Strength not important for Warrior

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

I've looked over and over. I see almost no reason to upgrade strength on my W/N build where he is using a sword. Is this really true? Just not use to having a Warrior with no strength. Maxing out Swordsmanship and Death Magic. From a previous post here ...

Quote:
you had a normal, customized (20% more damage) 15-22 damage Dragon Sword, and a level 9 Swordsmanship attribute, each swing with the weapon would deal:

15 × 1.20 × 2(( 5 × 9 - 60 ) / 40) = 13.88 minimum damage
22 × 1.20 × 2(( 5 × 9 - 60 ) / 40) = 20.36 maximum damage


While swinging the same sword with a level 12 attribute would deal:

15 × 1.20 × 2(( 5 × 12 - 60 ) / 40) = 18.0 minimum damage
22 × 1.20 × 2(( 5 × 12 - 60 ) / 40) = 26.4 maximum damage Apparently strength is only linked to the following ...
http://www.guildwarsguru.com/strength-id40.php
Most of those strength related skills can be replaced with Swordsmanship skills ... and there are quite a few swordsmanship skills that rock compared to strength skills.

I mainly use Final Thrust, Gash, Sever Artery, and a couple skills linked to tactics. None related to strength.

Just weird having a warrior with little to no strength. Just making sure that I am not missing anything.

-Miniram

The Red Knight

Krytan Explorer

Join Date: Apr 2005

Zero Files Remaining [LaG]

R/Mo

Strength adds armor penetration and makes key skills like sprint last longer :b. Strength is how you get that bullshit 200 dmg final thrust on a monk

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by The Red Knight
Strength adds armor penetration and makes key skills like sprint last longer :b. Strength is how you get that bullshit 200 dmg final thrust on a monk Explain how Strength is related to final thrust .... it is related to Swordsmanship only - not strength.

Strength seems to be applicable for armor penetration. However, it is ludicrously small. For every point of strength you get +1% armor penetration. Right now I am running a sword hilt that gives me +10% armor penetration

Again, it seems like strength is relatively useless when simply replacing like skills related to strength with ones related to swordsmanship. Yea, so it increases the amount of time I can sprint/rush. I don't care about sprinting with my build. I'm all about delivering big damage. Yes, I see the benefit in running ... and sometimes I equip it. But, most of the time I benefit more by having other skills on my bar .... like my necro Soul Feast that gives me 180+ health from a dead corpse or Putrid Explosion that deals 80+ damage to EVERY nearby foe. One time I hit like 8 foes with 80+ damage each. Insane. I also equip Watch Yourself to use in cases to protect the healers ... and me ... when I am defending them against melee attacks.

Anyone else want to take a shot at why Strength is important? So far I see that maxing out swordsmanship and tactics and one of my Necro skills to be the best choice. Strength seems relatively useless (when running similar swordsmanship skills).

deciimos

Pre-Searing Cadet

Join Date: May 2005

Strength armor penetration is only applied to attack skills. So 10 str would be 10% armor penetration on any attack skill, including final thrust.

Acan Vishnu

Acan Vishnu

Lion's Arch Merchant

Join Date: Apr 2005

Mo/N

Strength gives +1% armor penetration for every level you have in it, that +armor penetration is applied whenever you use a skill. It allows for some nasty spike damage, as seen with Final Thrust.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

I agree that the AP bonus of strength is small, and generally not worth maxing, but for 15 attribute points you can get 5% more penetration on all attack skills, which is 5.3% bonus damage vs AL60 and 9% bonus damage vs AL100, so if you are trying to squeeze a bit of extra damage in it works well. It also has skills in that line - if you aren't using strength skills there may be better places to invest, as it isn't a huge bonus. If you are using strength skills anyway, it is nice bonus damage.

