The Art Of The Sword: Comparisons And Application Clarification
Darkpower Alchemist
In Guild Wars, 3 weapons are defined as "warrior" weapons. The hammer,the axe, and the sword. Of these 3 weapons, the sword is looked at as being the more basic of the 3, due to its narrow damage and spike capability that the sword is considered to possess.
This supposed "limitation" gives the impression of inferiority in the case of spike damage in PvP compared to the axe. Yet, what the sword excels at is steady, consistant, rock solid aggression. The use of the sword ingame has many real life niuances that are loosely grasped by those that favor the sword.
The Basics:
First, one most know the basics of melee combat to excel at it. Those basics principals are as follows:
1) Physical attacks must be fast and consistant, in order to apply pressure and to press the end result of combat. The Kill!
2) The swordsman must realize what his place on the field of battle represents. When you clash with another, you must not hesitate. Cut to the quick. Flow through your enemies defenses, or die. The sword is not the threat, but he/she who wields it.
3) Field awareness is very important. Find your target, and commit to your purpose. Switch targets if need be, but realize usually your original target will shadow you until you end the threat it represents. The monk you didn't kill, will always seem close by, healing your new target. The elementalist that blinded you, will continue to harrass and impede your success. The mesmer that survives your attack will make your life difficult from just out of reach. Try your best to finish what you start.
4) The things that work against you, also work for you. Snare, blind, hex, spell, blade, or stance. Nothing is off limits. In combat, it's not the pretty warrior that is successful or feared, but the effective one.
Sword Build Application:
Enough of the romancing of the blade, let's get down to the nitty gritty. First, let's talk about the proper use of an IAS(Increased Attack Speed) in comparison to the swordsman. I was involved in a conversation with an alliance member and we brought a topic to the forefront. The use of...
[skill=big]Gash[/skill]
He wanted to make an argument that gash wasn't needed in a sword build that used this elite...
[skill=big]Dragon Slash[/skill]
In his argument, he said that with the use of Dragon Slash with [skill=card]Flail[/skill] or [skill=card]Frenzy[/skill] that you would be dealing so much damage that you wouldn't need to cause a deep wound. I totally disagree. In order to achieve your goal as a melee threat, one must realize that a simple thing as a deep wound cuts 20% of your target's Health, thus taking roughly 100 hp from your target in one attack. This is the openning of a spike attack. The drop of HP from the DW allows for a major dip in the target's livelyhood.
For example:
[skill=card]Flail[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Dragon Slash[/skill][skill=card]Enraging Charge[/skill]
This Dragon Slash attacker will give a deep wound within 4 strikes, due to the use of Enraging Charge to power Flail. SA+ Gash will cause the DW and setup for DS. By the second DS, the 4 lead skills will all power up from a dragon slash.
The build he recommended was:
[skill=card]Frenzy[/skill][skill=card]Standing Slash[/skill][skill=card]Silverwing Slash[/skill][skill=card]Dragon Slash[/skill][skill=card]Sprint[/skill]
Though, theoretically, the above build deals more damage through pure power, yet, the comparison is akin to a swift killer to a blundering barbarian.
The latter build uses frenzy and Sprint, while the previous uses Flail and Enraging. First, the Frenzy warrior takes double damage unless he cancels the stance with sprint, and is dependent on frenzy to gather adrenaline, while Flail and Enraging both garner adrenaline from both stances, though the swordsman moves 33% slower with Flail activated. This would be a choice of preference, though I personally believe the previous build would be superior overall.
Another sword attack that seems to be underappreciated is [skill=card]Hundred Blades[/skill], which paired with the proper build would make this formerly undesired elite into a stellar attack skill.
[skill=card]Flail[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Hundred Blades[/skill][skill=card]Sun and Moon Slash[/skill][skill=card]Enraging Charge[/skill][skill=card]Conjure Lightning[/skill][skill=card]Healing Signet[/skill]
More set for AB or PvE, this build is perfect for maximizing the damage output of a swordsman. With Enraging building adrenaline from the opening, hundred blades is then used to complete the needed adrenaline build to activate Flail. The rest is self explanitory.
This type of comparison is mostly known by more experienced players, but I have noticed that newer players seem to leave Gash behind, and are quite adamant about its uselessness. Yet, these same warriors also die in PvP at my hands, so I apply my knowledge. Now i wish to help others.
Advanced Applications:
The need for a DW is well documented and known, yet the use of Gash isn't your only option. Sticking to the melee theme, I'll bring an assassin skill to the forefront as an alternative to Gash.
