I've seen, both in screenshot exposition and in game, casters using swords and shields, or swords and foci instead of the usual wand/staff. I know my friend, who monked in high end GVG, used a sword and shield. So there must be a reason.
I understand meeting the rq is not important for the sword, as you're not going to be up close. But is it actually possible to get better stats (in some way) on a sword and offhand rather than using a staff?
The only advantage I can think of is that a sword can have an enchanting mod whereas a wand can't. So you could have a focus and a +20% enchanting.
Can you give me an example of a viable set of caster weapons?
Thankyou
Mazey
Swords and shields on casters
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Wand offers +5 energy, but onlu while health is above 50% or while enchanted. Sword/Axe/Spear offers +5 energy with no requirement. You also get +20% enchantments, +30 health, and +5 armor (or +7 vs Physical/Elemental) for a sword.
Shields are purely for a defensive set. Good players take a variety of them and switch to the one that will be most useful. Extra health is always good, but the damage reduction from them is better. +10 armor versus various forms of damage makes a big difference. So taking one for Fire, Earth, Air, Water, Slashing, Blunt, Piercing, etc. will allow you to reduce damage from a given source significantly. Foci can have a +armor mod, but it maxes at +5 armor, while a shield gives +8 even without meeting the requirement. Some builds, however, will allow a character to hit 7 or 8 attributes in a shield for the requirement, and shields with 14-16 armor can be found with requirements that low.
Shields are purely for a defensive set. Good players take a variety of them and switch to the one that will be most useful. Extra health is always good, but the damage reduction from them is better. +10 armor versus various forms of damage makes a big difference. So taking one for Fire, Earth, Air, Water, Slashing, Blunt, Piercing, etc. will allow you to reduce damage from a given source significantly. Foci can have a +armor mod, but it maxes at +5 armor, while a shield gives +8 even without meeting the requirement. Some builds, however, will allow a character to hit 7 or 8 attributes in a shield for the requirement, and shields with 14-16 armor can be found with requirements that low.
With the sword its EITHER HRT or +5 energy, not both.
Also, casters usually run a sword/shield set, a 40/40 set, a high energy set and a low energy set.
Set 1:
Sword (+5e, +30hp)
Shield (+10vs X, +30hp)
Set 2:
Wand (HSR 20%, HCT 20%)
Offhand (HSR 20%, HCT 20%)
Set 3:
Wand (+15e, -1 regen, HCT 20%)
Offhand (+15e -1 Regen, HCT 20%)
Set 4:
Sword (15,-5e +30hp)
Shield (+10vs X, +30hp)
and then they switch depending on the situation, eg:
When not actively casting Set 1 for HP & Damage Reduction
When casting set 2 for HCT/HSR
When under e-denial set 4 to "hide" ur energy
When out of energy and needing to cast Set 3 for bonus 30 energy (dont stay in this set or the regen loss will outdo the gain. Swap in cast, swap out.)
Also, casters usually run a sword/shield set, a 40/40 set, a high energy set and a low energy set.
Set 1:
Sword (+5e, +30hp)
Shield (+10vs X, +30hp)
Set 2:
Wand (HSR 20%, HCT 20%)
Offhand (HSR 20%, HCT 20%)
Set 3:
Wand (+15e, -1 regen, HCT 20%)
Offhand (+15e -1 Regen, HCT 20%)
Set 4:
Sword (15,-5e +30hp)
Shield (+10vs X, +30hp)
and then they switch depending on the situation, eg:
When not actively casting Set 1 for HP & Damage Reduction
When casting set 2 for HCT/HSR
When under e-denial set 4 to "hide" ur energy
When out of energy and needing to cast Set 3 for bonus 30 energy (dont stay in this set or the regen loss will outdo the gain. Swap in cast, swap out.)
A
I've done another comparison.
Hale Destroyer Earth Staff of Enchanting: (current weapon)
+10 energy
HRT 20%
HCT 20%
+30 health
+20% enchanting
New set (perhaps)
Sword:
inscription +5 energy
suffix: enchanting +20%
Prefix: ebon or fiery
Focus:
HCT 20%
HRT 20%
+12 Energy
So, in comparison, the new set means:
+7 energy
-30 health
+ elemental damage
Thanks for the help. I'm pretty sure I can take it from here now
Hale Destroyer Earth Staff of Enchanting: (current weapon)
+10 energy
HRT 20%
HCT 20%
+30 health
+20% enchanting
New set (perhaps)
Sword:
inscription +5 energy
suffix: enchanting +20%
Prefix: ebon or fiery
Focus:
HCT 20%
HRT 20%
+12 Energy
So, in comparison, the new set means:
+7 energy
-30 health
+ elemental damage
Thanks for the help. I'm pretty sure I can take it from here now

Generally that 4th set is a wildcard. Mass e-denial isn't common enough anymore to have a 'must-have' low energy set - you're better off with a more useful weapon on switch and a -en sword in your bag just in case.