Reiden Argrock

Reiden Argrock

Krytan Explorer

Join Date: May 2005

Arizona

Shadowstorm Mercenaries

Quote:
Originally Posted by MiniRam
you had a normal, customized (20% more damage) 15-22 damage Dragon Sword, and a level 9 Swordsmanship attribute, each swing with the weapon would deal:

15 × 1.20 × 2(( 5 × 9 - 60 ) / 40) = 13.88 minimum damage
22 × 1.20 × 2(( 5 × 9 - 60 ) / 40) = 20.36 maximum damage


While swinging the same sword with a level 12 attribute would deal:

15 × 1.20 × 2(( 5 × 12 - 60 ) / 40) = 18.0 minimum damage
22 × 1.20 × 2(( 5 × 12 - 60 ) / 40) = 26.4 maximum damage

-Miniram what is this supposed to mean?
and the only way dmg on a weap would be less than what is specified would be if you don't meet the requirement, so if your having damage problems, I would suggest equipping a usable weapon.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Strength is to warriors as Expertise is to Rangers...

I also thought that str isn't that big a deal until you realize this...

IT'S A PERCENTAGE, not a set number. Thank goodness.

Can you imagine this?

20% from customization, 15% from weapon itself *if it's a gold one or something*, and 12% from strength WITH more % added on to hexes like Weaken armor?

I'm hoping / wondering if these percentages stack. 20+15+12+20=67% DAMAGE INCREASE?!?! Not to mention with each level you gain, your weapon damage goes up both max and min.

And people still wonder why a warrior hits for 200+ every few swings...

I have 8 points in str. cause I can't afford to add any more but it adds +30 hp to my max due to my beloved shield ^_^

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by deciimos
Strength armor penetration is only applied to attack skills. So 10 str would be 10% armor penetration on any attack skill, including final thrust. I know. But, how is it good to waste attribute points on Strength when you can get that armor penetration from something else like a sword hilt? Furthermore, how is 10% armor penetration that impressive? For example, let's say that I normally hit for 35 damage. If I have 10% armor penetration what does that do to the damage? According to the formula above ... nothing. My guess is something to do with 1/10 of the 'hit' translates into full damage. That just doesn't seem like a lot to me. Is it?

MiniRam

Moskel

Frost Gate Guardian

Join Date: May 2005

San Antonio, TX

Xen of Onslaught [XoO] - www.xoohq.com

W/E

Quote:
Originally Posted by Reiden Argrock
what is this supposed to mean?
and the only way dmg on a weap would be less than what is specified would be if you don't meet the requirement, so if your having damage problems, I would suggest equipping a usable weapon. Read this:
http://www.guildwarsguru.com/content...nics-id674.php

The apologize to the OP.

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by Epinephrine
I agree that the AP bonus of strength is small, and generally not worth maxing, but for 15 attribute points you can get 5% more penetration on all attack skills, which is 5.3% bonus damage vs AL60 and 9% bonus damage vs AL100, so if you are trying to squeeze a bit of extra damage in it works well. It also has skills in that line - if you aren't using strength skills there may be better places to invest, as it isn't a huge bonus. If you are using strength skills anyway, it is nice bonus damage. How does 5% more penetration lead to 5.3% bonus on AL60 and a 9% bonus on AL100. Does that mean if you were at a strength of 10 you would see 18% bonus on AL100?

MiniRam

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by Reiden Argrock
what is this supposed to mean?
and the only way dmg on a weap would be less than what is specified would be if you don't meet the requirement, so if your having damage problems, I would suggest equipping a usable weapon. What are YOU talking about. I meet all requirements. My question was how does upping your strength translate into dealing a lot more damage as a warrior. The formulas show Swordsmanship only.

MiniRam

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by Yukito Kunisaki
Can you imagine this?

20% from customization, 15% from weapon itself *if it's a gold one or something*, and 12% from strength WITH more % added on to hexes like Weaken armor? How does strength equate to a percentage adjustment to damage? I have never seen this formula before. Yet, here you are saying that adding to strength somehow gave somebody +12% damage.