[skill=big]Augury of Death[/skill]
Augury is certainly a solid alternative to Gash, for it doesn't have to be applied through any other reason but by the nature of the swordsman's will. Strike down upon your foe, never bleeding him/her, and they will be caught unaware when the augury is cast. Better still is to bleed, deep wound, then continue the steady pressure of you attacks. All will fall when put under the fast response of AoD when applied. No escape is certain until the hex is removed. In AB and RA, the chances of hex removal are less likely due to the unorthodox manner of team construction in these arenas of combat. Even to apply a cover hex may be desired to make this hex stick. This hex, in particular, is a great setup for what isn't immediately recognized by most players. A swordsman's spike!
[skill=card]Augury of Death[/skill][skill=card]Flail[/skill][skill=card]Standing Slash[/skill][skill=card]Sun and Moon Slash[/skill][skill=card]Hundred Blades[/skill][skill=card]Riposte[/skill][skill=card]Healing Signet[/skill][skill=card]Enraging Charge[/skill]
This build also brings into play defense for the swordsman in the use of the skill Riposte. The definition of a riposte is roughly a blocking motion that uses the blade to strike at the limb/body of the attacker. This is best known in Fencing(Spanish/English/Olympic) as a more advanced tactic, and thus is included in the tactic line.
It's counterpart, [skill=card]Deadly Riposte[/skill],has the bonus of also causing bleeding. Though the consensus thought behind the application of the ripostes is that the players who use them are lacking in skill, that can be considered nothing but an obvious pressure tactic to get people to not use the most viable skill applications. The fact is that any melee attacker that strikes against you will be blocked and damaged when it is used, and thus, is a great counter to melee attacks. Though still able to be bypassed by means of hexes and some unblockable skills/attacks, the ripostes will still do their intended damage.
I totally encourage experimenting with sword skills and tactic/strength stances in order to improve your swordsmanship proficeincy. Other alternatives for sword elites are [skill=card]Quivering Blade[/skill] and [skill=card]Crippling Slash[/skill] whose own applications can very well make for interesting sword combinations.
Learn the tricks of your foes in order to better defend yourself. Assassins like to use [skill=card]Expose defenses[/skill] in order to get by ripostes and defensive stances while using [skill=card]Critical Defenses[/skill] to escape your blade. Removing a hex may prove to be more beneficial than one may realize when dealing with such crafty opponents, as well as stripping enchantments, so look into those type of skills in order to defend yourself even better.
I have covered the basics of the application of good swordsmanship, and I hope that some get some insight into its further applications by reading this thread. Good luck out there, for if you cross swords with me, I won't hesitate, and neither should you! GG
This supposed "limitation" gives the impression of inferiority in the case of spike damage in PvP compared to the axe. Yet, what the sword excels at is steady, consistant, rock solid aggression. The use of the sword ingame has many real life niuances that are loosely grasped by those that favor the sword.
The Basics:
First, one most know the basics of melee combat to excel at it. Those basics principals are as follows:
1) Physical attacks must be fast and consistant, in order to apply pressure and to press the end result of combat. The Kill!
2) The swordsman must realize what his place on the field of battle represents. When you clash with another, you must not hesitate. Cut to the quick. Flow through your enemies defenses, or die. The sword is not the threat, but he/she who wields it.
3) Field awareness is very important. Find your target, and commit to your purpose. Switch targets if need be, but realize usually your original target will shadow you until you end the threat it represents. The monk you didn't kill, will always seem close by, healing your new target. The elementalist that blinded you, will continue to harrass and impede your success. The mesmer that survives your attack will make your life difficult from just out of reach. Try your best to finish what you start.
4) The things that work against you, also work for you. Snare, blind, hex, spell, blade, or stance. Nothing is off limits. In combat, it's not the pretty warrior that is successful or feared, but the effective one.
Sword Build Application:
Enough of the romancing of the blade, let's get down to the nitty gritty. First, let's talk about the proper use of an IAS(Increased Attack Speed) in comparison to the swordsman. I was involved in a conversation with an alliance member and we brought a topic to the forefront. The use of...
[skill=big]Gash[/skill]
He wanted to make an argument that gash wasn't needed in a sword build that used this elite...
[skill=big]Dragon Slash[/skill]
In his argument, he said that with the use of Dragon Slash with [skill=card]Flail[/skill] or [skill=card]Frenzy[/skill] that you would be dealing so much damage that you wouldn't need to cause a deep wound. I totally disagree. In order to achieve your goal as a melee threat, one must realize that a simple thing as a deep wound cuts 20% of your target's Health, thus taking roughly 100 hp from your target in one attack. This is the openning of a spike attack. The drop of HP from the DW allows for a major dip in the target's livelyhood.
For example:
[skill=card]Flail[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Dragon Slash[/skill][skill=card]Enraging Charge[/skill]
This Dragon Slash attacker will give a deep wound within 4 strikes, due to the use of Enraging Charge to power Flail. SA+ Gash will cause the DW and setup for DS. By the second DS, the 4 lead skills will all power up from a dragon slash.
