Quote:
Originally Posted by Hephaestus Ram
W/Mo huh?
So lets see.. you've got Dolyaks sig, Endure Pain, Defy Pain,
Mending, Healing Breeze, and Resurrect.
Say you're in Sorrows Furnace, you have four Deep Knights beating the
crap out of the monks, the Taskmasters are interrupting the casters, the
warriors had not room on their skill bar for any attack skills, so they're
just chasing things around. Who's supposed to kill things here?
Seems like the only thing you're any good for is to wait until everyone's
dead, run away, wait 'till the bad guys leave, and then rez everyone....
not much of a hero huh?
That's what I was asking, other than a few isolated instances like The
Deep, where is this tanking ability of any real use?
I know what a tank is, I'd already mentioned that I've tried it and didn't
think it was a very effective use of my character. What I was wondering
was what situations other warriors find this "build" to be useful in
general.
If you feel like monks should be "swift" at healing, don't you feel like
warriors should be "swift" at killing. After all, maybe if you could kill
something, there wouldn't be a need for them to heal so much. 
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I'm confused by your reply but whatev O.o
Eh first you talk about wammos who really hurt themselves more than heal themselves because shatter enchant, afaik, is armourignoring enchantment stripping damage which is poo and is used by monsters in many locations throughout tyria and cantha.
You're describing an everyday pug situation. Nothing can save pugs X.x
A tanking warrior is not the same as a tank.
A tank brings mutlple defensive skills ranging from dolyak, watch yourself and shield stance to elites like glads defense or defy pain.
A tanking warrior brings 1 or 2 defensive skills and neither of the 2 are elites.
Here's what I would like to see in a PvE warrior:
(I'm not that experienced in the swords line)
Sword:
- Hundred blades (for the adrenaline gain)
- adrenaline damage/IAS (tiger stance to fire off the attackskills more quickly+adrengain)
- dolyak (defense)
- endure pain (emergency switch temporary selfheal for when crap happens)
- res X.x
Attributes: Enough str to make dolyak worthwhile, 14-16 in swordsmanship for the criticals and the extra damages. rest in whatever
I like having a mesmer or ranger on the team so the warrior doesn't have to bring interrupts and put more into damage. If those aren't there then I'd like the war to grab that no attribute interrupt.
Axe:
- Triple chop (for the damage and adrenaline gain)
- adrenaline damage
- IAS for adrenaline and firing off more skills
- dolyak for defense
- endure pain as emergancy switch (hardly ever use it)
- res
Attributes: Enough str to make dolyak worthwhile, max in axe for crits, damage, skilldamage
This may sound weird but I might use sprint on my pve war to get to the enemy faster. I usually activate dolyak pretty late, sprint would allow me to take less damage. Especially with a bulwark.
What I want the warrior to do is run in, grab the aggro and tank it with dolyak and then do masses of damage so stuff dies faster.
If I play monk then I can easily heal a dolyakker non-stop. Nobody else is getting hit so that's good.
A pug usually works like this:
Warrior either moves in and dies or he moves in and moves back. The monk will be screaming for energy because his healingbreezes are poop and all the others will be drawing stuff on the map because they don't know any better.
What I want my party to do is let the warrior move in, let the monk heal the warrior (this is where stuff like dwayna's kiss and inspired hex are sexy) and everybody else does ranged damage.
- Assassins move in after the warrior has done his aggro stuff, the assassins then deal as much damage as they possibly can (YES, I figured out that assassinS are good in PvE even if they're not doing crit barrage. However, the person playing it must be pretty smart at picking targets and they have to come in pairs of 2. 1 assassin will draw aggro on himself, 2 of them will share it pretty well.. With 1 or 2 warriors+2 assassins, the front line will be a major mess but stuff will die so fast, nukers will just /sit there and necros will be like "wtf?")
- Rangers use a BOW, a long-, flat-, horn- or recurve bow. Shortbow has too short of a range. I'm going to advise recurve bow here because it's pretty "accurate" but my ranger doesn't even HAVE a recurve bow yet so if I'm stupid, tell me now.
Touch rangers are crap in pve ok.. "it works for me!!!" doesn't work for everybody else in the party. Rangers interrupt, dagen, support damage, barrage, whatever. Just don't get into range.
- Eles, ranged damage. NO AOE that causes scatter unless it also does knockdown (double/triple ms). I noticed some eles like bringing bed of coals so when a monster gets past the front line, it will go nuts int he backline. Backline will then just beat the monster quickly... it overextended anyway.
- etc etc.
If your party knows what to do then you'll seriously crash through the monsters incredibly fast.
A tanking warrior allows for things like this to happen (but isn't always needed, it gives the monk a lot of room though)
A tank in anything except the high end cookie cutter build teams is ok but they seem to lack damage.
Seriously, if you want to see the real power of a pve warrior, find a team that doesn't suck. Pugs are not the answer X.x
Now why did I type all this again X.x