Ferguson’s Crossing server.
(edited by Detharos.3157)
Then you agree they need the nerf then. Because no one is asking to remove distance closers as you call them. We are asking they stop allowing them to be exploited as escape tools, which they were not intended to be.
Warriors are supposed to be weak to conditions, particularly chill, immobilize, and cripple. with one trait they can ignore them with their gap closers to escape using gap closers as escapes, which by definition is exploitative.
I agree that “Warrior distance closers” need a nerf, coglin. But ONLY for warriors especially considering the amount of areas they are vastly excelling at, and even then it only needs to be slight adjustments to distance coverage and frequency of use via cool down adjustments. Granted this is a warrior thread and that people say things with the warrior in mind is obvious , but some people did use wording in their posts that suggest they’d like to see a general across-the-board distance closer adjustment which means nerfs that affect all classes; these types of suggestions, I am adamantly opposed to. Nerfing every single distance closer across the board would hurt some classes, like ranger, that aren’t even in that great a place at the moment.
Hope that makes my stance clear.
(edited by Detharos.3157)
Warriors are heavy. Heavy should mean slow…
Then that means light means fast.
So a football jock should run slower than a book nerd?
Is the jock in heavy steel plate armor? Because, if he is, he isn’t going to be sprinting anywhere, not with the restricted range of movement and weight.
Feel free to read up on how reality works if you are going to invoke it in silly analogies.
Most of warrior skills are close range smack it to your enemys face stuff and that’s why we need stuff to get close and personal with everyone else. Sure, there is a lot of gap closeners on warriors tools (that he can use to escape as well, yea I know).
But check the skillset of others. Cripples, immobs, chills pretty much everywhere and most of them being ranged ones so you can just land those from afar and keep kiting the poor warrior.
If you take away our gap closeners (which are not teleports) or reduce our immunity to soft CC we become a joke. Theres no way we could ever get close to a necro with all the cripples, chills, fears etc or thieves. Mesmers, even less.
I’m not saying there isn’t problem with warriors mobility skills, but don’t at least try to take them away, but try to alter them so that some of them require target (rush for example).
Most of warrior skills are close range smack it to your enemys face stuff and that’s why we need stuff to get close and personal with everyone else. Sure, there is a lot of gap closeners on warriors tools (that he can use to escape as well, yea I know).
I don’t think the “gap closers” need to be taken away in the least. The ability to use them as general movement and travel abilities or escapes is what needs to be changed.
But check the skillset of others. Cripples, immobs, chills pretty much everywhere and most of them being ranged ones so you can just land those from afar and keep kiting the poor warrior.
So? Anets own balance philosophy states that this should very specifically be the professions weakness. Beyond that, I will tell you, welcome to the world of every other profession. Every other profession has to deal with them, with much less opportunity to cleanse them then what warriors have.
If you take away our gap closeners (which are not teleports) or reduce our immunity to soft CC we become a joke. Theres no way we could ever get close to a necro with all the cripples, chills, fears etc or thieves. Mesmers, even less.
Again i will say, I don’t think the “gap closers” need to be taken away in the least. The ability to use them as general movement and travel abilities or escapes is what needs to be changed. As well I will say again, soft CC should be the joke on you as a warrior.
I’m not saying there isn’t problem with warriors mobility skills, but don’t at least try to take them away, but try to alter them so that some of them require target (rush for example).
Completely agree with you here.
(edited by coglin.1867)
Not everyone wants to play a tanky turtle good thing not all professions are the same.
Not everyone wants to play a tanky turtle good thing not all professions are the same.
Then don’t roll a heavy armor profession? In most every game that gives a crap about balance, heavy classes are slow tanks. Only anet seems to think tanks should also be heavy hitters with superb mobility.
Not everyone wants to play a tanky turtle good thing not all professions are the same.
Then don’t roll a heavy armor profession? In most every game that gives a crap about balance, heavy classes are slow tanks. Only anet seems to think tanks should also be heavy hitters with superb mobility.
I don’t know what games you have played but in most games warrior is a dps class.
Lancers,paragons,paladins,guardians,protectors you name it are usually tank.
Also you should know by now there is no trinity here.
