions should go: 1-2x warrior, 1x monk, 1x nec/rt healer, 1x n/me curse nec, 1x n/mo minion master, 2-3x hero elementalist/2x player paragons with pve skills/more hero necromancers.
