Strenth of Honor vs the Conjures
Winterclaw
I've been thinking awhile about SoH versus the conjure line of spells. Everyone seems to favor the conjures, and for good reason. However I think that SoH is a little under appreciated even if its somewhat inferior to the Conjures.
[Conjure Lightning]
Pros:
-More damage
-Only has to be cast once every 60 seconds, 72 if you switch to an enchanting set
-Doesn't constantly drain your energy
-Gives access to el spells like shock
Cons:
-Lengthy recharge
-Spell could run out at an inconvenient time
-Limited weapon selection (meaning you can only use a lightning weapon to get the most out of it)
[Strength of Honor]
Pros:
-Cast and forget (unless stripped)
-Quicker recharge time if it is stripped
-Allows you to switch weapons as you need to (sundering or vampiric vs armored targets, zealous vs casters, condition increasers when you are about to use a condition attack)
-Let's you bring along a resuable res and condition/hex removal
Cons:
-Greater energy loss (about 20 energy per minute not gained after its cast)
-Less damage
-Easier to interrupt
After looking at all of that, for PvP I would think that the Conjures would be the favorite as monks can remove H&C, repeated ressing not needed unless you suck, then it's useless, and you have slightly more damage and some energy saved. However I would think that for PvE wouldn't SoH be worth considering if you are going to bring a damage buff enchantment? That reusuable res would be using when pugging. Something like cure hex or mending touch would help out the monks in the party. Also the AI is bad enough that one extra point of damage doesn't really matter and you can get by without many energy required attacks.
BTW, as a PvEer myself would weapon switching in PvP be a valuable enough tactic so you can get the most time out of that deep wound or cripple or have the best weapon for the foe on hand? I know weapon switching is commonly done for casters but I don't remember hearing much about it from a warrior's perspective. For example when playing a crip-gash warrior I bring out a crippling weapon for the first attack, switch to a cruel for the follow-up, then return to my normal weapon.
[Conjure Lightning]
Pros:
-More damage
-Only has to be cast once every 60 seconds, 72 if you switch to an enchanting set
-Doesn't constantly drain your energy
-Gives access to el spells like shock
Cons:
-Lengthy recharge
-Spell could run out at an inconvenient time
-Limited weapon selection (meaning you can only use a lightning weapon to get the most out of it)
[Strength of Honor]
Pros:
-Cast and forget (unless stripped)
-Quicker recharge time if it is stripped
-Allows you to switch weapons as you need to (sundering or vampiric vs armored targets, zealous vs casters, condition increasers when you are about to use a condition attack)
-Let's you bring along a resuable res and condition/hex removal
Cons:
-Greater energy loss (about 20 energy per minute not gained after its cast)
-Less damage
-Easier to interrupt
After looking at all of that, for PvP I would think that the Conjures would be the favorite as monks can remove H&C, repeated ressing not needed unless you suck, then it's useless, and you have slightly more damage and some energy saved. However I would think that for PvE wouldn't SoH be worth considering if you are going to bring a damage buff enchantment? That reusuable res would be using when pugging. Something like cure hex or mending touch would help out the monks in the party. Also the AI is bad enough that one extra point of damage doesn't really matter and you can get by without many energy required attacks.
BTW, as a PvEer myself would weapon switching in PvP be a valuable enough tactic so you can get the most time out of that deep wound or cripple or have the best weapon for the foe on hand? I know weapon switching is commonly done for casters but I don't remember hearing much about it from a warrior's perspective. For example when playing a crip-gash warrior I bring out a crippling weapon for the first attack, switch to a cruel for the follow-up, then return to my normal weapon.
FoxBat
Quote:
Originally Posted by Winterclaw
I know weapon switching is commonly done for casters but I don't remember hearing much about it from a warrior's perspective. For example when playing a crip-gash warrior I bring out a crippling weapon for the first attack, switch to a cruel for the follow-up, then return to my normal weapon.