Not everyone wants to play a tanky turtle good thing not all professions are the same.
Then don’t roll a heavy armor profession? In most every game that gives a crap about balance, heavy classes are slow tanks. Only anet seems to think tanks should also be heavy hitters with superb mobility.
I don’t know what games you have played but in most games warrior is a dps class.
Lancers,paragons,paladins,guardians,protectors you name it are usually tank.
Also you should know by now there is no trinity here.
True but in what game do warriors have a mobility that rivals thief classes?
It’s bothersome and I’m not a fan of it but I don’t think it’s incredibly breaking at the very least not compared to other unfortunate aspects of the status quo.
But I find it gives warriors to much control over fights. kitten gets awkwardly inclined against the warriors favour, he can just run away. Warrior gets superiority or the advantage in a fight, and unless you juke him with stealth odds are you’ll never disengage except for certain unique circumstances.
I’m pretty ok with thief’s and to a lesser degree mesmers (since they are still pretty slow tho good ones can juke) having this play style due to being super squish, but even glass wars are tanky enough to not justify this kind of mobility.
Again though I don’t think this is an urgent issue.
(edited by Daishi.6027)
With regards to a Warrior being able to build for -98% movement impairment reduction. That on it’s own isn’t specifically a Warrior issue, the underlying issue is how Condition Duration increase and decrease interact with each other.
Currently it’s just addition and subtraction. Melandru Runes/Lemongrass Poultry/Dogged March as the example above requires a direct counter in the form of condition duration increases to even land any form of movement impairment. But once you start pushing that up (and you can push increases further than decreases) it forces the slider back the other way into the realm of cleanse or accept your new life as a cripple.
Changing their interaction to be multiplicative however allows for someone not specifically built to directly counter these kinds of combinations some leeway to actually utilize movement impairment. Using the combination above again as the example turns it into roughly a 70% movement impairment reduction instead of 98%.
Of course the far simpler fix would be to remove food buffs from any form of play where players punch each other in the face for giggles.
Warriors are heavy. Heavy should mean slow…
By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.
This is a GAME.
Using gap closers for escape tools is still doesn’t look right and a warrior can choose them to not completely kitten themselves with it.
Why doesn’t it look right? This class has no disengage mechanic unlike others. Nor does it have clones/stealth/other help.
Then you agree they need the nerf then. Because no one is asking to remove distance closers as you call them. We are asking they stop allowing them to be exploited as escape tools, which they were intended to be.
Warriors are supposed to be weak to conditions, particularly chill, immobilize, and cripple. with one trait they can ignore them with their gap closers to escape using gap closers as escapes, which by definition is exploitative.
Where has it been stated that it’s suppose to be their weakness? I know I have seen a dev state that conditions are a intended part of mesmers weakness and that necromancers not having mobility is also intended. Never seen the one about warriors and cripple, chill, immobilize.
http://wiki.guildwars2.com/wiki/Category:Game_mechanics (good reading in here to avoid people making things up)
Warrior greatsword skill
(Leap Skill) Rush – Charge and strike your foe
http://wiki.guildwars2.com/wiki/Gap_closer
A gap closer is a mechanic related to control and refers to any skill or effect that decreases the distance between the player and the target. Leaps, teleports, and shadow steps are skill mechanics that can be considered gap closers.
http://wiki.guildwars2.com/wiki/Kiting#Controlling_movement
Kiting allows your character to avoid damage dealt by the enemy while forcing them to chase you, allowing your allies to survive and deal damage and perform other combat roles much more freely.
Leap
http://wiki.guildwars2.com/wiki/Leap
Snip – “Leap skills are used for positioning and thus control in battle.”
Snip – “leap skills can move the player out of the range of an attack similar to dodging”Warrior leap skills
Rush
Bullscharge
Savage leap
Whirlwind
Shield Bash
DashWorking as intended.
Finally someone that made it clear. If only people would read and understand.
Warriors are heavy. Heavy should mean slow…
By this logic all light armor classes should be only be able to take 1 hit from a greatsword/rifle/longbow/ you name it. Because silk cloth isn’t going to save you from that.
This is a GAME.
Using gap closers for escape tools is still doesn’t look right and a warrior can choose them to not completely kitten themselves with it.