The build he recommended was:
[skill=card]Frenzy[/skill][skill=card]Standing Slash[/skill][skill=card]Silverwing Slash[/skill][skill=card]Dragon Slash[/skill][skill=card]Sprint[/skill]
Though, theoretically, the above build deals more damage through pure power, yet, the comparison is akin to a swift killer to a blundering barbarian.
The latter build uses frenzy and Sprint, while the previous uses Flail and Enraging. First, the Frenzy warrior takes double damage unless he cancels the stance with sprint, and is dependent on frenzy to gather adrenaline, while Flail and Enraging both garner adrenaline from both stances, though the swordsman moves 33% slower with Flail activated. This would be a choice of preference, though I personally believe the previous build would be superior overall.
Another sword attack that seems to be underappreciated is [skill=card]Hundred Blades[/skill], which paired with the proper build would make this formerly undesired elite into a stellar attack skill.
[skill=card]Flail[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Hundred Blades[/skill][skill=card]Sun and Moon Slash[/skill][skill=card]Enraging Charge[/skill][skill=card]Conjure Lightning[/skill][skill=card]Healing Signet[/skill]
More set for AB or PvE, this build is perfect for maximizing the damage output of a swordsman. With Enraging building adrenaline from the opening, hundred blades is then used to complete the needed adrenaline build to activate Flail. The rest is self explanitory.
This type of comparison is mostly known by more experienced players, but I have noticed that newer players seem to leave Gash behind, and are quite adamant about its uselessness. Yet, these same warriors also die in PvP at my hands, so I apply my knowledge. Now i wish to help others.
Advanced Applications:
The need for a DW is well documented and known, yet the use of Gash isn't your only option. Sticking to the melee theme, I'll bring an assassin skill to the forefront as an alternative to Gash.
[skill=big]Augury of Death[/skill]
Augury is certainly a solid alternative to Gash, for it doesn't have to be applied through any other reason but by the nature of the swordsman's will. Strike down upon your foe, never bleeding him/her, and they will be caught unaware when the augury is cast. Better still is to bleed, deep wound, then continue the steady pressure of you attacks. All will fall when put under the fast response of AoD when applied. No escape is certain until the hex is removed. In AB and RA, the chances of hex removal are less likely due to the unorthodox manner of team construction in these arenas of combat. Even to apply a cover hex may be desired to make this hex stick. This hex, in particular, is a great setup for what isn't immediately recognized by most players. A swordsman's spike!
[skill=card]Augury of Death[/skill][skill=card]Flail[/skill][skill=card]Standing Slash[/skill][skill=card]Sun and Moon Slash[/skill][skill=card]Hundred Blades[/skill][skill=card]Riposte[/skill][skill=card]Healing Signet[/skill][skill=card]Enraging Charge[/skill]
This build also brings into play defense for the swordsman in the use of the skill Riposte. The definition of a riposte is roughly a blocking motion that uses the blade to strike at the limb/body of the attacker. This is best known in Fencing(Spanish/English/Olympic) as a more advanced tactic, and thus is included in the tactic line.
It's counterpart, [skill=card]Deadly Riposte[/skill],has the bonus of also causing bleeding. Though the consensus thought behind the application of the ripostes is that the players who use them are lacking in skill, that can be considered nothing but an obvious pressure tactic to get people to not use the most viable skill applications. The fact is that any melee attacker that strikes against you will be blocked and damaged when it is used, and thus, is a great counter to melee attacks. Though still able to be bypassed by means of hexes and some unblockable skills/attacks, the ripostes will still do their intended damage.
I totally encourage experimenting with sword skills and tactic/strength stances in order to improve your swordsmanship proficeincy. Other alternatives for sword elites are [skill=card]Quivering Blade[/skill] and [skill=card]Crippling Slash[/skill] whose own applications can very well make for interesting sword combinations.
Learn the tricks of your foes in order to better defend yourself. Assassins like to use [skill=card]Expose defenses[/skill] in order to get by ripostes and defensive stances while using [skill=card]Critical Defenses[/skill] to escape your blade. Removing a hex may prove to be more beneficial than one may realize when dealing with such crafty opponents, as well as stripping enchantments, so look into those type of skills in order to defend yourself even better.
I have covered the basics of the application of good swordsmanship, and I hope that some get some insight into its further applications by reading this thread. Good luck out there, for if you cross swords with me, I won't hesitate, and neither should you! GG
Tab
Why don't you mention Final Thrust.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient.
moko
Quote:
Originally Posted by ibreaktoilets
Why don't you mention Final Thrust.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient. this post > the OP. (final thrust rush is dangerous though o_o)
also, quivering blade is awful.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient. this post > the OP. (final thrust rush is dangerous though o_o)
also, quivering blade is awful.