MiniRam

Moskel

Frost Gate Guardian

Join Date: May 2005

San Antonio, TX

Xen of Onslaught [XoO] - www.xoohq.com

W/E

Armor penetration is very significant because the amount of damage reduce by armor does not scale in a linear manner. As example 60AC is the break even point, at 0AC you take 300% damage at 100AC you take 50% damage.

So 15% penetration from 12 strength + superior rune is a significant boost to damage even as AC scales down because of the non-linear damage curve.

The max damage warrior setup is 16 sword, 15 strength if you're talking about just hitting things. Setup with 3 energy attacks + flourish, and then 3 adrenaline attacks leaving you 1 utility slot and 1 res signet. You should be able to constantly use attacks that enhance the damage of your sword even further.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Hmm, I think he misunderstand, perhaps. It is unfortunate that strength only affects attack skills, and that it is only 1% per level, but it does affect damage. It just isn't a huge effect.

Take a 15-22 sword, customised, with 12 swordmanship and 0 strength, 5 strength, 10 strength and 15 strength, for example.

Use an attack skill like Galrath Slash

You do +32 damage, so I believe it works as follows:
15 × 1.20 × 2(( 5 × 12 - 60 ) / 40) +32 = 50.0 minimum damage
22 × 1.20 × 2(( 5 × 12 - 60 ) / 40) +32 = 58.4 maximum damage

for an average damage of 54.2.

At 0 strength vs AL 60 this is 54.2 damage, vs AL 100 it is only 27.1 damage.
At 5 strength vs AL 60 this is 57.1 damage, vs AL 100 it is only 29.6 damage.
At 10 strength vs AL 60 this is 60.1 damage, vs AL 100 it is only 32.2 damage.
At 15 strength vs AL 60 this is 63.3 damage, vs AL 100 it is only 35.1 damage.

So 15 strength is improving your hits vs a warrior by nearly 30%, vs a caster by only 17% or so.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by MiniRam
How does 5% more penetration lead to 5.3% bonus on AL60 and a 9% bonus on AL100. Does that mean if you were at a strength of 10 you would see 18% bonus on AL100?

MiniRam No, strength reduces the effective armour level - at 10 strength it reduces the AL by 10%, to 90% of the initial value. That's a reduction of 6AL vs a 60AL, of 10AL vs a 100AL.

Since the damage dealt is based on the calculated damage multiplied by a defensive adjustment, we can work out the effect of the damage. The defensive adjustment is

Damage dealt = damage delivered * defensive adjustment
defensive adjustment = 2^(60-armour level)/40, if you have an adjustment to the armour value you can plug it in as follows

defensive adjustment = 2^(60-(armour level+change))/40 which reaaranges to

defensive adjustment = 2^(60-armour level)/40 * 2^(-change)/40

so the change in damage dealt is actually = 2^(-change)/40

if your armour value is thus reduced by 5, it is thus a change of (-5), so the adjustment is 2^5/40, or 2^.125 = 1.090507733, or about 9% more damage. That's the adjustment on 100AL; the 60AL only gets reduced by 3, so 2^3/40 = 2^0.075 = 1.053361036, or about 5.3%

So to answer your question, at strength 10 you would see 2^10/40 = 2^0.25 = ~18.9% more damage vs 100AL, and only 2^6/40 = 2^0.15 = ~11% more vs 60AL.

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

So, what it ends up looking like is that if you have a strength of 10 then you are dealing about ~+10% more damage. I rounded off a little. But, generally speaking. We're talking about ~+10% more damage for a strength of 10. So if I hit for 50 damage normally ... now I am hitting for 55 damage. Ummm .... is it just me or does that sound like not a lot of difference considering you just dumped a crapload of attribute points into Strength?

If I dump those attribute points into my Necro then I can get some huge damage bonuses with Putrid Explosion. A lot more than 5 points.