I can maybe see the point to crippling, but cruel is silly. Deep wound is a spike condition, if they survive the spike and somehow deep wound is lingering longer than 15+ seconds or whatever gash is, then they either should be dead or your offense completely fails.
Usually warriors are more concerned with zealous, vampiric, elemental, and maybe sundering or furious mods. It's more important to allocate your slots to things that help you deal damage rather than lengthening long-lasting single-target conditions that get removed quickly. This is also true in PvE unless you are using epidemic/fevered dreams, in that enemies should be dying before your long conditions expire.
Now, for the actual topic. -1 energy can be a big deal so there aren't that many characters this will work on. You have to use a vampiric just to equal the damage you'd have from conjure. The only time I'd go for it is if the energy gain from a zealous weapon more than offsets the degen, like a Shattering Assault assassin for example. For warriors, even if the degen is offset in combat situations, 1 pip is very hard to work with on most builds.
If you can actually coordinate your AI/party at all, Strength of Honor is much better on some kind of support smiter. Heck you can have that AND conjure on at once then.
Usually warriors are more concerned with zealous, vampiric, elemental, and maybe sundering or furious mods. It's more important to allocate your slots to things that help you deal damage rather than lengthening long-lasting single-target conditions that get removed quickly. This is also true in PvE unless you are using epidemic/fevered dreams, in that enemies should be dying before your long conditions expire.
Now, for the actual topic. -1 energy can be a big deal so there aren't that many characters this will work on. You have to use a vampiric just to equal the damage you'd have from conjure. The only time I'd go for it is if the energy gain from a zealous weapon more than offsets the degen, like a Shattering Assault assassin for example. For warriors, even if the degen is offset in combat situations, 1 pip is very hard to work with on most builds.
If you can actually coordinate your AI/party at all, Strength of Honor is much better on some kind of support smiter. Heck you can have that AND conjure on at once then.
cellardweller
If I was going to run one in PvE, it would be S&H. You're not going to bring either in the strip happy zones so recharge/cast time isn't an issue. S&H allows you to use a vamp weapon, so damage isn't an issue.
To me it boils down to weather the 2x vs undead and convenience of not recasting all before each fight is worth the marginally higher energy cost. Of course, both pale in comparison to enduring harmony
To me it boils down to weather the 2x vs undead and convenience of not recasting all before each fight is worth the marginally higher energy cost. Of course, both pale in comparison to enduring harmony
FoxBat
Quote:
Originally Posted by cellardweller
To me it boils down to weather the 2x vs undead
I don't think Strength of Honor changes the damage type, or even has its additional damage count as holy. You need to add Judge's Insight for that.
Savio
Put the SoH on a hero and use both.
Also, cruel mods suck.
Also, cruel mods suck.
Kale Ironfist
If you're going to take it in a PvE setting, I'd pack conjure on the physical, and have a smite monk pack SoH and buff the melee with it. By taking a conjure though, you preclude the use of Barbs and another weapon prefix.
Also, condition lengtheners aren't really all that useful for a Cripslash Warrior, since the conditions last so long already and the adrenal cost is low enough that you can re-apply it again, that you'd be better off continuing your use of Sundering/Vampiric/Elemental weapon mods instead.
Also, condition lengtheners aren't really all that useful for a Cripslash Warrior, since the conditions last so long already and the adrenal cost is low enough that you can re-apply it again, that you'd be better off continuing your use of Sundering/Vampiric/Elemental weapon mods instead.
snaek
[conjure lightning] is barely more dmg, if not less, cuz [strength of honor] is armour-ignoring dmg
and like wellard said, u can use a vamp weap (which also happens to be armour-ignoring)
the real prob wit [strength of honor] is that the energy hurts
and recasting it if it gets stripped is a serious prob
its better used for a smiter mainting it on a teamate imo
and like wellard said, u can use a vamp weap (which also happens to be armour-ignoring)
the real prob wit [strength of honor] is that the energy hurts
and recasting it if it gets stripped is a serious prob
its better used for a smiter mainting it on a teamate imo
Savio
Quote:
Originally Posted by snaek
[conjure lightning] is barely more dmg, if not less, cuz [strength of honor] is armour-ignoring dmg
Conjures are armor-ignoring as well.