FoxBat
When pugging AB, hex removal isn't a bad idea. (Actually, purge signet is good period.)
Likewise frenzy isn't the greatest thing for soloing. Teams also typically have 1 to 0 bad monks so spiking isnt so important. Battle rage with hamstring works about as well as cripslash because no-one but the rangers has good condition removal. (And you ain't soloing those anyway)
This isn't Gladiators, we aren't talking real PvP here.
Likewise frenzy isn't the greatest thing for soloing. Teams also typically have 1 to 0 bad monks so spiking isnt so important. Battle rage with hamstring works about as well as cripslash because no-one but the rangers has good condition removal. (And you ain't soloing those anyway)
This isn't Gladiators, we aren't talking real PvP here.
Darkpower Alchemist
Quote:
Originally Posted by ibreaktoilets
Why don't you mention Final Thrust.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient. First, you're so wrong about me not posting a build with a conjure. Its there, above the second build with SaMS. Second, Augury of Death is under advanced application,so you are again mistaken on why I recommended it. I recommend AoD because whenapplied properly, the deep wound nearly kills every time due to timing and the speed that the deep wound comes. The teleport is effective for runners, and Sun and moon slash is 2 unblockable attacks that further help to build adrenaline.
Third, I didn't mention Final Thrust because FT isnt for a guy who can't realize that he needs his stances active(IE Flail) before using it, or he is without adrenaline, and thus, makes it not for novice players. Fourth, I suggest using riposte because riposte and deadly riposte are excellent anti melee skills for a swordsman. Every assassin that plays AB dreads a riposte warrior, due to the chance of a hard spike during their attack sequence. This isn't a clinic on GvG swordsmanship, since it is based on a monk saving everyone at every time, and the swordsman must realize that most of his attempts will be negated by said monk and not his target. You want to try to poke holes in my thread, well now i'll show the flaws in you sword build.
First, when you activate frenzy, you will take double damage. A solid assassin using [skill=card]Shadow Prison[/skill][skill=card]Black Spider Strike[/skill][skill=card]Unsuspecting Strike[/skill][skill=card]Wild Strike[/skill][skill=card]Horns Of The Ox[/skill][skill=card]Impale[/skill][skill=card]Tiger's Fury[/skill]- you'd be a dead man. Oh, that's right, you're depending on Aegis to save you?
You think the sin is going to run away? Right, that's got to be the reason
Bull's has no use, since that same sin will kill you without breaking a sweat. He won't be running away.
Your lack of vision disappoints me.
As for Hundred blades, it is useful when you have imagination. In a conjure build, as I have depicted, Hundred Blades+ Sun and Moon will do major damage. 4 attacks with 2 moves, plus the conjure damage. You think you can output as much with Crippling? Think again. Though, CS+ Gash is solid, but my alternative was for people who didn't want to use gash.
And, btw, a riposte warrior would take your GvG swordsman to school, because it is dependent on a monk to survive. That same build wouldn't survive augury either without a monk. I'm talking swordsmen, not swordsman plus a monk to remove the hex. i'm talking you against an opponent, not a 8 man team, or a 4 man team. Don't throw dirt in the game, especially bad dirt.
Why do you suggest using Augury of Death instead of Sever Gash.
Why do you suggest using Ripostes.
Why did you post a build with Sun & Moon and Hundred Blades with no Conjure.
Why did you suggest using Hundred Blades at all.
'Good swordsmanship' is not about being a warrior with hex removal and enchantment removal. 'Good swordsmanship' is about taking out your target and staying alive. Leave the hex and enchantment removal to the other members of your team, and focus on doing what a warrior is supposed to do.
And Sever Gash is far better than Augury on a warrior. Augury hexes them, which both gives away your spike and gives their monks a chance to remove it. It also shadowsteps you to them in the middle of your spike, which interrupts whatever skill you were using.
If you're going to make a detailed post about good swordsmanship, atleast make a mention of the most common sword build there is.
[skill]crippling slash[/skill][skill]gash[/skill][skill]final thrust[/skill][skill]bull's strike[/skill][skill]frenzy[/skill][skill]rush[/skill][skill]mending touch[/skill][skill]resurrection signet[/skill]
With Bull's being interchangable with Healing Signet.
Your post starts off ok, but then gets slowly worse as it goes on.
You're right in saying Deep Wound is needed, but that's about it. You should NEVER use Hundred Blades. Warrior Deep Wound skills are Gash, Eviscerate/Dismember, and Crushing Blow for Swords, Axes and Hammers respectively. All using secondary skills to cause it acheives is to make your spike worse and your attribute spread less efficient. First, you're so wrong about me not posting a build with a conjure. Its there, above the second build with SaMS. Second, Augury of Death is under advanced application,so you are again mistaken on why I recommended it. I recommend AoD because whenapplied properly, the deep wound nearly kills every time due to timing and the speed that the deep wound comes. The teleport is effective for runners, and Sun and moon slash is 2 unblockable attacks that further help to build adrenaline.