Why doesn’t it look right? This class has no disengage mechanic unlike others. Nor does it have clones/stealth/other help.
Currently it has. Just look at GS, sword, bull’s charge etc.
So immunities and heavy defense by stats and strong passive healing are nothing? It’s great, that everyday i can learn something on the forum.
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
I repeatedly see these lists of what Warrior CAN do, but stated as if you can do it all in one build. There is no magical build that gives you good escape/chase capability, control, and reliable cleanse (which is a big part of survivability). You can get 2/3 with many builds, but each will have some form of very exploitable weakness. Yes, food can compensate for some of these weakness in WvW but that holds true for most classes (I don’t like food in general because it throws off game balance).
A few other points, a few Warriors being able to chase or run away doesn’t dramatically affect the outcome of a WvW match-up. A lot of you are focusing on the small picture when WvW is a big picture game mode. Forcing someone to run from a battle should be considered a GOOD thing, especially in large scale combat. In addition to that, if a Warrior want’s to escape combat they have to actually LEAVE the battlefield. A Thief or Mesmer can stealth themselves and lay low until they heal up while not having to leave the field. THAT kind of escape is much more valuable then being able to run away fast. Not to mention, at least you KNOW the player is running away, stealth can leave you guessing as to whether they have run or if they’re just waiting to strike.
Basically, this whole argument is pointless because the ability to run away doesn’t significantly change who wins the game. I’m sure some will debate that statement but in my WvW experience I’m not encountering raiding parties of GS/Sw Warriors capping stu…hold that thought I need to go organize something.
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
I repeatedly see these lists of what Warrior CAN do, but stated as if you can do it all in one build. There is no magical build that gives you good escape/chase capability, control, and reliable cleanse (which is a big part of survivability). You can get 2/3 with many builds, but each will have some form of very exploitable weakness. Yes, food can compensate for some of these weakness in WvW but that holds true for most classes (I don’t like food in general because it throws off game balance).
A few other points, a few Warriors being able to chase or run away doesn’t dramatically affect the outcome of a WvW match-up. A lot of you are focusing on the small picture when WvW is a big picture game mode. Forcing someone to run from a battle should be considered a GOOD thing, especially in large scale combat. In addition to that, if a Warrior want’s to escape combat they have to actually LEAVE the battlefield. A Thief or Mesmer can stealth themselves and lay low until they heal up while not having to leave the field. THAT kind of escape is much more valuable then being able to run away fast. Not to mention, at least you KNOW the player is running away, stealth can leave you guessing as to whether they have run or if they’re just waiting to strike.
Basically, this whole argument is pointless because the ability to run away doesn’t significantly change who wins the game. I’m sure some will debate that statement but in my WvW experience I’m not encountering raiding parties of GS/Sw Warriors capping stu…hold that thought I need to go organize something.
The argument is valid because they aren’t using the mobility to run away, they are using it to be invincible in the smaller battles which do add up in the grander scheme of WVW. It also means everything in sPVP even if they can’t do damage.
You are dead wrong about a mobility warrior not being able to deal damage. As I stated in my original post they can still hit for really good damage and clear conditions.
By your logic anyone elementals who think ride the lightening should be dropped down to 20 seconds period would be right. However thats not going to happen and you need to fact the fact that the Devs will do the same thing to warriors mobility.
I also want to point out that just because someone thinks something is working as originally intended does not mean anet still intends it to work the same way. If this was the case we would never have balance updates, because everything was working as intended at some point.
The argument is valid because they aren’t using the mobility to run away, they are using it to be invincible in the smaller battles which do add up in the grander scheme of WVW. It also means everything in sPVP even if they can’t do damage.
You are dead wrong about a mobility warrior not being able to deal damage. As I stated in my original post they can still hit for really good damage and clear conditions.
By your logic anyone elementals who think ride the lightening should be dropped down to 20 seconds period would be right. However thats not going to happen and you need to fact the fact that the Devs will do the same thing to warriors mobility.
I also want to point out that just because someone thinks something is working as originally intended does not mean anet still intends it to work the same way. If this was the case we would never have balance updates, because everything was working as intended at some point.