Axel Zinfandel
Quote:
Originally Posted by Savio
Conjures are armor-ignoring as well.
Against certain enemies in PvE, it's a pain in the ass to use conjures because because it's less effective. Conjures are technically armor-ignoring, it's just the base element that isn't. I think that's what he meant :/
yum
How t3h RED ENGINE GORED can you spam frenzy and BS with -1 pip?
Also, weapon swapping is good if used correctly; otherwise, you just gimp your DPS.
Also, weapon swapping is good if used correctly; otherwise, you just gimp your DPS.
Crom The Pale
Strength and Honor really needs a buff to put it equal to the conjurs, as it is its very unlikely I would ever chose it over a Conjure.
The one exception might be if I needed the Condition Removal of a monk secondary or possibly a hard res.
The one exception might be if I needed the Condition Removal of a monk secondary or possibly a hard res.
Tyla
Conjures.
It doesn't: Remove 1 pip. You also can run SoH on a hero, or another player for a big bang.
Although Conjures disable your ability to use a Zealous / Vampiric weapon, Strength of Honour makes your energy die fast.
It doesn't: Remove 1 pip. You also can run SoH on a hero, or another player for a big bang.
Although Conjures disable your ability to use a Zealous / Vampiric weapon, Strength of Honour makes your energy die fast.
zling
S&H is only worth it on a smiter hero, prefferably Me/Mo
otherwise conjure is just better for both PvP and PvE
as for weapon swapping, changing from Crippling->Cruel->Vampiric is just pointless, cripples your own DPS and makes spiking impossible... Warriors use weapon switching but not with condition lengtheners...
usual warrior weapons: Vampiric, Zealous, Elemental and the last slot depends, Vampiric with different shield, off hand(high energy set), etc
otherwise conjure is just better for both PvP and PvE
as for weapon swapping, changing from Crippling->Cruel->Vampiric is just pointless, cripples your own DPS and makes spiking impossible... Warriors use weapon switching but not with condition lengtheners...
usual warrior weapons: Vampiric, Zealous, Elemental and the last slot depends, Vampiric with different shield, off hand(high energy set), etc
A Leprechaun
In PvE [conjure flame] + [Strength of honor] + [Hundred Blades] + [Sun and moon slash] = Lots of Big Numbers!!!
In PvP conjure is used for a reason, I think its better, unless you have no energy worries whatsoever.
~A Leprechaun~
In PvP conjure is used for a reason, I think its better, unless you have no energy worries whatsoever.
~A Leprechaun~
Thizzle
The time that conjure lasts outweighs the recharge time unless the enchantment is stripped. The -1 energy regeneration from Strength and Honor also isn't a downside if your using an adrenaline based build. My personal choice is conjure.
Jam Jar
Quote:
Originally Posted by A Leprechaun
In PvP conjure is used for a reason, I think its better, unless you have no energy worries whatsoever.
~A Leprechaun~
Quote:
Originally Posted by zling
S&H is only worth it on a smiter hero, prefferably Me/Mo
otherwise conjure is just better for both PvP and PvE as for weapon swapping, changing from Crippling->Cruel->Vampiric is just pointless, cripples your own DPS and makes spiking impossible... Warriors use weapon switching but not with condition lengtheners... usual warrior weapons: Vampiric, Zealous, Elemental and the last slot depends, Vampiric with different shield, off hand(high energy set), etc Eh... S&H only works in Melee :O. zling
Quote:
Originally Posted by Jam Jar
So basically that's a W/Mo/E. Awesome.