Third, I didn't mention Final Thrust because FT isnt for a guy who can't realize that he needs his stances active(IE Flail) before using it, or he is without adrenaline, and thus, makes it not for novice players. Fourth, I suggest using riposte because riposte and deadly riposte are excellent anti melee skills for a swordsman. Every assassin that plays AB dreads a riposte warrior, due to the chance of a hard spike during their attack sequence. This isn't a clinic on GvG swordsmanship, since it is based on a monk saving everyone at every time, and the swordsman must realize that most of his attempts will be negated by said monk and not his target. You want to try to poke holes in my thread, well now i'll show the flaws in you sword build.
First, when you activate frenzy, you will take double damage. A solid assassin using [skill=card]Shadow Prison[/skill][skill=card]Black Spider Strike[/skill][skill=card]Unsuspecting Strike[/skill][skill=card]Wild Strike[/skill][skill=card]Horns Of The Ox[/skill][skill=card]Impale[/skill][skill=card]Tiger's Fury[/skill]- you'd be a dead man. Oh, that's right, you're depending on Aegis to save you?
You think the sin is going to run away? Right, that's got to be the reason
Bull's has no use, since that same sin will kill you without breaking a sweat. He won't be running away.
Your lack of vision disappoints me.
As for Hundred blades, it is useful when you have imagination. In a conjure build, as I have depicted, Hundred Blades+ Sun and Moon will do major damage. 4 attacks with 2 moves, plus the conjure damage. You think you can output as much with Crippling? Think again. Though, CS+ Gash is solid, but my alternative was for people who didn't want to use gash.
And, btw, a riposte warrior would take your GvG swordsman to school, because it is dependent on a monk to survive. That same build wouldn't survive augury either without a monk. I'm talking swordsmen, not swordsman plus a monk to remove the hex. i'm talking you against an opponent, not a 8 man team, or a 4 man team. Don't throw dirt in the game, especially bad dirt.
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Originally Posted by Darkpower Alchemist
Quote: Originally Posted by Darkpower Alchemist Second, Augury of Death is under advanced application,so you are again mistaken on why I recommended it. I recommend AoD because whenapplied properly, the deep wound nearly kills every time due to timing and the speed that the deep wound comes. The teleport is effective for runners, and Sun and moon slash is 2 unblockable attacks that further help to build adrenaline. Augury of Death interrupts your action. Therefore it is counterproductive to use it in a spike.
Quote: Originally Posted by Darkpower Alchemist Third, I didn't mention Final Thrust because FT isnt for a guy who can't realize that he needs his stances active(IE Flail) before using it, or he is without adrenaline, and thus, makes it not for novice players. Final Thrust isn't some extremely difficult to use skill. It's an extremely poweful attack to finish a spike.
Quote: Originally Posted by Darkpower Alchemist Fourth, I suggest using riposte because riposte and deadly riposte are excellent anti melee skills for a swordsman. Every assassin that plays AB dreads a riposte warrior, due to the chance of a hard spike during their attack sequence. Ripostes are a horrible idea. Sure they make people switch targets, but that isn't much of a success in itself. I'd much rather have someone beating on a warrior than on my monk for example.
Assassins shouldn't dread a Riposte warrior, because there's 11 other players and alot of NPCs to spike aswell.
Quote: Originally Posted by Darkpower Alchemist This isn't a clinic on GvG swordsmanship, since it is based on a monk saving everyone at every time, and the swordsman must realize that most of his attempts will be negated by said monk and not his target. Relying on a backline to stop people dying makes alot more sense than running multiple builds which are much weaker than they should be because they try to fit in defence.
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You want to try to poke holes in my thread, well now i'll show the flaws in you sword build.
First, when you activate frenzy, you will take double damage. A solid assassin using [skill=card]Shadow Prison[/skill][skill=card]Black Spider Strike[/skill][skill=card]Unsuspecting Strike[/skill][skill=card]Wild Strike[/skill][skill=card]Horns Of The Ox[/skill][skill=card]Impale[/skill][skill=card]Tiger's Fury[/skill]- you'd be a dead man. Oh, that's right, you're depending on Aegis to save you? There's this technique called not activating frenzy when youre under attack, and cancelling it when you come under attack. I don't know if you've heard of it?
