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Old 02-11-2008, 07:11 AM   #1
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Originally Posted by lightningmystix View Post
Hey, sorry for hijacking this thread, but I have a question to ask @__@"

I've read somewhere that mock doesn't actually generate aggro, it just brings a fighter's aggro level higher than the highest amount of aggro generated within the party.

Is that true?
So, whenever aggro is lost, the fighter can just mock again and bring his/her aggro level higher up than the person who took aggro.
Im not sure, but if it was true, wouldnt the dds get the aggro if they attack after mock?

like for instance, if aggro could be measured by a number, and maybe a mage has 50 aggro towards a monster, the fighter uses mock and now has 51 aggro towards that monster, then when the mage attacks again and recieves 20 aggro, bringing the total aggro to 70, then mock would be useless right?
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Old 02-11-2008, 03:57 PM   #2
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Originally Posted by lightningmystix View Post
Hey, sorry for hijacking this thread, but I have a question to ask @__@"

I've read somewhere that mock doesn't actually generate aggro, it just brings a fighter's aggro level higher than the highest amount of aggro generated within the party.

Is that true?
So, whenever aggro is lost, the fighter can just mock again and bring his/her aggro level higher up than the person who took aggro.
Not true.

Originally Posted by NotMyWay View Post
Im not sure, but if it was true, wouldnt the dds get the aggro if they attack after mock?

like for instance, if aggro could be measured by a number, and maybe a mage has 50 aggro towards a monster, the fighter uses mock and now has 51 aggro towards that monster, then when the mage attacks again and recieves 20 aggro, bringing the total aggro to 70, then mock would be useless right?
There aren't levels of aggro...

If you use Mock [2] and continue to attack a mob, it will take a long time for a mage to steal aggro. They really only steal aggro a lot with lower leveled taunts and if you don't attack.
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Old 02-11-2008, 07:00 PM   #3
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This is totally where StarLeona and AngellicDiety love to put their noses, I am surprised they haven't yet. Though as an owner of a +9 CG halberd, and an owner of a +9 CG 1h/+9 shield, both have their advantages/disadvantages.

For the solo/duo, you have to go with the axe, while you have less defense you kill mobs in blazing speed. Someone correct me here, the level 50 1h sword is 85-156 or something damage with +271 for the +9 effect. The CG halberd is like 389-459 or some mess (much higher) with +471 or somethng (much higher) for the +9. I regularly crit in the 1500+ on orcs with the halberd (no license, normal hit) with a 1h sword, the number is greatly reduced. I can kill an orc hunter before the stun from devastate wears off with the halberd, don't get close with the 1h.

However in large parties doing aoe, you have to go with the 1h sword. A properly done aoe fighter (reduced mock cooldown, 15 points in devastate cooldown, damage, and stun time (NOT SP CONSUMPTION, POT IT UP GUYS)) can gold aggro against even the best level 60+ mages. However until you hit level 55 and get Mock level 2, good luck keeping aggro if it takes a while to kill =x.
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Old 02-11-2008, 07:13 PM   #4
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Yeah, Halberds are 951738631 times better.

Ukly, could I borrow the axe if me and Noir go looking for the blue weaps? D: I can't AOE with the 1h. (My +8 one.)

What is the max -SP for Dev [1]?
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Old 02-12-2008, 02:22 PM   #5
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The best example that mock doesn't raises aggro but generates is SPIDER ASSAULT, very often it happens a mage, cleric pulls aggro and even if the fighter continously kicks and mocks it will take a while until he can gain aggro again, therefore MOCK generates aggro and doesn't lift the level of aggro.

Depending on what you are doing, like Ukly said both weapons have advantages and disadvantages.

Axe - by far the best fighter soloing and duoing weapon, in AOE party the axe fighter has a much shorter life spam due to decrease defence YET if he can withstand the whole mob Axe is a better choice because it deals far more damage helping u hold aggro. When in AoE and u choose to use axe for tanking your best bet would be to devastate right after mock, so u avoid HEAVY damage from the mob.

