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hey guys plz tell me which of these ar better .
want to see which of these combo's are better for a warrior .
warrior/ele warrior/monk warrior/ranger warrior/ necro
Comments
There is no set better combination it depends on what you want to do
W/E lets you add tons more damage and area effect attacks, so you can be an offensive juggernaut so to speak
W/Mo or in other words Paladine lets you heal and protect yourself, making you very self-suffiecent
M/R ( my personal pick) Lets you become deadly at any range, pluse survival skill can get you out of tight spot, not to mention you get your own pet
W/N lets you add DoT damage to your attacks, and summon your own undead armies to help you fight
Don't you worry little buddy. You're dealing with a man of honor. However, honor requires a higher percentage of profit
It seems that Warrior/Monks is a very good combo, but I haven't tried it myself. Although I've almost always played a healer, in this game I just don't want to.
In regards to the Warrior / Elemental, wouldn't this combo be disadvantaged in that the warrior has low energy and many of the good damage elemental skills are 10+ energy? As much as I like some of the elemental skills, I didn't think I would be able to use many of the skills because I would be waiting on energy.
War/ele can be used for the armor spells & some other spells that slow/knock down your opponent (pvp), like gale or Ward Against Foes. Then you have the conjure spells also that boost your damage if your weapon matches the element.
Also the conjure & armor spells are 30 seconds so you put it on before each encounter, when they were off you have full energy again.
There is suppose to be a warrior armor with energy bonus (but lower armor rating) that can be used, but im not to sure.
war/monk is deffinetly the most common warrior build from what I have seen up to lion´s arch (europe).
There's a warrior's helm (Gladiator?) that gives a +2 Energy. It does seem to help a bit, but the warrior still doesn't have a whole lot of energy to work with.
I had fun playing an elemental ... the fire aoe was pretty cool. I had grouped with a warrior who was using it too. I thought it was a pretty cool combo. But when I looked at creating a warrior elemental combo, the warrior has 20 energy, firestorm was 15 energy, elemental was going to be secondary, so was it worth 15 energy for an attack where the skill wasn't going to be very high to begin with?
But there are many other reasons why to consider elemental which was mentioned. It's just a hard choice to make really.
W/Mo.. TOOO many.
I would take W/Mesmer cause mesmers are really sweet and they got such nice spells that annoy the enemy to death.
@sushimees:
I have to agree, lots of W/Mo. I myself am one , lol. Well W/Mo is a good combo, especially against undead and later on with some good enchantement spells, but the energy you have as warrior is a bit scarce to really use too many skills.
On the other side, W/Necro works quite well. Some low energy skills to get yourself some life and damage foes and I have seen those W/Necros still stand when everyone else was dead.
But all in all, I suppose it depends on how you like to play and what tactics you prefer.
Warrior/ Mesmer is a good combo
You can have the brute strength of a warrior, plus the sheer fun of being able to drain an enemy's health, slow them down, make them constantly miss, and generally mess with your enemy's head
[we need a worldwide genocide/ a planetary suicide/ and when the whole damned world is dead/ there''s your f***ing peace]
Im currently using a Warrior/ Elementalist and its working out just fine. True you can only get 1 or 2 spells off in a fight but the damage makes it worth it. I use mainly fire and earth spells. Fire for the opening damage and earth for the armor.
All Gladiator armor gives an energy bonus, I think like +8 or so overall, and when you use attacks like Irresistable Blow and have healing spells (I'm at W/Mo), it helps to have more energy, no matter how little.
W/Mo is probably a good starter since you can heal yourself with ease and do massive smiting damage..
W/E is basically a tank, pure tank, no more than a tank, you hit, you blast, you hit, you blast.
W/N is probably one I'm not very specific on, it depends on what type of magic you want to specialize in, probably Blood Magic, or whatever summons Bone Horrers (haven't made a Necromancer yet, lol)
Now for... Dun dun dun...
The pointless W/R!
Please don't make this, ok, so you get a pretty pet and the option of being a wussy and running back and using a bow with armor on, big whoop, but if you're a warrior, you hit, not hit, run, and shoot, it's just not right.
Bow hits add to adrenaline (use bow when enemies come to you then switch), wilderness has troll urgent. Then you have traps & the winds, pet adds damage & is another target.
Incase pet dies warrior without skills for 8 seconds (almost) doesnt matter since the time people waste on your pet means you dont get hit/your other team members dont get hit. (Also some beast attacks are real good but im not sure if war/ra use them).
But using a bow only on a war primary is a waste unless its a "super bow" or if mark skills are real good. But yes war/rang is hard to use in PvP (in PvE its easier since monsters never back down & they run into traps).