I know for sure most monks prefer a 20/20/20 prot staff with +20% enchants over a -en sword - if the enemy mesmer's seriously into e-denial, you can switch the sword on the defensive set and keep a more useful set on 4th.
On an ele/rit/mes/whatever who might be running multiple attributes - for instance, a BSurge with wards - their 4th set will often be a second dual 20/20 for their other attribute.
Anyho @ OP - basically, a sword/shield set allows a caster to greatly improve his survivability (+60hp, +8/18 AL) with little drawback. Switch to 20/20s when casting, switch to sword/shield when stuff's killing you. Simple.
(and for what it's worth - outside of 55 builds, there isn't really any point to having +enchants on a martial weapon. A staff with casting mods is far superior for actually casting enchants, basically.)
I know for sure most monks prefer a 20/20/20 prot staff with +20% enchants over a -en sword - if the enemy mesmer's seriously into e-denial, you can switch the sword on the defensive set and keep a more useful set on 4th.
On an ele/rit/mes/whatever who might be running multiple attributes - for instance, a BSurge with wards - their 4th set will often be a second dual 20/20 for their other attribute.
Anyho @ OP - basically, a sword/shield set allows a caster to greatly improve his survivability (+60hp, +8/18 AL) with little drawback. Switch to 20/20s when casting, switch to sword/shield when stuff's killing you. Simple.
(and for what it's worth - outside of 55 builds, there isn't really any point to having +enchants on a martial weapon. A staff with casting mods is far superior for actually casting enchants, basically.)
This is the more efficient weapon set for Monks, with the last weapon set being a wildcard for other casters where enchantment duration may not matter as much.
Set 1:
Spear (+5e, +30hp) (With a -5e sword in your inventory, if needed)
Shield (+10vs X, +30hp)
Set 2:
Wand (HSR 20%, HCT 20%)
Offhand (HSR 20%, HCT 20%)
Set 3:
Wand (+15e, -1 regen, HCT 20%)
Offhand (+15e -1 Regen, HCT 20%)
Set 4:
Staff (Combinations of HCT/HSR, +20% Enchant duration).
Set 1:
Spear (+5e, +30hp) (With a -5e sword in your inventory, if needed)
Shield (+10vs X, +30hp)
Set 2:
Wand (HSR 20%, HCT 20%)
Offhand (HSR 20%, HCT 20%)
Set 3:
Wand (+15e, -1 regen, HCT 20%)
Offhand (+15e -1 Regen, HCT 20%)
Set 4:
Staff (Combinations of HCT/HSR, +20% Enchant duration).
Quote:
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Originally Posted by Raku Clayman
I have a question about Luminarus set 1:
Is it better to have the +30 health or a 20% enchant mod on the sword or Spear? Or, is it a matter of preference. |
also with a spear it's easier to trigger RoF's for 2 damage, however that shouldn't be a reason ..
The health and armour are effective when you're being pressured or ganked and can make the difference between life or death. I only switch to these defensive sets in those situations.
You're more effecient in combat using your 20/20/20/20 staff or a 20/20 wand + offhand set when you're face isn't being smashed in. There's too much interrupt spamming these days for you too risk casting slowly all of the time.
However, some monks are just way too arrogant to swich off their Voltaic Spear + Tormented Shield copycat set.
You're more effecient in combat using your 20/20/20/20 staff or a 20/20 wand + offhand set when you're face isn't being smashed in. There's too much interrupt spamming these days for you too risk casting slowly all of the time.
However, some monks are just way too arrogant to swich off their Voltaic Spear + Tormented Shield copycat set.
Quote:
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Originally Posted by Pyro maniac
whatever skin you like most
also with a spear it's easier to trigger RoF's for 2 damage, however that shouldn't be a reason .. |
M
Quote:
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Originally Posted by Raku Clayman
I was actually asking which is better: H +30 or a 20% Enchant? In the examples, you all put the +30 Health mod, but, earlier someone hinted at using the 20% enchant. Is the extra health better than extending the time of an Enchantment spell?
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pretty much always +30 hp. shield + sword are your defensive set, thus +30 should be in that set.
+20% enchantment is also possible in an other set, however a 40/20/20% staff is better for that purpose.
