Hey
Is my char okay?
Char Info:
Prof: W/E
Health:495
Energy: 30>>
Armor: Knights Armor
Weapon: Fiery Dragon Sword of Fortitude
Focus:Flame Artifact
Skills:
1. Conjure Flame
2. Hamstring
3. Berserker Stance
4. Sever Artery
5. Gash
6. Final Thrust
7. Skull Crack
8. Res Signet
Anything i can fix or do better with my char?
Is my char okay?
Kondichael
Sk8tborderx
1 thing I see that could be improved is the armor. You should get glads, plate, or wyvern. Full knights is useless, you only need 1 piece for the full benefit from damage reduction.
Me NoFat
Armor: Knights Armor
Weapon: Fiery Dragon Sword of Fortitude
Focus:Flame Artifact
Skills:
1. Conjure Flame
2. Hamstring
3. Berserker Stance
4. Sever Artery
5. Gash
6. Final Thrust
7. Skull Crack
8. Res Signet
Anything i can fix or do better with my char?[/QUOTE]
Yes your toon is "OK". I understand the conjure flame and FDS work well together but this is situational IMO. You will do better in most situations with a Sundering/Fortitude blade. There are shields out there that would be better when casting (ie use 2 weapon sets) that add +1 to fire magic and -2 dmg (message me if you want to buy one). You could also switch to a +hp -2dmg shield when fighting. Your offhand could be used as a 3rd wpn slot. It is always good to take advantage of switching wpns and off hand. If you are using Skull Crack as your elite because you need an that is addrenline based then you are better off going axe and taking Evicerate IMO but then I just changed your entire build
If I go W/Ele I like to use this combot
Glypb of Energy
Earth Quake
After Shock
Then I switch to addrenline based attacks and stances to finish them off. This is a high energy build so the weapon and offhand will have to be +energy. Like the HoD sword (which I understand is very costly). The idea is to use Glyph to lower the cost of Earth Quake to 5 energy followed up with Aftershock for a quick and high amount of Damage.
Weapon: Fiery Dragon Sword of Fortitude
Focus:Flame Artifact
Skills:
1. Conjure Flame
2. Hamstring
3. Berserker Stance
4. Sever Artery
5. Gash
6. Final Thrust
7. Skull Crack
8. Res Signet
Anything i can fix or do better with my char?[/QUOTE]
Yes your toon is "OK". I understand the conjure flame and FDS work well together but this is situational IMO. You will do better in most situations with a Sundering/Fortitude blade. There are shields out there that would be better when casting (ie use 2 weapon sets) that add +1 to fire magic and -2 dmg (message me if you want to buy one). You could also switch to a +hp -2dmg shield when fighting. Your offhand could be used as a 3rd wpn slot. It is always good to take advantage of switching wpns and off hand. If you are using Skull Crack as your elite because you need an that is addrenline based then you are better off going axe and taking Evicerate IMO but then I just changed your entire build

If I go W/Ele I like to use this combot
Glypb of Energy
Earth Quake
After Shock
Then I switch to addrenline based attacks and stances to finish them off. This is a high energy build so the weapon and offhand will have to be +energy. Like the HoD sword (which I understand is very costly). The idea is to use Glyph to lower the cost of Earth Quake to 5 energy followed up with Aftershock for a quick and high amount of Damage.
xxSilhouette
Quote:
Originally Posted by Me NoFat
If I go W/Ele I like to use this combot
Glypb of Energy
Earth Quake
After Shock
Then I switch to addrenline based attacks and stances to finish them off. This is a high energy build so the weapon and offhand will have to be +energy. Like the HoD sword (which I understand is very costly). The idea is to use Glyph to lower the cost of Earth Quake to 5 energy followed up with Aftershock for a quick and high amount of Damage. Agreed. I had a W/E at one point and i used this, it worked great
Glypb of Energy
Earth Quake
After Shock
Then I switch to addrenline based attacks and stances to finish them off. This is a high energy build so the weapon and offhand will have to be +energy. Like the HoD sword (which I understand is very costly). The idea is to use Glyph to lower the cost of Earth Quake to 5 energy followed up with Aftershock for a quick and high amount of Damage. Agreed. I had a W/E at one point and i used this, it worked great

BBoy_Manchild
Quote:
Originally Posted by Me NoFat
You will do better in most situations with a Sundering/Fortitude blade.
this person is either full of crap and making you worse on purpose for his own amusement or just a crappy player
sundering is the WORSE melee weapon mod in the game, you get more constant damage output from a vamp mod and more of a spike damage output from furious
sundering is the WORSE melee weapon mod in the game, you get more constant damage output from a vamp mod and more of a spike damage output from furious
derrtyboy69
LOL sundering. Get gladiators with one piece of knights, use an axe, get W/N with plague touch. Ditch berskers, take frenzy. Possibly use blood for healing. bring sprint. Lose skull crack, take eviscerate. Get a zealous, vamp, AND furious modded axe, switch when needed. Your char just got WAY better.