MiniRam

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by Epinephrine
So to answer your question, at strength 10 you would see 2^10/40 = 2^0.25 = ~18.9% more damage vs 100AL, and only 2^6/40 = 2^0.15 = ~11% more vs 60AL.
This is not true. Please view the armor penetration table at:
http://www.guildwarsguru.com/content...nics-id674.php

Here is a copy/paste:

Code:
Effect of Armor Penetration 
Armor Level 0% Penetration 5% Penetration 10% Penetration 25% Penetration 50% Penetration 
40 141% 146% 152% 168% 200% 
50 119% 124% 130% 148% 183% 
60 100% 105% 111% 130% 168% 
70 84.1% 89.3% 94.9% 114% 154% 
80 70.7% 75.8% 81.2% 100% 141% 
90 59.5% 64.3% 69.5% 87.8% 130% 
100 50% 54.5% 59.5% 77.1% 119%
It is ~11% for AL60 and ~9.5% for AL100 with 10% penetration due to 10 strength.

MiniRam

Arithon

Ascalonian Squire

Join Date: May 2005

Only warriors PRIMARIES have a STR attribute.

So what I would like to know is why have they made STR such a meaningless attribute I mean come on it adds 12% to armour penetration if maxed out at 12.

When I first read the user manual that came with the game on release is said STR adds 2% that was a nice bonus of 24%.

I would like to know why the dropped the 2% down to 1% when STR is the primary attribute for a the Warrior Main profession.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by MiniRam
This is not true. Please view the armor penetration table at:
http://www.guildwarsguru.com/content...nics-id674.php



It is ~11% for AL60 and ~9.5% for AL100 with 10% penetration due to 10 strength.

MiniRam No, you are wrong. I am correct and in agreement with that table. I said 11% and 18.9%.

the improvement from 50% to 59.5% is 59.5/50 = 19%, which is roughly the 18.9% I quoted. I said that you deal 18.9% more damage, which is in fact the case, as you deal 1.189207115 times the damage.

I don't mind being corrected if wrong, but verify your facts before deciding that someone is mistaken and publicly labelling them so.

MiniRam

Pre-Searing Cadet

Join Date: Jun 2005

pwn

W/N

Quote:
Originally Posted by Epinephrine
No, you are wrong. I am correct and in agreement with that table. I said 11% and 18.9%.

the improvement from 50% to 59.5% is 59.5/50 = 19%, which is roughly the 18.9% I quoted. I said that you deal 18.9% more damage, which is in fact the case, as you deal 1.189207115 times the damage.

I don't mind being corrected if wrong, but verify your facts before deciding that someone is mistaken and publicly labelling them so. Thanks for correcting me! Boy was I wrong! Now it is getting interesting.

MiniRam

KuTeBaka

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by Moskel
Read this: http://www.guildwarsguru.com/content...nics-id674.php

The apologize to the OP.
Quote:
Some other people have explained this, but with lots of numbers. Not everyone can read equations, so here's a simple translation for those who don't have a strong maths background.

***

Every 40 points of armor level makes a difference of a factor of two. Increasing your armor level by 40 (whether from 20 to 60 or from 60 to 100) will halve the damage you take.

For PVP purposes, the "listed" damage of a skill is against Armor Level 60. As an example, we can make a table for a skill that says it does 20 damage:

Armor Level Damage Taken
20 40
60 20
100 10


What about an Armor Level of, say, 40? Well, it's going to do more than the listed damage, but how much more? It turns out that it's the square root of 2, or 141%. There's another thing to remember: a difference of 20 points in AL makes you take 41% more, or 29% less, damage.

In general, the formula to see how much a change in AL changes damage is:

Final Damage = Initial Damage * 2 ^ (-ALC/40)

where ALC is the change in Armor Level.

Now, how does this apply to armor penetration skills, like Air Magic?

A skill with armor penetration reduces an opponent's armor level by a certain percentage. For instance, Air Magic skills with penetration 25% will knock a 25% off of an opponent's armor level for that attack. Someone with AL 60 will have an effective AL of 45; someone with AL 100 will have an effective AL of 75. Important: Since a fixed change in AL changes damage by the same percentage, these penetration skills actually increase damage by a higher percentage against more heavily armored targets.

