Managing the rest of the group's needs?
arcady
I generally play casters, and one thing I've seen over and over again is warriors, especially the Wa/Mo variety, over taxing the groups they are in by grabbing up way too much aggro and never giving breaks for energy - such that even casters with good energy management get dragged down.
I've recently made my first warrior, and in so doing I'm seeing that the problem might not just be bad skill, but also the design of the class. Warriors do better the longer they can keep in a constant state of aggro - using it to build up adrenaline. While the warrior has very little energy, her demands for this energy are amazingly light. Whenever I am out of or low on energy, I am usually full on adrenaline, and vice versa.
The warrior is, by design, the biggest tax on a groups ability to manage energy.
Now, presently, my skill as a warrior is obviously not great, as I'm new to it. The one thing I have going for me is that I have experience playing casters - so I am -aware- that the issue exists even with good caster energy management.
Good weapon skill helps get adrenaline fast (mine is 14 sword and 12 tactics right now), but even with that... a lot of the issue comes from finding ways to know or feel the energy needs of the rest of the group. My cycle is opposite of theirs - when I am at my peak they are at their low, and vice versa. When I have full adrenaline, chances are they are low on energy, and when my adrenaline is gone, they are likely full and ready to go.
So... now that I know there is another side to this, that I can't just roll my eyes and call all the warriors I meet 'noobs', how does a warrior avoid being an energy drain, and yet still keep up her own adrenaline needs?
What specific tips would one want to keep in mind to avoid being seen as a 'wammo' warrior?
I've recently made my first warrior, and in so doing I'm seeing that the problem might not just be bad skill, but also the design of the class. Warriors do better the longer they can keep in a constant state of aggro - using it to build up adrenaline. While the warrior has very little energy, her demands for this energy are amazingly light. Whenever I am out of or low on energy, I am usually full on adrenaline, and vice versa.
The warrior is, by design, the biggest tax on a groups ability to manage energy.
Now, presently, my skill as a warrior is obviously not great, as I'm new to it. The one thing I have going for me is that I have experience playing casters - so I am -aware- that the issue exists even with good caster energy management.
Good weapon skill helps get adrenaline fast (mine is 14 sword and 12 tactics right now), but even with that... a lot of the issue comes from finding ways to know or feel the energy needs of the rest of the group. My cycle is opposite of theirs - when I am at my peak they are at their low, and vice versa. When I have full adrenaline, chances are they are low on energy, and when my adrenaline is gone, they are likely full and ready to go.
So... now that I know there is another side to this, that I can't just roll my eyes and call all the warriors I meet 'noobs', how does a warrior avoid being an energy drain, and yet still keep up her own adrenaline needs?
What specific tips would one want to keep in mind to avoid being seen as a 'wammo' warrior?
Stormlord Alex
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Originally Posted by arcady
What specific tips would one want to keep in mind to avoid being seen as a 'wammo' warrior?
Use a half-decent build that can kill stuff (no Healing Prayers!), learn to watch enemy patrols and stuff to try not to pull extra mobs, and... well... in a PuG, a quick 'rdy?' before engaging the next mob, to check everyone's Energy.
Listen to Energy pings, take a skill like 'Watch Yourself!' to support the team... simple stuff.
Listen to Energy pings, take a skill like 'Watch Yourself!' to support the team... simple stuff.
iridescentfyre
Warrior was my first character, 28 months ago. I can say with a great deal of confidence that there is nothing wrong with the design of the Warrior with respect to group energy needs. The class itself is not what determines how fast the melee player advances to the next group of enemies.. that's that player's choice. Personally I have no problems with allowing my adrenaline to decay after a battle--there's 7 other players/heroes/henchmen in my party, many of them also doing damage as well. I would consider it highly, highly retarded to rush into a new fight just because my Galrath Slash is charged up.
I play mostly with heroes/henches. I can monitor their energy, and while I usually do not wait for them to regen except in extreme circumstances, they scarcely seem to need it.
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Originally Posted by arcady
I play mostly with heroes/henches. I can monitor their energy, and while I usually do not wait for them to regen except in extreme circumstances, they scarcely seem to need it.
