Good Combo for Warrior Heroes?

gamer502

Ascalonian Squire

Join Date: Aug 2008

[skill]Headbutt[/skill] and [skill]Plague Touch[/skill]

I've been doing a lot of reading on heroes and their tendencies. One of the key things that I've noticed was that heroes sometimes lack synergy. So, would a hero Headbutting then immediately transfering that daze with Plague Touch be viable and efficient?

And, would a silencing mod lengthen the daze effect? though I would think a 19 second daze would be enough...

And from here, I would think using an axe would be best, simply because it can immediately inflict a deep wound with [skill]Dismember[/skill].

I am thinking of having a skill bar of :

[skill]Headbutt[/skill][skill]Plague Touch[/skill][skill]Dismember[/skill][skill]Executioner's Strike[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]Lion's Comfort[/skill][skill]Resurrection Signet[/skill]
So what do you guys think?

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

20 energy on a warrior just to cause daze? Maybe try a ranger?

Melee heroes are bad.

About the mod, yes it would lenghten the duration.

gamer502

Ascalonian Squire

Join Date: Aug 2008

I realized that it would cost 20 energy to do so, that is why the rest of the warrior's build should be pure adrenaline?

Ok ok, I've just realized after playing around with the build for awhile, plague touch alone depletes my energy like crazy, even in the softer condition areas. Plus, 19 seconds of daze is quite unnecessary since the mobs don't even survive for 19 seconds at times. So, I think I'll just go with this build, any suggestions?

[skill]Quivering Blade[/skill][skill]Plague Touch[/skill][skill]Standing Slash[/skill][skill]Disarm[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]Lion's Comfort[/skill][skill]Resurrection Signet[/skill]

I am thinking about replacing [skill]Disarm[/skill] with [skill]"For Great Justice!"[/skill], just so my warrior will spam those 2 high DPS skills: [skill]Quivering Blade[/skill] and [skill]Standing Slash[/skill].

Suggestions? Would this burn up too much energy? Alternative skills?

Posts Merged by Celestial Beaver: Please use the button rather than double posting!

Washi

Washi

Wilds Pathfinder

Join Date: May 2007

Melee heroes are bad because they have pathing issues, they just run around half the time doing nothing, and you just want to gimp him some more with flail. What you will see is a warrior walking around being completly useless.

King Kong

King Kong

Krytan Explorer

Join Date: Jan 2006

W/R

Quote:
Originally Posted by Washi
Melee heroes are bad because they have pathing issues, they just run around half the time doing nothing, and you just want to gimp him some more with flail. What you will see is a warrior walking around being completly useless. All hero's share the same AI, so that dont make much sense

MercenaryKnight

MercenaryKnight

Forge Runner

Join Date: May 2006

Wolf of Shadows [WoS]

P/

Warriors are bad because they flee from aoe. And if your constantly switching targets they will try to follow you. So that's why people stay away from melee heroes. Sometimes dervishes can still be useful because they can pump out some high damage to a few monsters at once (undead for example).

But usually you'll get more damage and less ai problems if you use paragons or rangers.

Martin Firestorm

Krytan Explorer

Join Date: Dec 2005

Louisiana

E/Me

More attack skills, less other stuff.

gamer502

Ascalonian Squire

Join Date: Aug 2008

Quote:
Originally Posted by MercenaryKnight
Warriors are bad because they flee from aoe. And if your constantly switching targets they will try to follow you. So that's why people stay away from melee heroes. Sometimes dervishes can still be useful because they can pump out some high damage to a few monsters at once (undead for example).

But usually you'll get more damage and less ai problems if you use paragons or rangers.
Thank you, I guess I'll go with the a paragon for physical damage then. The reason why I wanted a Warrior on my team is to have more spreading and someone to tank damage so my monks can heal more efficiently. I guess the AI problems would outweigh the pros, so I'll stay away from warriors.

