Best hero set up for warriors?

Banane-O-Man

Banane-O-Man

Krytan Explorer

Join Date: Jul 2006

A/

For now I've tried physway, dishes out lots of damage but only problem is you got a healer and prot henchy that supports your groups. I always use it with 2 melee hench + 2 healer/prot hench. Sometimes heroes die easily againts little mobs, the high level ones in HM. Yes I know how to play, pull and stuff, just need to know what is the best viable option for a warrior?

http://pvx.wikia.com/wiki/Build:Team...ical_Hero_Team

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

I just roll discord.. Make one hero buff you, maybe AR/splinter..
If your doing alot of vq's, then id suggest u join a vq guild, so you can optimize the party to the best, maybe if u play p-way, and the other player goes sab/discord)
if you want help with some builds, just pm me, i got lots Great for war

Rodnak

Ascalonian Squire

Join Date: Jun 2009

Holland

Knights In Slaying Service

W/

Switch out the ER Orders for an ER Protter with something like this:

12 + 1 + 1 Energy Storage
2 Healing Prayers
8 Protection Prayers
10 Smiting Prayers

Ether Renewal
Aura of Restoration
Infuse Health
Protective Spirit
Spirit Bond
Shield Guardian
Convert Hexes
Strength of Honor (disable and micro)

Then switch out the prot from the Minion bomber and put it into curses and take Barbs and MoP.

Something like that and you should be fine.

EDIT: And put the Smiting points from the Rit into Restoration and add Protective Was Kaolai, Life and Spirit Light.

EFGJack

EFGJack

Lion's Arch Merchant

Join Date: Mar 2010

Finland

Pros At Inactivity [bleh]

W/

2 monk heroes with ROJ and melee buffs (splinter, SOH, etc) and a necro hero with melee buffs (Dark Fury, Weaken Armor, etc) is the best option for a warrior.

Prove me wrong.

Banane-O-Man

Banane-O-Man

Krytan Explorer

Join Date: Jul 2006

A/

If I go physway, I get a huge damage output but low support.
If I go sabway, damage output suffers but has good support.
If I go discord, it has a very good balance but warriors have bad energy management.

Edit: Anyone has a discord warrior build suggestion? Preferably with an axe.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Discord doesn't work as well on warriors than on necros or other casters.

I would go with Rodnak's suggestion.

Banane-O-Man

Banane-O-Man

Krytan Explorer

Join Date: Jul 2006

A/

Ya I was thinking of running this with 2 monks hench and 2 phys or 1 interupt+earth henchie.

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

E/

ER protter (pre-prot yourself)
SoS Rit (splinter, ancestor's rage, SoH)
MM with prots or curses


With a 100b Warrior, you can aoe spike mobs down really fast.

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

I run the above wiki hero set up. You say you struggle sometimes with the healing you get. I don't know what build you're running but whatever you run I suggest taking SY! I runt he DSlash war build, which pumps huge damage as well as great damage mitigation. As for heroes, I take 2 monk henchies, 1 physical and, where available, 1 earth. Seeing as you're in the front line and should be taking out casters, some physicals like to stray away to your backline. If you've got Enfeebling Blood somewhere, coupled with Ward Against Melee, the damage is reduced by a good ~70% or so, and that's before SY!

Maybe it's just me, but I really, really don't like taking ER Protter. I think that the hench healing is adequate along with a few prots on your heroes. There's too much to be gained in supports from heroes to waste it on a healer! Also, remember to micro Strength of Honour on all of your party's physicals - the Rit doesn't need much energy really and has a 0 energy elite with 2 e-management skills.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Sethellington View Post
I run the above wiki hero set up. You say you struggle sometimes with the healing you get. I don't know what build you're running but whatever you run I suggest taking SY! I runt he DSlash war build, which pumps huge damage as well as great damage mitigation. As for heroes, I take 2 monk henchies, 1 physical and, where available, 1 earth. Seeing as you're in the front line and should be taking out casters, some physicals like to stray away to your backline. If you've got Enfeebling Blood somewhere, coupled with Ward Against Melee, the damage is reduced by a good ~70% or so, and that's before SY!

Maybe it's just me, but I really, really don't like taking ER Protter. I think that the hench healing is adequate along with a few prots on your heroes. There's too much to be gained in supports from heroes to waste it on a healer! Also, remember to micro Strength of Honour on all of your party's physicals - the Rit doesn't need much energy really and has a 0 energy elite with 2 e-management skills. I don't think that wiki build is such a 'great' build, even though it is rated 'great'.

First of all, not enough condition removal besides smite condition. Smite condition removes 1 condition over 7s and it is weak against stacked conditions and condition removal is more important for physicals than casters because blind and weakness are common. Second, heroes dont use Mark of Pain well unless you micro. Third, dual orders is very expensive (34% life sac every 5s), even for a ER hero which doesn't cast ER perfectly, all just to support 2 physicals (you+a hench) is overkill. Last but not least, not enough red barring or healing. Blood bond should help but on the orders ER that needs to cast 2s OOP every 5s, you may not get it as often as you want to without micro, plus there are other skills on that bar competing for cast time, like the 2s cast time Barbs and DF every 5s.