Me NoFat
Quote:
Originally Posted by derrtyboy69
this person is either full of crap and making you worse on purpose for his own amusement or just a crappy player
sundering is the WORSE melee weapon mod in the game, you get more constant damage output from a vamp mod and more of a spike damage output from furious Don't buy the hype. Most of the people on this site don't know how to search for the correct information. Read for yourself or do some testing.
http://www.guildwarsguru.com/content...nics-id674.php
Armor Penetration
Armor Penetration is incredibly straightforward - it simply allows you to ignore the listed percentage of the target's total defense. If a given attack has 10% armor penetration and the target has an armor level of 100, he will only have an armor rating of 90 for the purposes of defending against this attack. Thus the armor penetration equation:
[Armor Rating] = [Armor Level] × (1 - [Armor Penetration] / 100)
They have a point. I have a max 15^50 of almost every sword in the game. With at least one of each max mod on them. In some areas of the game it is much better to use Vamp, Furious, Fire, etc. When I recommend the Sundering it is due to the fact that you will get the most consistantly useful mod in the game. Everything is effected the same with a Sundering modification....it lowers the armor level which is straight forward and very useful.
Here is a test for you. Get a 10/10 Sundering and a 3:1 Vamp mod for 2 different swords with the exact same stats. Now enter the Thirsty River mission and go kill some rockshots. After your done equip your 3:1 Vamp and go do it again. Track your per hit damage output and you will find that the Sundering is superior in this case. Before someone gets mad and posts to repeat the test on another type of creature I will admit that some creatures are effected more with the Vamp mod but on average you will get more over time with the Sundering.
Most people other than the 2 posters above already know this and that is why there is such a huge price differance when you buy a 10/10 sundering mod over a 3:1 vamp mod in LA. My recomendation is to do the tests for yourself. Don't listen to me or the other posters. Find what works best for you and use it.
sundering is the WORSE melee weapon mod in the game, you get more constant damage output from a vamp mod and more of a spike damage output from furious Don't buy the hype. Most of the people on this site don't know how to search for the correct information. Read for yourself or do some testing.
http://www.guildwarsguru.com/content...nics-id674.php
Armor Penetration
Armor Penetration is incredibly straightforward - it simply allows you to ignore the listed percentage of the target's total defense. If a given attack has 10% armor penetration and the target has an armor level of 100, he will only have an armor rating of 90 for the purposes of defending against this attack. Thus the armor penetration equation:
[Armor Rating] = [Armor Level] × (1 - [Armor Penetration] / 100)
They have a point. I have a max 15^50 of almost every sword in the game. With at least one of each max mod on them. In some areas of the game it is much better to use Vamp, Furious, Fire, etc. When I recommend the Sundering it is due to the fact that you will get the most consistantly useful mod in the game. Everything is effected the same with a Sundering modification....it lowers the armor level which is straight forward and very useful.
Here is a test for you. Get a 10/10 Sundering and a 3:1 Vamp mod for 2 different swords with the exact same stats. Now enter the Thirsty River mission and go kill some rockshots. After your done equip your 3:1 Vamp and go do it again. Track your per hit damage output and you will find that the Sundering is superior in this case. Before someone gets mad and posts to repeat the test on another type of creature I will admit that some creatures are effected more with the Vamp mod but on average you will get more over time with the Sundering.
Most people other than the 2 posters above already know this and that is why there is such a huge price differance when you buy a 10/10 sundering mod over a 3:1 vamp mod in LA. My recomendation is to do the tests for yourself. Don't listen to me or the other posters. Find what works best for you and use it.
vancha
Quote:
Originally Posted by Sk8tborderx
1 thing I see that could be improved is the armor. You should get glads, plate, or wyvern. Full knights is useless, you only need 1 piece for the full benefit from damage reduction.
this is actually not true...
if u have f ex knights on your hands the -damage only works when some one hits the hands (wich is about 12,5% chance).
with full knights you are asured to get -damage on every hit...
if u have f ex knights on your hands the -damage only works when some one hits the hands (wich is about 12,5% chance).
with full knights you are asured to get -damage on every hit...
Maxiemonster
Quote:
Originally Posted by vancha
this is actually not true...
if u have f ex knights on your hands the -damage only works when some one hits the hands (wich is about 12,5% chance).
with full knights you are asured to get -damage on every hit... It's not, it's global, wherever you get hit, you'll get the damage reduction, it's been proven many times.
if u have f ex knights on your hands the -damage only works when some one hits the hands (wich is about 12,5% chance).
with full knights you are asured to get -damage on every hit... It's not, it's global, wherever you get hit, you'll get the damage reduction, it's been proven many times.
vancha
Quote:
Originally Posted by Maxiemonster
It's not, it's global, wherever you get hit, you'll get the damage reduction, it's been proven many times.
I try