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The people who have commented thus far are those who believe that a swordsman shouldn't defend himself, and should leave those things to the monk and enchantments.
i don't see how your build has additional self defense apart from a bad skill named riposte which is inferior to mending touch 564 times because blind warriors are soo good
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Originally Posted by Darkpower Alchemist
[skill=card]Bull's strike[/skill] is a "melee" skill, meaning it isn't defined as a swordsmanship skill by any means.
Then why did you bring up Augury of Death? Last time i checked it didnt fall under swordsmanship either.
Originally Posted by Darkpower Alchemist
Ok, as expected, the flame train seems to continue. Again, I never said that Bull's Strike wasn't good on a bar. What I said was that if no one is running from you, then their is no KD. Is that not truth?
Yes, you did.
In your example of an assassin spiking you (which is pointless anyway, he won't kill 100al), Bull's Strike wouldn't work. Then you extend that statement to say Bull's Strike is completely useless BECAUSE it doesn't work in that situation. Stop being idiotic.
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Originally Posted by Darkpower Alchemist
The Basics:
First, one most know the basics of melee combat to excel at it. Those basics principals are as follows:
1) Physical attacks must be fast and consistant, in order to apply pressure and to press the end result of combat. The Kill!
sure, correct, but then why are you mocking bull's strike ? people that sit on their ass don't run further away, so you can continue to apply your pressure ...First, when you activate frenzy, you will take double damage. A solid assassin using [skill=card]Shadow Prison[/skill][skill=card]Black Spider Strike[/skill][skill=card]Unsuspecting Strike[/skill][skill=card]Wild Strike[/skill][skill=card]Horns Of The Ox[/skill][skill=card]Impale[/skill][skill=card]Tiger's Fury[/skill]- you'd be a dead man. Oh, that's right, you're depending on Aegis to save you? There's this technique called not activating frenzy when youre under attack, and cancelling it when you come under attack. I don't know if you've heard of it?
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ONOS! A MELEE SKILL! WHY ARE YOU USING STANCES OR RIPOSTE AND AUGURY THEN?? THEY AINT 'SWORDSMANSHIP SKILLS' EITHER! LOL.
Originally Posted by Darkpower Alchemist
Bull's has no use, since that same sin will kill you without breaking a sweat. He won't be running away.
Please don't say things like this when you have no idea what you're talking about. Bull's is one of the, if not THE best skills in the game. It's for KDing a target before you spike, since you know, most people who have any idea how to play will kite, not for defending against sins.
i'm sorry to burst your bubble but this is a teamgame. if you are relying on your oh so beloved 'swordsmen' then have fun farming bosses 1vs1.Quote:
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btw your sin build is terrible, where are you getting the trash from? and sins going on warriors, especially riposte noobs are terrible - why g on a war which you CANNOT one chain anyways when you can just autokill a squishy so much easier and faster which is a bigger treat to you anyways? and yeah, even if AB isn't real PvP, the game basics apply to their also. in fact, most PvP builds will do far better in PvE also. and LOL, someone doesn't know how2use frenzy? how cute. :] This way of commenting and thinking is what makes threads that try to shed light on new applications of skills into flamefests. You guys are not being productive by saying "This shouldn't be done because I don't do it, and they don't do it!" If you are going to say that something doesn't work, by all means make an example that is more valid than... Quote:
if the target isn't kiting, you are in range, if it doesn't kite you, you can unleash your adrenaline, if your target starts kiting you KD. what of this don't you understand? you are not forced to use bulls on recharge you know; it's a SMART TOOL to use.
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Are you serious??? Of course its not gonna KD if used on a non-moving opponent. it says it right there on the skill descripton. Thats why you use it when an enemy runs, get it?
No one has said why what I have said won't work. Probably because it does work, but it isn't the mainstream tactic. Also, saying that AB isn't real PvP is pure nonsense. PvP means Player vs Player, which if I'm correct, Alliance Battles fit into that category
your main goal is to kill NPCs. you cannot win alliance battles by whiping the other team over and over until it's DPed out like in a GvG. so i in fact consider RA more PvP than alliance battles. but hey who cares, as long as i can farm it like PvE with farming builds (55 anyone) it will remain PvE to me. basically, we keep going onto the GvG direction because the builds being used there by good players are usually the best and most balanced builds you can find. why would you want to run other trash so you can have 1vs1 when it's not even the purpose of guildwars? Turbobusa
i've seen a guy using hundred blades in obs mode today. he did something like
conjure x 2 - 17 -18 so i don't see the point of using it over another elite like cripslash that makes you save one slot. If flaming is telling you why A won't work, B is better than C, or how to use D, yeah i'm flaming. at least i'm trying. Quote:
Wild Strike doesnt just stop frenzy, but also sprint, rush,and enraging charge-so wildstrike has many purposes
I was referencing to the "use frenzy, and you get spiked". wild strike is a really good skill, just, not here.