The rest are minor points. While you can still micro prots like PS, having prots on the MM is less desirable because the MM is usually too busy casting 3s animate (if you are killing fast enough) or 2s death nova to be casting prots on his own. Can do with more hex removal than just the smite hex removing 1 hex every 12s. If you are dependent on hench healers, and you have weak red barring, you have to watch out for hexes because hench healers in some campaigns do not carry hex removal.

I think the build would be weak in areas with lots of conditions and hexes, for example the insects in HM Dalada Uplands, and SY! would not help as much in that situation.

This is what I use:

http://www.guildwarsguru.com/forum/b...t10429464.html

...if you dont like Blood Bond, you can put the points for Blood into Curses and replace it with Barbs for more physical damage.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Sethellington View Post
You say you have trouble with condition removal, but you only have 1 removal skill. I'm well aware that Mode Body & Soul >>>> Smite Condition for removal, but it's still only 1 skills.
That is the neat trick about MB&S.

Description says: Target ally is healed for 20...96...115 Health. That ally loses one Condition for each Spirit within earshot.

With SoS+Life, you can remove up to 4 conditions + 102hp with each cast of MB&S costing a mere 5e. With a 3s recharge instead of 7s (i.e. your smite condition) and yes, all within just a single skill.

Quote:
Also, you want Barbs and MoP somewhere to synergise with you and the minions, and your build doesn't have that unless you take out Blood Bond, which you don't. Besides you'd be speccing into too many atts if you did that. Actually my build caters for that and I have clearly stated that if you prefer to go with Barbs, you can replace Blood Bond and put the points from Blood to Curses. You dont need much att points for Enfeebling Blood to be workable. MoP is just a waste of a skill slot on a hero who would even cast it on the single foe left standing.

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

Quote:
Originally Posted by Daesu View Post
That is the neat trick about MB&S.

Description says: Target ally is healed for 20...96...115 Health. That ally loses one Condition for each Spirit within earshot.

With SoS+Life, you can remove up to 4 conditions + 102hp with each cast of MB&S costing a mere 5e. With a 3s recharge instead of 7s (i.e. your smite condition) and yes, all within just a single skill.

Actually my build caters for that and I have clearly stated that if you prefer to go with Barbs, you can replace Blood Bond and put the points from Blood to Curses. You dont need much att points for Enfeebling Blood to be workable. MoP is just a waste of a skill slot on a hero who would even cast it on the single foe left standing. So put MB&S on the SoS. Fixed. Since regardless of atts it'll remove 1 condition for each spirit, and you shouldn't be in dire need of healing.

And like I said, it's good to have both. Blood Bond is a really powerful skills for melee, and so is Barbs and MoP. From my experience, MoP really isn't a wasted skill on heroes.

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

Quote:
Originally Posted by Daesu
View Post
First of all, not enough condition removal besides smite condition. Smite condition removes 1 condition over 7s and it is weak against stacked conditions and condition removal is more important for physicals than casters because blind and weakness are common. Second, heroes dont use Mark of Pain well unless you micro. Third, dual orders is very expensive (34% life sac every 5s), even for a ER hero which doesn't cast ER perfectly, all just to support 2 physicals (you+a hench) is overkill. Last but not least, not enough red barring or healing. Blood bond should help but on the orders ER that needs to cast 2s OOP every 5s, you may not get it as often as you want to without micro, plus there are other skills on that bar competing for cast time, like the 2s cast time Barbs and DF every 5s.

The rest are minor points. While you can still micro prots like PS, having prots on the MM is less desirable because the MM is usually too busy casting 3s animate (if you are killing fast enough) or 2s death nova to be casting prots on his own. Can do with more hex removal than just the smite hex removing 1 hex every 12s. If you are dependent on hench healers, and you have weak red barring, you have to watch out for hexes because hench healers in some campaigns do not carry hex removal. Your arguments fall completely flat when you consider that the defacto standard Hero build for quite some time (Sabway) had:

- no Hex removal
- 1 Condition removal skill (MB&S with 1 Spirit), possibly two with Weapon of Remedy
- Protective Spirit on a MM

In other words, what was generally accepted as the best Hero build of the time ran the exact same setup that you say is a major flaw.

And while Hero redbarring is good for inexperienced, it's not entirely necessary. Learning proper aggro techniques and relying solely on henchmen for your main healing can greatly improve your Hero damage.

With that said, I don't care for Orders builds either, unless it's a devoted physical party (namely, one with multiple players).

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Dusk_ View Post
Your arguments fall completely flat when you consider that the defacto standard Hero build for quite some time (Sabway) had:

- no Hex removal
- 1 Condition removal skill (MB&S with 1 Spirit), possibly two with Weapon of Remedy
- Protective Spirit on a MM
There are very obvious differences between Sabway and that pvx physical team build. Sabway has excellent red barring compared to that pvx build. If you read Sab's thread above, sabway depended on the team's excellent healing to heal through hexes. Don't take that to mean low red barring + no hex removal is perfectly ok. Sabway has a dedicated (and very efficient) hero healer, the pvx build doesn't.

