Best weapon setup for DW Warrior
#1
Posté 23 novembre 2009 - 12:55
#2
Posté 23 novembre 2009 - 12:59
I found enemies went down quickly, and as I'm partial to swords over axes, I liked the look of the swords as well. Since both swords come with rune slots, you can cleave through groups of enemies very easily.
#3
Posté 23 novembre 2009 - 03:01
#4
Posté 23 novembre 2009 - 03:40
Of course, additional stats and special powers changes things quite a bit... Like I said, this is a hard one to answer.
#5
Posté 23 novembre 2009 - 03:53
For sustainable DPS, its better Veshiale/Rose of thorns so you can almost totally offset frenzy's health drain and berserk's stamina drain, with Wade's superior Dragonscale armor + Andruil's Blessing + Lifegiver.
#6
Posté 23 novembre 2009 - 04:45
DragoonKain3 wrote...
Unless I'm missing something major, for pure DPS berserker/reaver, Rose of Thorns + Thorn of the Dead Gods. The fact that you're relying on static +x damage bonuses means you have much more to gain by keeping your swing speed down, so dagger/dagger build does great.
For sustainable DPS, its better Veshiale/Rose of thorns so you can almost totally offset frenzy's health drain and berserk's stamina drain, with Wade's superior Dragonscale armor + Andruil's Blessing + Lifegiver.
Yes, you are missing quite a bit here
Warriors shouldn't be about "sustainable DPS". This isn't a World of Warcraft Raid after all
With a Dual Wield warrior you want heavy hitting weapons that leverage your STR modifier because your special attacks like dual weapon sweep and whirlwind actually do heaps of freaking damage as opposed to tickling things like they do when used by a Rogue.
Daggers are terrible for a warrior because of their 0.85 STR/DEX modifier. The extra few pts of damage you may get from an enchant/spell leveraged over the speed of the weapon (which is scaled anyway if you are using momentum like you should) does not make up for the loss off 0.25 additional damage modifier on the weapon damage, nor does it make it easy for a warrior to leverage his stats when they're better off just pumping up STR for both equipment restrictions and damage.
Anyway, DPS is a joke - I don't know why people fixate on this since there are very few encounters in the game where you have the luxury of being able to park yourself in front (or behind as the case may be) of an immobile enemy with heaps of health. 98% of the time encounters are against multiple enemies with small to moderate amounts of health. This is why mages kick so much butt (pew pew pew)!
#7
Posté 23 novembre 2009 - 05:22
JJM152 wrote...
Anyway, DPS is a joke - I don't know why people fixate on this since there are very few encounters in the game where you have the luxury of being able to park yourself in front (or behind as the case may be) of an immobile enemy with heaps of health. 98% of the time encounters are against multiple enemies with small to moderate amounts of health. This is why mages kick so much butt (pew pew pew)!
It's because how similar this game is to most MMOs.
You're absolutely right about the stationary dps part. It's this very fact that I think archers become overpowered post hotfix...since I assumed the lower damage was a penalty to offset the fact that most bosses have some method of knocking melee dps away at any angle. (2h warriors have indomitable, but they have even lower dps)
To the original post, I doubt it matters as long as you use any of the best tier 7 weapons available. It's a pity that I haven't seen a tier 7 mace comparable to Keening Blade or the Veshialle.
#8
Posté 23 novembre 2009 - 06:34
It's just the people who post around here says that the best way to play the warrior is go turn on berserk + frenzy + momentum + dual striking and go to town. I've just provided the two weapon sets in that the former gives better DPS, while the latter allows you to infinitely sustain berserk/frenzy/momentum.
And besides, with how momentum is so pretty powerful, using ANY activated abilities actually hurts your damage since they don't get sped up by momentum. Even Punisher is around 1 second cast, and around 2 seconds to finish all 4 blows. Which is 4.5x damage over 3 seconds... said axe/dagger build with momentum can do 4.75 damage over 3 seconds
1.2 second strikes * 0.7 momentum bonus = 0.84 seconds per swing
3 seconds / 0.84 seconds per swing = 3.57 swings per 3 seconds
3.57 swings per 3 seconds * 4/3 dual striking = 4.75 swings per 3 seconds
(Dual striking allows both weapons to hit per strike, but its been observed that 1 out of 3 swings, BOTH swings 'whiff'. Meaning you get an effective 4 attacks over 3 swings, thus 4/3 bonus)
EDIT: It's also been observed that rune damage does NOT proc on ability swings. Meaning activated abilities fall behind even more in terms of damage in end game
Modifié par DragoonKain3, 23 novembre 2009 - 06:37 .





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