Quote:
Originally Posted by Martin Firestorm
More attack skills, less other stuff. Why more attack skills? I would my warrior to use the most efficient attack skills as much as possible, which is [skill]Quivering Blade[/skill]; [skill]Standing Slash[/skill] is just a backup incase Quivering Blade is disabled. If I add more attack skills, he'll start to diversify when I would rather want him to spam [skill]Quivering Blade[/skill] as much as possible. I forgot to mention this, but the team I have going has enough sufficient interrupt. And I see effects such as bleeding to be really inefficient, -6 HP a second is kind of weak, especially when it takes about 5 seconds to drop an average monster.

angmar_nite

angmar_nite

Jungle Guide

Join Date: Feb 2007

[SNOW] of [YUM]

E/

Quivering's changed. Less plague touch plox

Lyynyyrd

Lyynyyrd

Banned

Join Date: Jun 2008

Aussie Trolling Crew - Spah!

Quote:
Originally Posted by King Kong
All hero's share the same AI, so that dont make much sense Melee heroes have to move to change their target, ranged don't.

ALF71BE

ALF71BE

Jungle Guide

Join Date: Jan 2008

In your fridge, stealing your pickles. for mah subway

R/

Quote:
Originally Posted by gamer502
The reason why I wanted a Warrior on my team is to have more spreading and someone to tank damage so my monks can heal more efficiently.
lol. Read pl0x, tanks suck.

Quote:
Originally Posted by gamer502
Why more attack skills? I would my warrior to use the most efficient attack skills as much as possible, which is [skill]Quivering Blade[/skill]; [skill]Standing Slash[/skill] is just a backup incase Quivering Blade is disabled. Y'know, that could work on casters. Quivering won't be disabled now as of the recent update. But the thing with adrenaline is that it charges ALL skills adrenaline based. So you can have 3-4 attack skills all charged at once, and then your warrior can deal +damage from those attacks in the next 3-4 axe swings, intead of dealing +damage once and then wait for him to swing four times his weapon so that he can deal again his +damage.

Not only that, but you want moar attack skills because melee mostly deals impressive damage, at least against non-pathetic, high level mobs. Any "+dmg" you see on an attack skill is armor ignoring damage, and with some boost such as [Fgj!], this high damage output can be kept up most of the time in any PvE battle.

The thing with melee heros is, they
#1: target the same foe you do (like any hero or hench).
#2: they get stuck midways with the melee mobs.
#3: they stay there if their path is blocked in a somewhat straight way untill the target is dead, and they don't attack the melee mobs that blocked them.
#4: when the original target is dead, they start attacking the melee that blocked 'em, but when you start hitting another backline foe, the cycle starts over again.

So we got a very good pro, which is dealing damage, and a very big con, which is their AI that doesn't allows them to deal big damage. Avoid them and put Necros/utility caster in their place and you'll be fine .

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

I thought heroes/hench would only attack your target if you're actively attacking the target too. So if you're just casting spells, a melee hero would still be ok right?

-Lotus-

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by Perfected Shadow
I thought heroes/hench would only attack your target if you're actively attacking the target too. So if you're just casting spells, a melee hero would still be ok right? no. they are indecisive. they dont pick targets at all, they just run between them. Its like using a flesh golem.

Bobby2

Bobby2

Furnace Stoker

Join Date: Jun 2007

Delayed in order to meet ANet's high standards

[MaSS]

W/E

Flesh Golems have considerably more trouble spamming [[Earth Shaker]

But yeah, ES is about the only decent Hero War config I can think of tbh.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

What a shame. I was gonna try a warrior hero with something like:
[build prof=W/Mo name="BRage hero" Axe=14 Str=9 Tactics=11][Battle Rage][Disrupting Chop][Dismember][Agonizing Chop][Executioner's Strike]["Watch Yourself!"][Succor][Resurrection Signet][/build]

Martin Firestorm

Krytan Explorer

Join Date: Dec 2005

Louisiana

E/Me

Quote:
Originally Posted by ALF71BE
But the thing with adrenaline is that it charges ALL skills adrenaline based. So you can have 3-4 attack skills all charged at once, and then your warrior can deal +damage from those attacks in the next 3-4 axe swings, intead of dealing +damage once and then wait for him to swing four times his weapon so that he can deal again his +damage. Yeah, that's why.