1h/shield - your defence is dramatically increased which makes survival much easier and ease the pressure on your clerics, yet the fact that u deal very low damage can lead to losing aggro. A nice idea when using 1h/shield in AoE is mock and wait for a few seconds after which u devastate, that process will keep aggro from mock and if u devastate (and devastate is enhanced)after aprox 8 seconds (faster if u lose aggro), u will be able to chain mock with devastate which will help u hold aggro longer.

The best aggro holder is the full str axe fighter, as it can deal awesome damage which makes aggro holding very easy.

The safest tank is the full end with 1h/shield cuz it gets high hp and high defence which will lead to a much better chance of survavibility.


25spr is always welcomed into any build
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Old 02-14-2008, 01:32 PM   #6
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Personally I build fighters without any END at all. They simply suck and die in guild wars. Ps even without END you can tank effectively with good equipments. One thing I do is to switch my weapons during grinding (could be bothersome if you don't like it). But I have my shield/1h and axe hotkeyed so I devastate with axe and switch to 1h and shield when its about to wear off, and I just switch back to axe once devastate is about to be ready again. As for 1v1 against others I cheap by switching to 1h and 2h and using slice and power hit in succession.
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Old 06-03-2008, 05:19 AM   #7
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Here is my two cents:

Code:
Strength: 0
Dexterity: 0
Endurance: 90
Intellegence: 0
Spirit: 25

Damage: 0
Defense: 45
Aim: 0%
Evasion: 0%
Magic Damage: 0
Magic Defense: 12.5
Critical Rate: 5%
Block Rate: 7%
Maximum Health: 450
Maximum Mana: 125
Code:
Strength: 0
Dexterity: 0
Endurance: 115
Intellegence: 0
Spirit: 0

Damage: 0
Defense: 57.5
Aim: 0%
Evasion: 0%
Magic Damage: 0
Magic Defense: 0
Critical Rate: 0%
Block Rate: 8.25%
Maximum Health: 575
Maximum Mana: 0
Code:
Strength: 90
Dexterity: 0
Endurance: 0
Intellegence: 0
Spirit: 25

Damage: 108
Defense: 0
Aim: 0%
Evasion: 0%
Magic Damage: 0
Magic Defense: 12.5
Critical Rate: 5%
Block Rate: 0%
Maximum Health: 0
Maximum Mana: 125
Code:
Strength: 115
Dexterity: 0
Endurance: 0
Intellegence: 0
Spirit: 0

Damage: 138
Defense: 0
Aim: 0%
Evasion: 0%
Magic Damage: 0
Magic Defense: 0
Critical Rate: 0%
Block Rate: 0%
Maximum Health: 0
Maximum Mana: 0
Note: These builds are based with a level cap of 100 and the extra points from level 20 and 60 job changes.

OK! So there are some builds that a fighter can take. The 1 handed weapons fails miserably to the axe in terms of raw power and skill spamming(Since all weapons have the same attack rate when using skills).

Now, my main character as of now is a pure end build, with +9 1h Sword and Shield. Most of my items are END gear and I have quite a bit defence for my level(300 at level 24).

Now, coming from a veteran clerics point of view, I kill damn fast. I love going into Mara KQ and soloing the bosses while everyone lags behind for 1k exp each. But, that will probably end when I get into my level 30's. I do plan to have an axe to go with my 1 handed sword because I enjoy soloing more than being in parties.

Bottom line: If you can afford it, get an axe and a 1h + shield.
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Old 06-03-2008, 05:24 AM   #8
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Old 06-03-2008, 05:27 AM   #9
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What the....it was in the New posts section so I didn't even bother with checking the data. O.o
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Old 06-03-2008, 05:34 AM   #10
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Interesting table... I go for END with STR DEX END SPR on gear, I have all 3 kinds of weapons, in a full party with a T1 defense scroll and a level 45 cleric's buffs, I have 532 defense using GGK 1h and enhanced to +5 shield. Level 40 by the way. Using my +5 enhanced NPC axe, I have 650~750 damage. With the Vitality buff, 750~850.
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