Compared to what? Any other weapon set will yield a warrior better damage then Sword/Warhorn or Sword/Shield or Sword/anything. Sword damage is not good at all compared to any other main hand that a warrior could use.
Sword doesn’t have good damage at all any class with decent sustain(which is most builds that run small scale) can handle the dps from sword. You just need to watch out for the flurry 100bs swap combo. Careful at 50% health and keep a eye out for final thrust. Im not saying it’s a trash weapon at all but it really offers mobility that is it’s strong point it’s damage isn’t not one of the strong suits of sword unless your running it condi.
On to the mobility piece Burr is saying that if they run away from battle that is fine. This gets people bothered because they want the kill but they effectively won. If its a 6v6 small scale battle and you force 1 warrior to retreat then it is 5v6 and your damage goes toward someone else and someone is bound to get focused by 2 people unless you have someone with tunnel vision chasing the squirrel.
I don’t really want to use the word discipline but I can’t think of anything else. This is a issue that small scale fighters have with warrior mobility but I think this is a ego issue.
You wipe 5 out of 6 people and 1 warrior gets away did you not win?
Hammer/Greatsword with Healing Signet and 20 points in Defense (nabbing Cleansing Ire and Dogged March).
Hey look! I just came up with a build that has superb mobility, damage, CC, sustain, and condition cleanse! And I still have utilities, elite, 50 trait points, and gear to go!
I don’t have an issue with Warriors built for mobility having good mobility. The issue is that they get it with very little tradeoff.
(edited by Drarnor Kunoram.5180)
I play all classes at 80, so I feel like I am unbiased. The best mobility
in the game, as we all know, is warrior and thief (Im talking about
how many options they have).
The problem IMO is that if most other classes are caught in the open
by zergs, they have almost zero chance of getting away. They gave every
class swiftness options, but completely unequal methods for gap closers
or covering ground.
Not everyone wants to play a tanky turtle good thing not all professions are the same.
Then don’t roll a heavy armor profession? In most every game that gives a crap about balance, heavy classes are slow tanks. Only anet seems to think tanks should also be heavy hitters with superb mobility.
I don’t know what games you have played but in most games warrior is a dps class.
Lancers,paragons,paladins,guardians,protectors you name it are usually tank.
Also you should know by now there is no trinity here.
Cool beans, then maybe warriors should lose their sustain abilities and heavy armor/hp and should instead rely on evades for tanking because they are a “dps class”.
Warrior in GW2 =/= Warrior in Terra.
(edited by Substance E.4852)
Telling anet to nerf themselves? Hmm…. Dunno how that will go but best of luck! The day warrior requires skill to play, is the day Guild wars 2 collapses into a wormhole and we forget everything that once made sense.
These topics always say the same thing. Nerf warrior mobility, the only classes that are allowed an escape option are thieves, mesmers and elementalists.
Now, of those three, thieves obviously have the best escape ability of them all (WAY better then warrior to begin with, but nvm that), so nerf them next, both the mobility and the stealth.
After that, pick one who has the best. I’d say mesmer, because stealth with decent positioning can escape pretty much everything (not to mention teleports). So nerf that.
Now the elementalist has superior mobility and thus escape capabilities. Nerf it.
Sweet, now we can all join the zerg train.
This made me laugh.
Warrior’s landspeed is so strong that it doesn’t need stealth, doesn’t need teleports, doesnt require any utilities or elites, and has everything it needs on short cd weapons, unlike the others. And that’s not even the half of it.
The problem with your argument is you disregard all the other factors. A thief out of stealth is a dead thief The only other option they have is evasion and you only get so many dodges before the damage hits and kills you. Mesmers are pretty much in the same boat. A mesmer that isn’t constantly stealthing is a pretty easy kill. With the upcoming vigor trait nerf they will certainly be worse off. I haven’t really seen many ele’s anymore that really escape that well. Every once in awhile a Fiery greatsword one will get away but not nearly as consistently as warriors.