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Good weapon skill helps get adrenaline fast (mine is 14 sword and 12 tactics right now),
Additional ranks in weapon mastery do not contribute to greater/faster adrenaline gain, if that's what you're suggesting here.
Whiskeyjack
This is a problem I have really only encountered with pug's tbh and like most problems it really come's down to bad communication, it has nothing at all to do with warriors being an tax on energy. If you are a caster and are low on energy after(or during) a fight it is your responisbility to ping your energy so the party as a whole is aware that you need time to recharge.
As a warrior in a Pug your best bet is to mention to your party in the outpost to ping their energy when low, this will save you having to ask after every couple of fight's.
Regarding adenaline, it is in fact very easy to gain quickly using enraging charge>FGJ, which should set you up to hit hard right from the get go. If you are having problem's in this regard it may be an idea to post your build and get some constructive criticism from some of the experienced warriors on this board.
The best way to avoid being seen like a Wammo is not to act like one, be careful to only aggro one mob at a time and if you are uncomfortable with how close certain mob's are to each other, pull one of the mob's away with a longbow. Another typical Wammo mistake seems to be how far ahead of the party they tend to go, you should always be infront but not so far ahead that you can't be immediatley supported by the rest of your party, this is probably the biggest cause of Wammo death's in my experience.
Hope that help's, good luck.
As a warrior in a Pug your best bet is to mention to your party in the outpost to ping their energy when low, this will save you having to ask after every couple of fight's.
Regarding adenaline, it is in fact very easy to gain quickly using enraging charge>FGJ, which should set you up to hit hard right from the get go. If you are having problem's in this regard it may be an idea to post your build and get some constructive criticism from some of the experienced warriors on this board.
The best way to avoid being seen like a Wammo is not to act like one, be careful to only aggro one mob at a time and if you are uncomfortable with how close certain mob's are to each other, pull one of the mob's away with a longbow. Another typical Wammo mistake seems to be how far ahead of the party they tend to go, you should always be infront but not so far ahead that you can't be immediatley supported by the rest of your party, this is probably the biggest cause of Wammo death's in my experience.
Hope that help's, good luck.
arcady
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Originally Posted by iridescentfyre
The only reason a warrior ever goes off the run is for the rest of the team. Even a poor player knows this is a good idea to do, but it is not, near as I can tell, the way the warrior itself is designed. It's the only class without its own built in need to cycle down. Where every other class has less 'fuel' the more active it gets, and needs to either manage use v. regain, the warrior has more fuel the more active it gets.
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Originally Posted by iridescentfyre
Additional ranks in weapon mastery do not contribute to greater/faster adrenaline gain, if that's what you're suggesting here.
My mistake. Warrior is new for me, and that mistake was based on a post in these forums. Just read a wiki article on adrenaline and I see it is gained differently. I had thought I ganed 'x' per hit and that 'x' was linked to my weapon attribute.
Draginvry
The dilemma you mention does not exist, and it is created solely by idiots who like to run into mobs when they only have half health from the last skirmish.
There is no adrenal conflict with energy management. If people are low on energy, you wait before engaging the next conflict, regardless of how much adrenaline you may have built up from the last battle, or how usefull you think such adrenaline actually is. The fact of the matter is that the energy of an elementalist or a monk is not only harder for them to regain mid-battle than your adrenaline is, but it is also much more important to the team as a whole. Playing a warrior is about understanding how to manage your team's position in relation to the enemy. You have the most armor. Your first priority should be distracting the enemy so they don't go after your casters. Once the enemy is properly distracted, THEN you can worry about dishing out the big damage. If you want a class where immediately dishing out damage is the top priority, you should probably be playing an Assassin, if not an elementalist. Tank'n'spank is the key. And it works. Don't go thinking that all warriors are a detriment to the team just because Joe Wammo goes rushing off into a dozen mobs without even bringing along Heal Sig. Quote:
The best way to avoid being seen like a Wammo is not to act like one
I have a good trick for not being seen as a Wammo. It's a good trick, and it works like a charm. It's called W/A
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Or you go with people who actually know how to manage their energy, and you don't have to stand around for ages waiting for "My Energy is 102 out of 102."Savio
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Originally Posted by Draginvry
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That's the problem and not the W/mo part. Also if they are so desperate to keep their ade up and keeping this I posted earlier in mind:
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