Teamed once with a war/nec (PvE) was good since there where lots of undead that the monsters attacked instead of us.(But he left since most of the team didnt think of energy regen, even I (ele/mes) was ctrl-clicking my energy to show team to wait 10 seconds at least).
Overall necro seams the least used in PvP.
w/m are hated in pvp since you must have knockdown/hexes to stop them from healing each other. (4 x w/m or m/w is one team setup that will kill most pick-up teams in pvp).
Bow hits add to adrenaline (use bow when enemies come to you then switch), wilderness has troll urgent. Then you have traps & the winds, pet adds damage & is another target.
Incase pet dies warrior without skills for 8 seconds (almost) doesnt matter since the time people waste on your pet means you dont get hit/your other team members dont get hit. (Also some beast attacks are real good but im not sure if war/ra use them).
But using a bow only on a war primary is a waste unless its a "super bow" or if mark skills are real good. But yes war/rang is hard to use in PvP (in PvE its easier since monsters never back down & they run into traps).
Teamed once with a war/nec (PvE) was good since there where lots of undead that the monsters attacked instead of us.(But he left since most of the team didnt think of energy regen, even I (ele/mes) was ctrl-clicking my energy to show team to wait 10 seconds at least).
Overall necro seams the least used in PvP.
w/m are hated in pvp since you must have knockdown/hexes to stop them from healing each other. (4 x w/m or m/w is one team setup that will kill most pick-up teams in pvp).
I don't think 4 of them in a 4v4, rather a Warrior/Mesmer (damage), Warrior/Monk (keeps himself alive generally), Elementalist/Necromancer (dishes out major damage), and Monk/Warrior (heals and can protect himself with some major damage hammer when they come close).
Never thought of a Warrior/Mesmer as that, thanks for opening that door.
Because of the damage adds, w/e is a blast with fire.
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"When decorum is repression, the only dignity free men have is to speak out." ~Abbie Hoffman
I would be interested in hearing more about which skills work out well for a Warrior/Mesmer combo. This is what I've been playing with lately and I've been having doubts about it.
One skill I love using is Conjure Phantasm. It's fun in PvP against runners. Short cast time, short recharge ... if they get low on hp and try to run away from my warrior, I've used this to finish a number of them off.
Personally I think the warrior you have to keep in mind that your purpose is to be right in the middle of combat taking the damage. So if your thinking about taking a second class to use the long range abilities, thats the wrong thinking. I use the W/N duo, since with the necro skills I can steal some life and also use the close-to-body AOE effects so that when I am in the middle of a mob pack I can deal out health degeneration to many enemies at one time.
As you can tell from this post, there is no best combo. It's all about your personal preference.
I have to disagree with that. I think some builds, for example a W/N, versus a W/Mo, the W/Mo would most likely win since the healing spells, but this is in a 1v1.
I can see your point, but if you matched them all up with the same armor, etc, it would come down to the skills that really mattered, hence the secondary profession.
The point is, there is no 'best' warrior secondary. You can engineer scenarios where one set of skills is better than the next, sure, but it all varies depending on how you plan to play the warrior and what role you want him to fulfill. Even so, I'm positive I could make a W/N build that could beat your W/Mo healing build.
I changed my second class to ele its pretty fun but u only got 20 energy, and alot of the ele spells cost 15-25 energy which sux cuz i cant use alot of them.
Well, even if there was an 'optimal' build, you have to know how to play it.
For myself, I picked Mesmer as my secondary and the thing is, I really have no idea how many of the spells work. I mean I can read the descriptions, but it's not always clear. Then knowing when to cast some of these spells requires awareness of what's going on around you. To be honest, for me that would take a good deal of practice to play a Mesmer well.
Myself.... i can tell u that the WN really helps in tight situations.... and for me and my friend (RE) seems to always help summoning skele's and stealing life....
w/e make the best tanks i think.
w/mo and w/n can heal themselves so they are popular/ w/mo moreso becasue its easier to read 'heal' then actualy figure out what necro spells do
w/mes they ahve some defenses agaisnt elementals that are killer too.
Gladiator set and/or energy adding item instead of shield. Warrior/Ele:s seem to use Conjure *element* to boost damage in melee or the armor enhancing spells, specific spells to slow down runners can also be usefull (ex: "Gale" knocks down with exhaustion as bad effect on you).
Earth spell for knockdown then continued with knockdown combos of hammer line is another tactic that stops monks/any class from doing anything (defensive stances is used to counter this).
Also the items from collectors have added bonuses that are not shown, ex: I have a domination offhand item that is +30 hp +15 energy -1 energy regen(!, yes minus one).
Im probably going to start a W/R this week & try traps-troll urgent with a pet.