Now look at the warrior. They have great survivability right out of the gate, something none of the classes you mentioned have. They have high damage on top of that survivability. Then you put mobility on top of that. Yeah, it’s a bit overboard. When you’re rocking 3400 attack, 40% crit(60% with fury), 90% crit damage, 3200 defense, healing 400+hps, 95% reduction in cripple/chill/immobilize and you’re able to set landspeed records things need toned down.
The problem with my argument is that my point has eluded you. I shall try to make it more clear.
I am not comparing classes. I am not saying this is stronger then that so that should have this to compensate.
I am simply saying that ALL classes should have good escape options, or NONE should. Just nerfing warrior mobility, thus taking that escape option from them, is simply unfair if you leave the escape options of other classes wide open. Wether or not warriors are too strong in other departments is a whole different discussion in my opinion.
About that though, some of the things you’re saying don’t make sense or are inaccurate. Saying warriors set landspeed records has been proven false. I believe there was testing on EB where a thief and a warrior ran the same stretch. Took warrior like 90 seconds where the thief did it in less then a minute.
Also, 95% reduction can be countered by, surprise, condition duration increase. Whereas teleports and stealth can be countered by, well, nothing truly (it can be counterplayed but not hardcountered). Also, warriors are not the sole owners of this trait.
Lastly, you say warrior has all kinds of stuff right out of the bat, yet thieves are widely considered superior roamers (which is correct IMO). Stealth gives you much better survivability then toughness/vitality ever could. Warriors have good regen, so does thief in stealth. Then on top of that, they get an abundance of teleports, blinds and evades. Now, who has been given too much? I would trade 3k armor and 20k HP on my warrior for half that and stealth/blinds/evades/teleports ANY day.
Funny thing is, I don’t think non-P/D thieves are overpowered at all.
But if the question is wether or not warrior mobility should be nerfed regarding their other virtues, the comparisson to thieves quickly indicates that warrior mobility is fine.
Buff other classes’ mobility.
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
No control?? You retain a ton of control. Standard 0/0/30/10/30 build with leg specialist using Axe/Shield and GS I have 2 ranged immobilizes on a short cooldown, shield stun and bull charges knockdown. I have gap closers galore, 4 ways of removing immobilize and reduced condition application including cleansing ire.
I have outrun zergs of 20 plus, can disengage at will and escape literally any situation. Yes it’s broken. It feels broken when wars do it to me and it’ feels broken when I get away from 99% of any situation.
They nerfed RTL and gave it a CD increase when it doesn’t hit anything because it gave Ele’s too much mobility and the ability to escape situations… yet they have left warriors completely untouched? Makes NO sense.
Where has it been stated that it’s suppose to be their weakness? I know I have seen a dev state that conditions are a intended part of mesmers weakness and that necromancers not having mobility is also intended. Never seen the one about warriors and cripple, chill, immobilize.
What’s warrior weakness then? Oh I know, they don’t have stealth. Got it, ty.
Hm, two things. Warriors, along with thieves and rangers, are probably the physically fittest professions in the game, as most of their weapon feats rely on the body, not magic (hence the exclusion of eles and guardians): so having the endurance and speed, kind of like Secretariat, to be fast and for extended periods of time, makes sense to me.
Secondly, I see the OP says that he should’ve been able to run away because he had FGS and it’s an elite… uhm, correct me if I’m wrong, but FGS isn’t designed to be an escape tool, is it? It’s a dps tool. That you can whrilwind and rush with small cooldowns is just a bonus.
RTL CD nerf should be reverted and all mobility skills meant to be gap closers (rush/rtl/savage leap/heartseeker/swoop/etc) should be changed to only function (in combat) when you have something targeted.
Or rather, every skill like it should be the way Ride The Lightening is, if you hit someone then its fine normal cool down, if you dont then you get double the cool down.
Making it so that Ride The Lightening needs a Target would be a HUGE nerf to the class, more so than anyone else as we have so little health and armor that if we can’t escape then we are simply dead. We are 100% Melee as Dagger/Dagger so us having range means nothing, just that we are either escaping or trying to get space so we can go again. Unlike everyone else who gets to choose to be either Range or Melee.
Secondly, I see the OP says that he should’ve been able to run away because he had FGS and it’s an elite… uhm, correct me if I’m wrong, but FGS isn’t designed to be an escape tool, is it? It’s a dps tool. That you can whrilwind and rush with small cooldowns is just a bonus.
