Why is strength frowned upon?
phool
Quote:
Originally Posted by bg_solidsnake
I like strenght and when i play my war i always go for 10 str + it helps on ur stances and the ability to survive.I've dueled against a war with only 3 strenght and he almost didnt do anything to me.
That's nothing to do with their strength. Probably due to them putting all their points in tactics for ripostes or something... or you using dolyak signet+loads of similar 1v1 warrior crap.
Darkpower Alchemist
I've read all your posts, and come to the realization, that half of you are quite biased towards things and 1/4 of you are following the crowd. Without strength, warriors would be rangers with swords,axes, and hammers--but with worse energy managment.
The strength line powers the "tank" side of the warrior. Sure, tactics plays a part in this,too, but strength makes the monster. Take a look at the Conjure Lightning Swordsman build.
[skill=card]Conjure Lightning[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Hundred Blades[/skill][skill=card]Flail[/skill][skill=card]Enraging Charge[/skill][skill=card]Healing Signet[/skill][skill=card]Resurrection Signet[/skill]
This build has only one real flaw, and that is that it can't remove conditions from itself. It surely outdamages a vamp sword, and with the use of hundred blades builds adrenaline in 2 earlier stages;
1) From the initial contact of Enraging Charge
2) From the 1st use of Hundred Blades
If you want a secondary shock sword build, change out sever for [skill=card]Crippling Slash[/skill] and Hundred for [skill=card]Sun and Moon Slash[/skill] for similar effect. Without strength, this wouldn't be possible. Also, that extra penetration with a shock sword build outdamages the sundering mod as well, yet the building of adrenaline with saftey to the warrior can't be done with [skill=card]Frenzy[/skill] unless your monk is awesome. Or at least decent.
Admittedly,I prefer Furious and Shocking mods on most of my weapons. Yet,I have done a test on the max mods on swords recently, and made a discovery of my own.
Without a conjure enchantment, shocking and 20/20 sundering kill equally as fast. Averaging 8.5-11 seconds on the armor 100 dummy and 8-10 seconds on the armor 60 dummy. In contrast, Furious mods, with the added use of extra adrenaline and for that matter, extra skill usage, clocked in at an average 7.5-9.5 seconds per kill on the 100 armor dummy and 7-8.5 seconds on the armor 60 dummy. In off average testing, the longest kill took 13 seconds on an armor 100 dummy and 11.5 seconds on an armor 60 dummy with shocking and sundering. Furious was longest at 10.5 seconds on off average kills on armor 100 and 9 on armor 60.
This is all done with a 10 in strength. Without strength, I doubt that I could have had the same results, since the armor penetration from strength had to play a role in the speed of the kills to some degree, since my ranger with a sword took considerably longer, at roughly 15 seconds on average.
Strength, though limited in usage, is a neccessary evil, if nothing else.
The strength line powers the "tank" side of the warrior. Sure, tactics plays a part in this,too, but strength makes the monster. Take a look at the Conjure Lightning Swordsman build.
[skill=card]Conjure Lightning[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Hundred Blades[/skill][skill=card]Flail[/skill][skill=card]Enraging Charge[/skill][skill=card]Healing Signet[/skill][skill=card]Resurrection Signet[/skill]
This build has only one real flaw, and that is that it can't remove conditions from itself. It surely outdamages a vamp sword, and with the use of hundred blades builds adrenaline in 2 earlier stages;
1) From the initial contact of Enraging Charge
2) From the 1st use of Hundred Blades
If you want a secondary shock sword build, change out sever for [skill=card]Crippling Slash[/skill] and Hundred for [skill=card]Sun and Moon Slash[/skill] for similar effect. Without strength, this wouldn't be possible. Also, that extra penetration with a shock sword build outdamages the sundering mod as well, yet the building of adrenaline with saftey to the warrior can't be done with [skill=card]Frenzy[/skill] unless your monk is awesome. Or at least decent.
Admittedly,I prefer Furious and Shocking mods on most of my weapons. Yet,I have done a test on the max mods on swords recently, and made a discovery of my own.
Without a conjure enchantment, shocking and 20/20 sundering kill equally as fast. Averaging 8.5-11 seconds on the armor 100 dummy and 8-10 seconds on the armor 60 dummy. In contrast, Furious mods, with the added use of extra adrenaline and for that matter, extra skill usage, clocked in at an average 7.5-9.5 seconds per kill on the 100 armor dummy and 7-8.5 seconds on the armor 60 dummy. In off average testing, the longest kill took 13 seconds on an armor 100 dummy and 11.5 seconds on an armor 60 dummy with shocking and sundering. Furious was longest at 10.5 seconds on off average kills on armor 100 and 9 on armor 60.
This is all done with a 10 in strength. Without strength, I doubt that I could have had the same results, since the armor penetration from strength had to play a role in the speed of the kills to some degree, since my ranger with a sword took considerably longer, at roughly 15 seconds on average.
Strength, though limited in usage, is a neccessary evil, if nothing else.
phool
You're running 10 strength? You should be running 8+1. It'll increase your dps more. Jack your air up to 10 instead. No-one's saying strength skills are bad, it's the passive effect that's probably the worst of any primary.
krypt1200
Ok, I always play warrior, but I tend to steer away from str related SKILLS. For one reason and one reason only, they dont do anything for me.
Most of the str attack skills require energy, and being a war thats something your short on.
That is the reason why I look to tactics for a few skills other than my 4-5 swordsmanship/paladin combo.
I like to take watch yourself, while your building adrenaline, you get an almost partywide +20 armor which is nice. I look to tactics for a self heal like heal signet also, its not advantageous to use it during a fight but to reduce the stress on your monks after a fight, you can pop one up. Or, similar to using frenzy, if your not getting wailed on, take 3 steps back and pop a heal sig during a fight.
Of course w/o str, a tank is useless, based on the fact you get added damage inherently with points in str. I usually run something in the areas of 9-10 str. max swordsmanship and as much as I can in tactics.
Str isnt bad or hated upon, i think its mainly just because most of the skills in str either require lots of energy, or snare you in some way. I.E. flail, doylak etc.
Most of the str attack skills require energy, and being a war thats something your short on.
That is the reason why I look to tactics for a few skills other than my 4-5 swordsmanship/paladin combo.
I like to take watch yourself, while your building adrenaline, you get an almost partywide +20 armor which is nice. I look to tactics for a self heal like heal signet also, its not advantageous to use it during a fight but to reduce the stress on your monks after a fight, you can pop one up. Or, similar to using frenzy, if your not getting wailed on, take 3 steps back and pop a heal sig during a fight.
Of course w/o str, a tank is useless, based on the fact you get added damage inherently with points in str. I usually run something in the areas of 9-10 str. max swordsmanship and as much as I can in tactics.
Str isnt bad or hated upon, i think its mainly just because most of the skills in str either require lots of energy, or snare you in some way. I.E. flail, doylak etc.