Eh... S&H only works in Melee :O. rofl 2 Jam Jar every heard of casting on ALLIES? Strength and Honor is "target ally" not just yourself... same goes for A Leprechaun's comment, the Warrior brings Conjure and a Smiter brings S&H... Sbljsoda
Strength of Honor, in my opinion is better. There are a decent amount of enchantment removals in AB from the mesmer shrines, and lots of mesmers / necros these days carry at least one sort of enchantment removal. If you get conjure removed, you're done. Wait 45 seconds for another chance. Strength of Honor removed? Slap it back on.
Winterclaw
But that begs the question if a warrior bringing an enchant like this into AB in the first place. Shouldn't you be putting 12 points into your weapon and 12 into strength? I would say yes unless I'm just messing around.
Leperchan, your build is missing another player casting Great Dwarf's weapon on you. Jam Jar
Quote:
Originally Posted by zling
rofl 2 Jam Jar
every heard of casting on ALLIES? Strength and Honor is "target ally" not just yourself... same goes for A Leprechaun's comment, the Warrior brings Conjure and a Smiter brings S&H... Oops As for my opinion with SoH and Conjure, I'd have to say Conjure since that regen can bug you :P. Grammar
Quote:
Originally Posted by Axel Zinfandel
Conjures are technically armor-ignoring, it's just the base element that isn't. I think that's what he meant :/
Can I get some clarification on this please?
For some reason I always thought that the +damage from the conjures was NOT armor-ignoring. snaek
Quote:
Originally Posted by Grammar
Can I get some clarification on this please?
For some reason I always thought that the +damage from the conjures was NOT armor-ignoring. its not... its like [glass arrows] compared to [kindle arrows] it looks like kindle arrows would do more dmg... but it doesnt, cuz glass arrows is armour ignoring, and kindle arrows isnt (unless of course, ur hitting 60al targets) Marty Silverblade
Conjures are +damage (like War/Para/Ranger/Assassin/Derv attack skills, Glass Arrows, etc), not just additional damage like regular weapon attacks and Kindle Arrows. +Damage is armor ignoring, additional damage is not.
Racthoh
The additional damage ignores the armour level. See attached; 23 with Wild Blow, 40 with Wild Blow + Conjure. Before when the damage came as a seperate source armour did affect the damage.
snaek
Quote:
Originally Posted by Racthoh
The additional damage ignores the armour level. See attached; 23 with Wild Blow, 40 with Wild Blow + Conjure. Before when the damage came as a seperate source armour did affect the damage.
when did it change?
if this is indeed true, if the enemy is wielding a +10al vs lightning shield, conjure lightning will still hit for +17 lightning dmg? then they need to change it to +17 dmg and not +17 lightning dmg in the skill description Racthoh
The update on October 12th: http://wiki.guildwars.com/wiki/Game_updates/20071012
Quote:
Conjure Frost, Conjure Flame, and Conjure Lightning: now directly increase the damage you do when you hit with an attack (previously, they dealt damage as a second, additional strike); decreased damage to 5...17...20.
| Kale Ironfist
Quote:
Originally Posted by snaek
when did it change?
if this is indeed true, if the enemy is wielding a +10al vs lightning shield, conjure lightning will still hit for +17 lightning dmg? then they need to change it to +17 dmg and not +17 lightning dmg in the skill description It's still lightning damage, it's just unaffected by armor. To reduce it without prot, you'd need [Mantra of Lightning]. Owik Gall
I don't know why anyone hasn't mentioned the necromancer skill Barbs that could have also been a competitor in this discussion. Barbs doesn't take too long to recast like conjures, but it is longer than SoH. It's a hex spell and it gives a boost to anyone attacking the target. It's purpose is pretty much the same as conjures and SoH. I like to use it with my w/n in AB. Gives my allies good help to wipe out the target quickly. Anyone with thoughts on Barbs as well?
As for the two other skills, Conjures for PvP, SoH for PvE. RyXXed
Barbs is nice with a MM hero. Still, S&H and Conjure give a permanent +damage to the warrior, while Barbs only gives +damage against a target.