The Sabway in pvx wiki is a modified version that is maintained by someone else, not Sab herself. Sab didn't care about posting her build in pvx. Someone posted it there for her. Look at her original build here, it has Foul Feast besides those other condition removing skills that you mentioned. Sabway is an old build and SoS wasn't buffed at that time so she couldn't have made used of it with MB&S. ER was buffed just about the time when she was done with the build and ER infuse protect builds were not well known then. Heroes AI also could not use Infuse well before an update that came later. Given the constraints having the prots on MM was ok. Even now, prots on the MM, is not a big deal but there are just better alternatives today.

http://www.guildwarsguru.com/forum/3...t10292641.html

Quote:
And while Hero redbarring is good for inexperienced, it's not entirely necessary. Learning proper aggro techniques and relying solely on henchmen for your main healing can greatly improve your Hero damage. If you are really experienced and you want optimal performance for a particular mission/vq, then you wont be using Sabway, Discordway, or ANY generic 3-heroes build anyway. Generic builds are for the people who are lazy to come up with their own build or to customize their build for each PvE area. In PvE, you should customize your own team build according to the area, if you want top level optimal performance. Generic 3-heroes build tend to be more defensive and they should, because they are meant for the average player within "overall PvE".

Dusk_

Dusk_

Lion's Arch Merchant

Join Date: Jun 2005

W/

Quote:
Originally Posted by Daesu View Post
There are very obvious differences between Sabway and that pvx physical team build. Sabway has excellent red barring compared to that pvx build. If you read Sab's thread above, sabway depended on the team's excellent healing to heal through hexes. Don't take that to mean low red barring + no hex removal is perfectly ok. Sabway has a dedicated (and very efficient) hero healer, the pvx build doesn't.
If you actually read that thread, Sab says that Hexes are non-threatening and Heroes suck at dealing with the right ones, which is why Hex removal is bad. For the most part, Sabway dealt with Hexes by having a horde of minions to absorb a large amount of them.

Quote:
The Sabway in pvx wiki is a modified version that is maintained by someone else, not Sab herself. Sab didn't care about posting her build in pvx. Someone posted it there for her. Look at her original build here, it has Foul Feast besides those other condition removing skills that you mentioned. Sabway is an old build and SoS wasn't buffed at that time so she couldn't have made used of it with MB&S. ER was buffed just about the time when she was done with the build and ER infuse protect builds were not well known then. Heroes AI also could not use Infuse well before an update that came later. Given the constraints having the prots on MM was ok. Even now, prots on the MM, is not a big deal but there are just better alternatives today. And yet you completely miss the point: Every weakness that you said was a critical flaw existed in Sabway, except for the Redbarring. And in retrospect, Sabway's healer wasn't that great at healing, but it had the distinct benefit of having near-infinite energy. With the recent change to henchmen bars, they are actually capable of providing decent support.

Really, you're just slamming a build for completely arbitrary reasoning that isn't even relevant for the majority of areas in Hard Mode. Will a lack of condition removal be a problem for most areas? No. Will a lack of Hex removal? Not in the slightest. Is henchmen healing enough for most areas? Definitely, especially with a minion-wall and SY spamming.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by Dusk_ View Post
If you actually read that thread, Sab says that Hexes are non-threatening and Heroes suck at dealing with the right ones, which is why Hex removal is bad. For the most part, Sabway dealt with Hexes by having a horde of minions to absorb a large amount of them.
What are you talking about? If Sab is against bringing hex removal, why would she include cure hex in the 4-man version. Besides her way of dealing with most hexes is to heal through them, but you need strong red barring to heal through them which your pvx build doesn't have.

Quote:
And yet you completely miss the point: Every weakness that you said was a critical flaw existed in Sabway, except for the Redbarring. And in retrospect, Sabway's healer wasn't that great at healing, but it had the distinct benefit of having near-infinite energy. With the recent change to henchmen bars, they are actually capable of providing decent support. Great healer hero or not, sabway has a dedicated healer hero, the pvx version has none.

Since you claim that sabway still works great without hex removal, why do you only choose to follow that specific aspect of sabway while ignoring the rest of the sabway features, because they dont support your arguments regarding the pvx build?

Quote:
Will a lack of condition removal be a problem for most areas? No. Will a lack of Hex removal? Not in the slightest. Is henchmen healing enough for most areas? Definitely, especially with a minion-wall and SY spamming. Condition removal is needed to prevent getting blinded thus having your adrenaline gain impacted. Again, why not follow sabway and include foul feast? If the lack of condition removal is not a problem, then why does Sabway have 3 condition removal skills, including FF?

That pvx build simply sucks ass. There is obviously not enough red barring (read the OP), and not enough condition removal for many HM areas. It is especially weak against condition/hex stacking.