Strength - The weakest Primary :'c

Not A Fifty Five

Jungle Guide

Join Date: Apr 2006

Creating guild

Mo/

Quote:
Originally Posted by Crom The Pale
I beg to differ but Elementalist, mesemers,necros and even smite monks can deal out more damage than most wars can.


Wars dish out long term stable dps, not high fast damage with the exception of maybe 2-3 skills. They can not spike as effectivly as most other classes and with new monsters having extreme power and only being killable with spikes this would help that out.

Keep in mind that melee attacks are still the easiest to defend against, this leaves wars at a huge disadvantage.
With all the new skills that let you blind, criple, hex and use stances to avoid attacks or enchants/skills to increase your armor a Warrior does little damage when compared to most other classes.
Warriors actually still do the most damage rly. Now mesmers, necs and eles can be more worthwhile to have than a warrior, but for pure direct damage to get those monks casting spells, warriors win. Why? no aftercast lightning hammer e.g. is 3 effective seconds, and a warrior can get in 3 attacks within that time and cause a deep wound

Warriors are never going to become outdated like eles were before nightfall skills.

This is different for PvE of course, but skills aren't balanced for pve's sake, with the possible exception of spoil victor and minion cap

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

I made a strength spec'd W/D and it seemed okay. I'll need to play with it more though.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

The skills may not be balanced for pve, but the primary attributes are.

Just look at soul reaping and tell me thats balanced in pvp?

As far as after cast goes not every spell has it, infact there are now several 5energy lightning skills that can be used continually for more dmg than a war can output with the added bonus of a large spike rdy at all times.

Im not sugesting that the war needs to be made into an insane dmg machine, just that his primary needs to have a better buff as its in no way comparable to the other classes primary for inherent effects.


Maybe I'm a little biased on my pve point of view but when my War is whacking away at a lvl 28monk and dealing 0 dmg without skills, I see a problem.

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

I'll say it again:

Spawning Power is by far the weakest attribute when it comes to the bonus it provides.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

If think the developers should have made the primary Endurance instead. Keep the same skills, but change the innate bonus to +1AL instead. I am playing around alot with the Strength skills and they feel more like Endurance!
Also if you really want damage as others pointed out, you put more points into using the particular weapon.
I don't think warrior primary attribute should be for both armour+damage. If it's ever changed because the community protests, it should be specialized.

pingu666

Jungle Guide

Join Date: Jul 2006

guildhall

[DETH]

warriors can kickout tons of damage, yesterday a jade knight did 100~damage to my rit with 60al in a single hit, now how much damage do you think say spirit rift does to a jade knight?
http://gw.gamewikis.org/wiki/Spirit_Rift , i have channeling on 16 btw

142 damage becomes 42-44 or so. spirit rift seems to fair worse than other attacks, but there damage is reduced by 50% or more.

spawning power is useless if your build isnt spirit/minion based.

in pve soul reaping is a *very* powerful attribute.

my wammo has sentinal armour, plus with a shield and a +5al weapon, i have just over twice the al of a caster, plus 4 damage absorbtion all the time.

there are some nice strength elites, warriors endurance? combine with cyclone axe and :O :P
http://gw.gamewikis.org/wiki/Warriors_Endurance
vs say
http://gw.gamewikis.org/wiki/Energy_Drain

lets say we stick at 13 for sentinal armour reason
13ins gives us 11energy, net gain.

we need just 5/6 hits with warriors endurance to equal energy drain, over 21 seconds. (5hits = 15energy - 5e cast cost = 10, 6hits = 13energy)

21 devided by 1.33(axe/sword/dagger attack rate) = 15.7.

15x3= 45energy.
thats attacking a single foe, cyclone axe is mighty with warriors endurance.

hammer is 21 devided by 1.75 = 12, 12x3=36energy

chuck in say a 33%speedbuff, (50% effective) and i think you would get..
21/21 (15+7.5 (50%) and ive rounded down..)

21x3=63energy
hammer is 21/18, so 18x3=54energy