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Age
It is not a bad guide I would revise it edit it and take in what others are saying as Positive criticism and stop flaming.There is nothing wrong with good positive feed back from others.I would just edit it.
Osi Ri S
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Originally Posted by Darkpower Alchemist
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Originally Posted by Darkpower Alchemist
[skill=card]Augury of Death[/skill][skill=card]Crippling Slash[/skill][skill=card]Gash[/skill][skill=card]Final Thrust[/skill][skill=card]Riposte[/skill][skill=card]Healing Signet[/skill][skill=card]Flail[/skill][skill=card]Enraging Charge[/skill]
In this build, Their is no way to avoid the deep wounds. Seems a bit redundant to have Gash and AoD. personally id replace AoD with Bulls Strike. blue.rellik
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Originally Posted by Darkpower Alchemist
Ok, as expected, the flame train seems to continue.
If you think that's flaming then that's about the weakest most intelligent thought out flames I've seen. There's a difference between flaming and arguing
Surena
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Originally Posted by TheOneMephisto
OP = fail.
Mokone >>>>> you. Learn2play before you make guides like this. This is a typical arselicking post nobody needs. Akuma
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Originally Posted by Darkpower Alchemist
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In your example of an assassin spiking you (which is pointless anyway, he won't kill 100al), Bull's Strike wouldn't work. Then you extend that statement to say Bull's Strike is completely useless BECAUSE it doesn't work in that situation. Stop being idiotic.
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cute intro, realy, you should start writing novels. Sadly enough, when making a guide, cut the bullcrap and get to the point.
Originally Posted by Darkpower Alchemist
As for the speed of a spike, being able to inflict the deep wound quickly has a disadvantage when you use it, just to have it removed by a monk. To reapply it is easy enough, but so is removing it again. So, wouldn't you rather use your wits and apply the deep wound and kill your target fast enough that the monk can't respond? That's what prompted my use of Augury of Death. It's an option, not the staple of change. Also, as for the thought that Augury interupts your action, what it does is move you from one place to another, as do all shadowstep style moves. Have you ever seen an assassin attack directly after using a shadowstep? Augury is no different, just push the damn button and you attack again.
Example: Assisting a call for a near-dead opponent. You move from your original target to a new one. You press Final Thrust, (which is a good skill, btw) and then your target infuses on 3/4 health (and takes a bit of damage, or something like that), and you shadowstep to that previous target. You've probably moved into the enemies' backline, (overextending a bit) and you've interrupted your Final Thrust.
Yes, that was a terrible example, but so are your posts. RotteN
because your "guide" still fails at life, the universe and everything, i'll comment a bit on it, and not on all the useless garbage you added later to make your sinking ship sink faster.
Originally Posted by Darkpower Alchemist
Quote: This supposed "limitation" gives the impression of inferiority in the case of spike damage in PvP compared to the axe. Yet, what the sword excels at is steady, consistant, rock solid aggression. The use of the sword ingame has many real life niuances that are loosely grasped by those that favor the sword. |
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First, one most know the basics of melee combat to excel at it. Those basics principals are as follows:
1) Physical attacks must be fast and consistant, in order to apply pressure and to press the end result of combat. The Kill!
Quote: Originally Posted by Darkpower Alchemist 2) The swordsman must realize what his place on the field of battle represents. When you clash with another, you must not hesitate. Cut to the quick. Flow through your enemies defenses, or die. The sword is not the threat, but he/she who wields it.
Quote: Originally Posted by Darkpower Alchemist 3) Field awareness is very important. Find your target, and commit to your purpose. Switch targets if need be, but realize usually your original target will shadow you until you end the threat it represents. The monk you didn't kill, will always seem close by, healing your new target. The elementalist that blinded you, will continue to harrass and impede your success. The mesmer that survives your attack will make your life difficult from just out of reach. Try your best to finish what you start. total crap, realy, switching targets is one of the most important things warriors do. It renders active defenses such as Shield of Deflection, guardian, block stances, ... more or less useless if you switch properly. By switching, you're able to actually apply your damage, rather than getting blocked all the time. Warriors that mindlessly bash one target are foolish.
Quote: Originally Posted by Darkpower Alchemist 4) The things that work against you, also work for you. Snare, blind, hex, spell, blade, or stance. Nothing is off limits. In combat, it's not the pretty warrior that is successful or feared, but the effective one. obvious, and usually refered to as "play2win", instead of a whole paragraph of text
Quote: Originally Posted by Darkpower Alchemist Sword Build Application:
Enough of the romancing of the blade should never have started in the first place
Quote: Originally Posted by Darkpower Alchemist let's get down to the nitty gritty. First, let's talk about the proper use of an IAS(Increased Attack Speed) in comparison to the swordsman. I was involved in a conversation with an alliance member and we brought a topic to the forefront. The use of...
