Talk:Effective warrior guide

this has been needed for a while. --Honorable Sarah 15:03, 3 May 2006 (CDT)
 * You might notice how I (started) a complete rewrite of the Effective monk guide. That is because I feel the guide was written way to much in the stile of a build article as opposed to a guide. I wont do so here (because the monk guide is enough work for me & I know most about monks), but I feel the same critizism is valid here as well. --Xeeron 06:58, 11 May 2006 (CDT)
 * I think both articles have a patronizing tone and are more akin to "how I think warriors should be played" rather than "effective ways to use a warrior". Reads like propaganda. Seventy.twenty.x.x 14:35, 11 May 2006 (CDT)

todo

 * 1) fix the tables
 * 2) expand the advantages/disavantages bit
 * 3) pictures
 * 4) write the other 7 articles in this set....
 * 5) Suggueted Strategies section:
 * 6) Add that dolyak signet+watch yourself are awesome =) Skuld   16:50, 3 May 2006 (CDT) done --Honorable Sarah 12:47, 5 May 2006 (CDT)
 * 7) Talk about warrior weaknesses and how to mitigate them (e.g. condition removal - best with Plague Touch or a monk skill, but something like Signet of Malice or Antidote Signet will do in a pinch) &mdash; 130.58 (talk) ( 01:04, 14 May 2006 (CDT) )


 * 1) Throw in some notes (or at least a link) about successful pulling and managing aggro, since that's your job in PVE. &mdash; 130.58 (talk) ( 01:04, 14 May 2006 (CDT) )


 * In my experience you can't go wrong with Dolyak Signet, "Watch Yourself!", Flurry and Sprint being on your bar at all times Skuld  16:53, 3 May 2006 (CDT)
 * I've never found Flurry to be truly worthwhile. Something like "For Great Justice!" is a better adrenaline builder, in my opinion, and it lets you throw in other stances for extra offense, defense, or additional energy/adrenaline management. If you're going to pack Sprint in your skill bar, Frenzy is actually a much, much better choice than Flurry, anyway: you get significantly more net damage (since there's no damage penalty) and less energy loss (due to the longer duration), but you don't have to worry about the penalty very much because you can just activate Sprint whenever you are getting attacked. &mdash; 130.58 (talk) ( 05:02, 20 May 2006 (CDT) )

About Eviscerate damage. I've never seen a number over about 90 when using this skill, and that's with 16/13 Axe/Strength. If the 200+ damage number is including the deep wound, that should be mentioned. LordKestrel 09:26, 7 May 2006 (CDT)

Incarnadine
Made some needed capitalization and minor editing changed. I have some problems with the claims of 200+ damage with an axe and Eviscerate. I'm sure against lower AL targets, perhaps, but reasonably?

As well, some of the "advantages" seem kind of... lame, really. Sword skins are an advantage? The FDS and IDS aren't all that great - IDS moreso because of the 15^50 mod, but honestly, that's kind of a poor inclusion as an "advantage".

I'm not that comfortable completely rewriting this, but I've made changes that I think help out. Some of the factual claims need to be substantiated - for example, the claim that "At 11 Axe Mastery, an axe will deal more damage, due to critical hit rate, then an equivalent sword at 11 Swordsmanship". Why is this true, if it is? Incarnadine 8:10am, 13 May 2006 (EST)