Let's look at some numbers, then. Against an AL 100 target the penetration will reduce his armor level by 25, so we get 2 ^ (25/40) = 154% as much damage.

Against an AL 60 target the penetration only drops her AL by 15, so we get 2 ^ (15/40) = 130% as much damage.


Next, let's assume that we have a 50 damage Lightning Orb and a 50 damage Fireball (or whatever), and use them against our hypothetical AL 60 and AL 100 targets.

Against the AL 60 target, the Fireball just does its 50 damage.
Against the AL 60 target, the Orb does 50*130% = 65 damage.

Against the AL 100 target, the Fireball does half, or 25 damage.
Against the AL 100 target, the Orb does 25*154%= 38 damage.


A few other interesting game statistics, then:

A Level 12 Armor of Earth gives 53 AL. This corresponds to taking only 40% as much damage as before -- not bad at all!

Obsidian Flame gives 20 AL, or 70% damage.

Armor of Frost makes you take half damage from physical sources, but 151% from fire.

Armor of Mist reduces damage to 55% of normal.

Level 12 Ward vs. Harm reduces fire damage to 42% and other damage to 68%.
Originally Published by Ensign on January 14, 2005 read that, then appologize to everyone else.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by MiniRam
Thanks for correcting me! Boy was I wrong! Now it is getting interesting.

MiniRam My pleasure - sorry if I get touchy, but after botthering to type all that it gets irksome to be told that it's wrong

Yes, it is interesting, it's also neat that it's multiplicative - since the 20% from Judges Insight adds to the 15% from 15 Strength you get 35%, which bumps damage by 83.4% vs a warriors 100AL; applying the two multipliers separately gives the same total; 2^35/40 = 2^20/40 * 2^15/40. Have fun with it

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Whoa, well done. I thought that str. affected weapon max dmg %, not lowered enemy AL... Whoa, misread and misunderstood I was...

So by increasing str, your enemy's AL is lowered?

Falconer

Falconer

Frost Gate Guardian

Join Date: Jan 2005

Quote:
Originally Posted by MiniRam
Strength seems to be applicable for armor penetration. However, it is ludicrously small. For every point of strength you get +1% armor penetration. Right now I am running a sword hilt that gives me +10% armor penetration Now you also need to get this right... it doesn't give you flat 10% AP. It gives you a 10% chance to get 10% AP.

Translation statistically over time it's a whopping 1% AP! Practically worthless.

The sundering mod is one of the worst out there.

As far as why the mulitplicative and additive works that way it's because we're dealing in a log based armor system. And is a normal feature of this frame of reference.

Strength is a very usefull because it's a passive damage buff that's always there. You don't need to do anything to exploit it except spend the points. It's a great attribute to simply dump your extra points into and get 6-8 ranks.

The reason is was reduced was because it used to be 2% AP added to any skill attack only. EG: 10 ranks meant you got 20% AP whenever you used galrath, or cyclone, but normal attacks wouldn't benefit. It was changed to 1% because it now applies to all attacks skill or no skill.

Howling Wind

Howling Wind

Lion's Arch Merchant

Join Date: May 2005

Down The Road

R/Mo

I agree about the sundering mod, at first when I heard about it I was looking forward to one until I realized it only activated once in a while with a max chance of 10%, thats like 1 in 10 attacks have 10% armour penetration on average, really poor, same goes with the furious hilt, its still quite decent but would be the best if it was passive or had a much higher chance (maybe like upto 50%).

Anyway I think i'd prefer to see the AP bonus go back up to 2% and have it only affect attack skills, I prefer that instead or make it 1.5% and have it affect all normal attacks and skills. I still prefer the 2% AP feature it originally had.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Strength lvl 10+ + Judges insight = 30+% armor penetration.

Thats pretty badass right there. Not to mention it doesnt have a chance to happen.