[skill]Gash[/skill]
He wanted to make an argument that gash wasn't needed in a sword build that used this elite...
[skill]Dragon Slash[/skill]
In his argument, he said that with the use of Dragon Slash with [skill]Flail[/skill] or [skill]Frenzy[/skill] that you would be dealing so much damage that you wouldn't need to cause a deep wound. I totally disagree. In order to achieve your goal as a melee threat, one must realize that a simple thing as a deep wound cuts 20% of your target's Health, thus taking roughly 100 hp from your target in one attack. This is the openning of a spike attack. The drop of HP from the DW allows for a major dip in the target's livelyhood. anyone that claims you don't need deep wound should die in a fire, realy. It's a big pile of damage, and reduces healing till it's removed. In other words, it hurts like a bitch. Leave anecdotes out of guides, simply state what's needed.
Quote: Originally Posted by Darkpower Alchemist For example:
[skill]Flail[/skill][skill]Sever Artery[/skill][skill]Gash[/skill][skill]Dragon Slash[/skill][skill]Enraging Charge[/skill]
This Dragon Slash attacker will give a deep wound within 4 strikes, due to the use of Enraging Charge to power Flail. SA+ Gash will cause the DW and setup for DS. By the second DS, the 4 lead skills will all power up from a dragon slash.
The build he recommended was:
[skill]Frenzy[/skill][skill]Standing Slash[/skill][skill]Silverwing Slash[/skill][skill]Dragon Slash[/skill][skill]Sprint[/skill]
Though, theoretically, the above build deals more damage through pure power, yet, the comparison is akin to a swift killer to a blundering barbarian.
The latter build uses frenzy and Sprint, while the previous uses Flail and Enraging. First, the Frenzy warrior takes double damage unless he cancels the stance with sprint, and is dependent on frenzy to gather adrenaline, while Flail and Enraging both garner adrenaline from both stances, though the swordsman moves 33% slower with Flail activated. This would be a choice of preference, though I personally believe the previous build would be superior overall. sure, use enraging to power flail, and then watch your target kite out of range and you won't even get to use your attack skills. Flail is only valuable on a hammer warrior. Cause once again, targets that sit on their ass don't kite.
Quote: Originally Posted by Darkpower Alchemist Another sword attack that seems to be underappreciated is [skill]Hundred Blades[/skill], which paired with the proper build would make this formerly undesired elite into a stellar attack skill. hundred blades is not "underappreciated", it blatantly sucks balls. end of discussion
Quote: Originally Posted by Darkpower Alchemist [skill=card]Flail[/skill][skill=card]Sever Artery[/skill][skill=card]Gash[/skill][skill=card]Hundred Blades[/skill][skill=card]Sun and Moon Slash[/skill][skill=card]Enraging Charge[/skill][skill=card]Conjure Lightning[/skill][skill=card]Healing Signet[/skill]
More set for AB or PvE, this build is perfect for maximizing the damage output of a swordsman. With Enraging building adrenaline from the opening, hundred blades is then used to complete the needed adrenaline build to activate Flail. The rest is self explanitory. once again, your target will simply run away, rendering flail useless. Selfsnares ftw i guess ...
Quote: Originally Posted by Darkpower Alchemist This type of comparison is mostly known by more experienced players, but I have noticed that newer players seem to leave Gash behind, and are quite adamant about its uselessness. Yet, these same warriors also die in PvP at my hands, so I apply my knowledge. Now i wish to help others. your "knowledge" doesn't show any experience, nor would they help any starting frontline player.
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Advanced Applications:
The need for a DW is well documented and known, yet the use of Gash isn't your only option. Sticking to the melee theme, I'll bring an assassin skill to the forefront as an alternative to Gash.
[skill]Augury of Death[/skill]
Augury is certainly a solid alternative to Gash no it's not.
The need for a DW is well documented and known, yet the use of Gash isn't your only option. Sticking to the melee theme, I'll bring an assassin skill to the forefront as an alternative to Gash.
[skill]Augury of Death[/skill]
Augury is certainly a solid alternative to Gash no it's not.
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Originally Posted by Darkpower Alchemist
for it doesn't have to be applied through any other reason but by the nature of the swordsman's will. Strike down upon your foe, never bleeding him/her, and they will be caught unaware when the augury is cast. Better still is to bleed, deep wound, then continue the steady pressure of you attacks. All will fall when put under the fast response of AoD when applied. No escape is certain until the hex is removed. In AB and RA, the chances of hex removal are less likely due to the unorthodox manner of team construction in these arenas of combat. Even to apply a cover hex may be desired to make this hex stick. This hex, in particular, is a great setup for what isn't immediately recognized by most players. A swordsman's spike!
less text please, and augury of death still sucks. Quote:
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