That’s exactly what most people are saying for warrior GS, seems a bit hypocritical to make that statement when the war GS isn’t on any cool down to use outside of a 5/10 second weapon swap. (that it’s a dps tool, to be more clear)
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
No control?? You retain a ton of control. Standard 0/0/30/10/30 build with leg specialist using Axe/Shield and GS I have 2 ranged immobilizes on a short cooldown, shield stun and bull charges knockdown. I have gap closers galore, 4 ways of removing immobilize and reduced condition application including cleansing ire.
I have outrun zergs of 20 plus, can disengage at will and escape literally any situation. Yes it’s broken. It feels broken when wars do it to me and it’ feels broken when I get away from 99% of any situation.
They nerfed RTL and gave it a CD increase when it doesn’t hit anything because it gave Ele’s too much mobility and the ability to escape situations… yet they have left warriors completely untouched? Makes NO sense.
The control you are referring to can only be used on a single target. Your build isn’t going to be deciding the outcome of a Zerg v Zerg fight, which is what really decided who wins in WvW outside of having a good night crew when most people are asleep. You being able to somewhat lock down one guy is nowhere near as valuable as a hammer Warrior stunning and knocking back 5.
You escaping a group of 20 doesn’t change anything unless they’re stupid enough to waste a lot of time doing so; at which point you’re not OP they’re just stupid. Once again many are focusing on the impact this mobility has on the small scale which isn’t really important to WvW. It will always be more valuable to have the ability to stealth while still remaining close by than just running away.
This has been touched on by others but the fact of the matter is, running a super mobile build like GS/Sw gives up a lot just for something like mobility, namely control. Sure, you can run GS/Hammer and get a bit of both, but you also run the risk of being overwhelmed by conditions if you don’t land Earthshaker.
No control?? You retain a ton of control. Standard 0/0/30/10/30 build with leg specialist using Axe/Shield and GS I have 2 ranged immobilizes on a short cooldown, shield stun and bull charges knockdown. I have gap closers galore, 4 ways of removing immobilize and reduced condition application including cleansing ire.
I have outrun zergs of 20 plus, can disengage at will and escape literally any situation. Yes it’s broken. It feels broken when wars do it to me and it’ feels broken when I get away from 99% of any situation.
They nerfed RTL and gave it a CD increase when it doesn’t hit anything because it gave Ele’s too much mobility and the ability to escape situations… yet they have left warriors completely untouched? Makes NO sense.
The control you are referring to can only be used on a single target. Your build isn’t going to be deciding the outcome of a Zerg v Zerg fight, which is what really decided who wins in WvW outside of having a good night crew when most people are asleep. You being able to somewhat lock down one guy is nowhere near as valuable as a hammer Warrior stunning and knocking back 5.
You escaping a group of 20 doesn’t change anything unless they’re stupid enough to waste a lot of time doing so; at which point you’re not OP they’re just stupid. Once again many are focusing on the impact this mobility has on the small scale which isn’t really important to WvW. It will always be more valuable to have the ability to stealth while still remaining close by than just running away.
Saying small scale is not important in WvW is simply wrong. Cutting of supple camps is more important than you may think and it can be done solo.
You can’t even compare warrior mobility to other class like elementalists, mesmers, thieves and rangers. Those class have less HP and armor so it doesn’t really make sense that the warrior get so many tools for mobility when they’re this sturdy and have really good tanking skills.
Im prtty sure the real problem here is that Warriors do all of the things really well.
You’ve got a heavily armoured, high hit-point, rapidly regenerating, Condition resistant, hard to impossible to CC juggernaut.
Floating all over the place being uncatchable by pretty much anyone, and dealing top of the line damage.
Pretty sure that poses a bit of a balance problem.
Im prtty sure the real problem here is that Warriors do all of the things really well.
You’ve got a heavily armoured, high hit-point, rapidly regenerating, Condition resistant, hard to impossible to CC juggernaut.
Floating all over the place being uncatchable by pretty much anyone, and dealing top of the line damage.
They won’t be complete until ANet gives them some long duration stealth. So when are the warriors getting stealth?
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