Useful, yes. Good for a constant damage bonus, no. warriorsmiley
Quote:
Originally Posted by Winterclaw
I know weapon switching is commonly done for casters but I don't remember hearing much about it from a warrior's perspective. For example when playing a crip-gash warrior I bring out a crippling weapon for the first attack, switch to a cruel for the follow-up, then return to my normal weapon.
Well its been a year since i actually played gw but im sure weapon switching hasnt changed much if it did at all. I for one carry a vamp, zealous, elemental, and sundering weapon for each of the 3 warrior weapons. Now some people might go eww a sundering weapon what a noob but its the weapon i use to rest on when im not doing nothing seeing as if i switch to vamp or zealous im losing hp and energy and a elemental weapon is also negative because i might forget i have it equipped and i start whacking at a ranger and i only do like 5-10 damage so i rest on my sundering weapon till we get moving then i switch when i see its the right time.
yum
Spear + shield / bow > sundering.
blue.rellik
Quote:
Originally Posted by Owik Gall
I don't know why anyone hasn't mentioned the necromancer skill Barbs that could have also been a competitor in this discussion. Barbs doesn't take too long to recast like conjures, but it is longer than SoH. It's a hex spell and it gives a boost to anyone attacking the target. It's purpose is pretty much the same as conjures and SoH. I like to use it with my w/n in AB. Gives my allies good help to wipe out the target quickly. Anyone with thoughts on Barbs as well?
As for the two other skills, Conjures for PvP, SoH for PvE. Maybe if I didn't have to recast on everything I wanted to smash, yes I would consider barbs But I'm a warrior, not a necromancer with 4 pips or regen and soul reaping. Owik Gall
Quote:
Originally Posted by blue.rellik
Maybe if I didn't have to recast on everything I wanted to smash, yes I would consider barbs
But I'm a warrior, not a necromancer with 4 pips or regen and soul reaping. It's possible to keep that up with a warrior. Simply bring a zealous mod and an IAS skill. Maybe Sun And Moon Slash can be a bit of help too. I was able to pull it off in my W/N with little problems like that. blue.rellik
I don't like constantly casting a 10 energy 2sec spell all the time just so I can kill things quicker.
I prefer casting it once and be done with it Owik Gall
Hmmm. I'm pretty sure that SoH won't have a place at PvP. I've noticed that a lot of warriors use Frenzy in their slot. SoH will make repeatable activation of this skill very difficult. Conjure spells just need to cast once every 60 seconds and the pip isn't affected, making Frenzy spamming possible. Unless someone is willing to take Frenzy out with Flail, Conjure will just have to do in order to keep Frenzy up decently and I do not think that anyone in PvP will be going in with Flail unless they have a hammer KD build. Any issues with Conjure being taken off too early, well, the warrior will just have to cope, so be careful when near a shrine with mesmers in AB.
Tyla
SoH on a Mesmer in the current GvG meta.
And Rage Signet hurts! blue.rellik
Quote:
Originally Posted by Owik Gall
Hmmm. I'm pretty sure that SoH won't have a place at PvP. I've noticed that a lot of warriors use Frenzy in their slot. SoH will make repeatable activation of this skill very difficult. Conjure spells just need to cast once every 60 seconds and the pip isn't affected, making Frenzy spamming possible. Unless someone is willing to take Frenzy out with Flail, Conjure will just have to do in order to keep Frenzy up decently and I do not think that anyone in PvP will be going in with Flail unless they have a hammer KD build. Any issues with Conjure being taken off too early, well, the warrior will just have to cope, so be careful when near a shrine with mesmers in AB.
I have no idea what you are on about
Owik Gall
Quote:
Originally Posted by blue.rellik
I have no idea what you are on about
Sorry. Generally my point is PvP warriors can't use Frenzy a lot if they have to sustain SoH. Warriors with Conjure won't have a problem using frenzy. So I stand firm what I said earlier in this thread. Conjure for PvP, SoH for PvE. (Since it's not a bad idea for a warrior to bring Flail in PvE, therefore sustaining SoH without much of a problem.) Hope that point it out to you better.
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