-Lotus-

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by Perfected Shadow
What a shame. I was gonna try a warrior hero with something like:
[build prof=W/Mo name="BRage hero" Axe=14 Str=9 Tactics=11][Battle Rage][Disrupting Chop][Dismember][Agonizing Chop][Executioner's Strike]["Watch Yourself!"][Succor][Resurrection Signet][/build] Battle Rage = No IAS = Bad

Martin Firestorm

Krytan Explorer

Join Date: Dec 2005

Louisiana

E/Me

I think its pretty good actually, now that its been changed so you don't lose all adrenaline when it ends. But not for a hero.

-Lotus-

Jungle Guide

Join Date: May 2008

Quote:
Originally Posted by Martin Firestorm
I think its pretty good actually, now that its been changed so you don't lose all adrenaline when it ends. But not for a hero. Not ever. unless you use Never Rampage Alone, but thats still pretty energy-heavy for a warrior.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
Battle Rage = No IAS = Bad Battle rage give double adren. Less auto attacks are done, but more Dchops, and I'd hate to put frenzy on a hero and they hardly use flail from what I've seen. I gather from previous posts that melee heroes suck so I guess it doesn't matter now.

-Lotus-

Jungle Guide

Join Date: May 2008

they are alright at flail. and a 33% IAS by itself will increase your adrenaline gain by 50% just because of how many more times you hit the enemy. any adrenaline boosting skills are wasted potential if not used with an IAS.

Martin Firestorm

Krytan Explorer

Join Date: Dec 2005

Louisiana

E/Me

Quote:
Originally Posted by Perfected Shadow
I gather from previous posts that melee heroes suck so I guess it doesn't matter now. I don't think melee heroes suck. But the thing is you can have a more effective H/H group if your heroes are other professions which do things henches can't. The melee henches are competent enough if you want melee in your group. I like Talon and Devona pretty well, though they're goofy sometimes for the reasons noted above. But you can't have a MM hench for example, and you can't have a N/Rit healer, or an effective support paragon (no thanks to Sogolon). So those roles, and lots others, must be performed by heroes if your character can't.

Saraneth

Saraneth

Frost Gate Guardian

Join Date: Aug 2008

Me/

Everytime I'v used a warrior hero, I'v always let them run a standard W/P Dragon Slash build. They seem to use Enduring Harmony and For Great Justice right, and the dps from D-slash spam is good. I'd think about setting them to another secondary outside of Paragon, but I don't really care much for FGJ without Enduring :/

-Lotus-

Jungle Guide

Join Date: May 2008

Its not that heroes cant play melee. they do fine once ther are in melee and have a target. the problem is that their targeting and pathing AI is so bad that they never seem to pick a target and attack them. they just kinda play tag with the entire mob.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

Same as Lotus. If melee heroes didn't:
- Aggro 3 groups two aggro bubbles away from you...
- Ignore flags and calls (except for locking on target)
- Run away from ZOMG OH NOES 5 AOE DPS FROM ZEALOT'S FIRE/LAVA FONT even if they have Save Yourselves on them (I don't use my imbagon, my Ranger is running SY)
- Cancel Enraging Charge with Flail, or
- Use flail and not cancel it with Rush after battle is over...

Then they would be viable.

Paul Dawg

Krytan Explorer

Join Date: Apr 2008

House of Myrthe (HoMe)

W/

Are you sure that the silencing mod would lengthen the daze effect? The description on [plague touch] says pretty clearly that the conditions are transfered with their REMAINING durations.

But of course Washi is right that [headbutt] is not a skill you want to put on a war hero. If you really really really need your hero to cause daze, and you can't just bring a ranger with [broad head arrow] or a paragon with [stunning strike] or [spear swipe], then go with [skull crack]. People laugh at it, but it's one of the few war skills that heroes actually use pretty well.

I would never use a war hero unless I had to (paras and necros just accomplish so much more), but if I had to bring a war hero, I'd go with an [earth shaker] or [dragon slash] build. (But be careful, especially with d-slash, not to give your guy too many other adrenaline skills, because he'll start using those instead of d-slash--which totally defeats the purpose of a d-slash build.)

Quote:
Originally Posted by Washi
20 energy on a warrior just to cause daze? Maybe try a ranger?

Melee heroes are bad.

About the mod, yes it would lenghten the duration.