Ishamael Sedai

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by MiniRam
I know. But, how is it good to waste attribute points on Strength when you can get that armor penetration from something else like a sword hilt? Furthermore, how is 10% armor penetration that impressive? For example, let's say that I normally hit for 35 damage. If I have 10% armor penetration what does that do to the damage? According to the formula above ... nothing. My guess is something to do with 1/10 of the 'hit' translates into full damage. That just doesn't seem like a lot to me. Is it?

MiniRam Well I have only read down to here so maybe someone answered this but you have only looked at one part (or mini formula) of the whole dmg formula. You need to look at the article where it talks about armor levels affect on dmg.

Ishamael Sedai

Wilds Pathfinder

Join Date: May 2005

Quote:
Originally Posted by MiniRam
So, what it ends up looking like is that if you have a strength of 10 then you are dealing about ~+10% more damage. I rounded off a little. But, generally speaking. We're talking about ~+10% more damage for a strength of 10. So if I hit for 50 damage normally ... now I am hitting for 55 damage. Ummm .... is it just me or does that sound like not a lot of difference considering you just dumped a crapload of attribute points into Strength?

If I dump those attribute points into my Necro then I can get some huge damage bonuses with Putrid Explosion. A lot more than 5 points.

MiniRam I wouldn't argue with what your saying, but a true warrior needs to be continously putting pressure and pounding on the monks. Not that other versions of a warrior are not important, but this also is. I play mostly as a warrior but when I play as a pvp monk a lot of times warriors alone aren't bad and high dmg spells alone aren't bad, but combined it can get nasty. Warriors ruin my spamming reversal of fortunes.

Deathlord

Krytan Explorer

Join Date: May 2005

PVP Ranger: Does Stuff Fast

XXX

W/Mo

The topic title is a very brief statement that is simply not true. Warrior's have dozens of builds alone. Combined with secondary classes, they have possibly hundreds (Not all of them are effective though). Just because you as a person use a sword and find there's no reason to use strength, doesn't justify it as a useless skill. You might enjoy your final thrust combo doing maybe 150 dmg every 10 seconds, but a person in melee might want to do more using an Axe + Strength combo, therefore, it's not useless.

Let's see how strength supports the skill/weapon areas.

>Swordmanship: Offensive +damage skills- Gash, Final Thrust, and Galrath Slash
>Axe Mastery: Damaging Skill Set- Axe Rake, Axe Twist, Cleave, Penetrating Blow, and Executioners axe.

First off, let me explain that the Swordmanship set will not be able to benefit as much from strength because
1. It has very little offensive skills
2. Final thrust drains all adrenline, meaning spamming capabillities are very limited
Therefore, swordmanship won't be able to reap the +8 or +10% armor penetrating per hit as often as a axe person spamming all those skills.

- Reply to Mini-ram's posts> Okay, strength only effects skills. Therefore we'll need to set an example of spammable offensive skills to see its bonus.
Spammable offensive skills> Cleave (4 Adren. +25 dmg) + Penetrating blow (% Adren. +20 damage, +20% armor penetration)

Okay, if a person can do an average of 40 to a spellcaster, then cleave would mean 65 damage + the 8% armor penetration, adding a grand total of 5.2 attack to the cleave skill. Then you use penetrating blow at 20 damage with an additional +20% armor penetration (28% total), you get 72 damage + 5.76 damage.
Since about 50% of your attacks will be skills and the other half will be regulars, you'd be losing a total of 10.96 damage every other time you attack. That 11ish damage can definetly help considering raising a skill from 0 to 8 only costs 37 attribute points.

kaos

Ascalonian Squire

Join Date: May 2005

OMG! No wonder I suck at this game, well PvP. I have no idea what I'm doing. I'm just going by feel and thats not the way to play these types of games apparently. You really need to understand the mechanics to be succesful. At least in PvP anyway.

Entropius

Lion's Arch Merchant

Join Date: Jun 2005

Quote:
Originally Posted by kaos
OMG! No wonder I suck at this game, well PvP. I have no idea what I'm doing. I'm just going by feel and thats not the way to play these types of games apparently. You really need to understand the mechanics to be succesful. At least in PvP anyway.