Warrior needs balance
-1.
The Dhuumfire thread
Except for the burst skills, I agree, although the details allude me
25 okt 2014 – PinkDay in LA
they r fixing it if u pay attention, the adrenaline nerf is gonna be a rly huge nerf, ik that, i dont even play warrior.
They already nerfed healing signet, hammer damage as well as the damage and radius of combustion shot.
They are going to nerf burst skills.
[SPQR]
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
Stances are utility skills, so there function doesn’t bother me at all.
Healing signet does bother me though. Healing just by standing there and looking ugly.
https://www.youtube.com/watch?v=6q3em9s5I4c
Stances are utility skills, so there function doesn’t bother me at all.
Healing signet does bother me though. Healing just by standing there and looking ugly.
The stances bother me, how many other professions can have 10 seconds of total immunity to conditions and direct damage while stealing dishing out lots of damage?
Any other class that has immunity to damage cannot have capture point contribution, but warrior can do just that with endure pain+berserker stance. (ele mist form, engi elixir S, thief stealth, mesmer stealth) to name a few
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
earthshaker is hard to miss? unless u r in hotjoin, or whatever, i barely ever see a war hitting eartshaker
i personally always manage dodging earthshaker, it has a too obvious animation and long cast
they nerfed zerker stance to regen only 3 bars adrenaline, they use adrenaline up on burst skills now(thats so awesome, no more mindless usage of burst skill)(its a huge nerf either)
anyway wait out balance patch, i am pretty sure wars arent gonna be much of a deal anymore, in fact, i am pretty sure there r gonna be qq posts about warriros not managing to hit their burst skills and loosing adrenaline
+1 on op. no wait, make it +10. no, +100. But then again, we know arenanet. They’re like the girl next door. Probably even denser.
Is this a troll topic? I feel like this is a troll topic
Is it? Hum…
I think it is
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
If you are in hotjoin fighting new players then yes
ES is really easy to land, because people don’t know any better.
If you are argueing that you can land a reliable ES when its a X v 1
Yes, any class can be downed when they are fighting X v 1
This nerf to adrenaline is going to effect every spamtastic warrior who didn’t bother to learn the profession thoroughly, and by thoroughly i mean learning to bait dodges, cooldowns, etc.
They are getting nerfs and buffs next patch, and really if you are playing a thief. You have the most rewarding braindead spec in the game right now and its only going to get worse next patch because you can evade and stealth at a whim.
Any other class that has immunity to damage cannot have capture point contribution, but warrior can do just that with endure pain+berserker stance. (ele mist form, engi elixir S, thief stealth, mesmer stealth) to name a few
You make a fair point here. Come to think of it, I have no access to ant weapons skills, elites, heals, or other utility, when using an immunity on those professions either. That does seem to be congruent among every profession except the warrior, which seems a bit unfairly unequal.
https://www.youtube.com/watch?v=6q3em9s5I4c
ele is highest tier of all game mode and they are godlike in tpvp when played well.
So before you put very words on war ,people do have different judgement.
On the topic
problem with wars opness are :
stance stacking and long duration of zerk stance
Ire + Adrenal Health+ healing signet just heal too much and with little worry to condition like poison(so instead of a nerf to single rait , anet could move Ire to another trait line)
Longbow + Ire , cleanse condition without hitting any foes .
hammer stunlock still has too much damage ,also its too spamming without much
thought considering its effectiveness.
condition builds on war are just gimmick .they could be so broken for wvw roaming and some tpvp teamcomp.
high mobility on gs and sword is fine by me
They already nerfed healing signet, hammer damage as well as the damage and radius of combustion shot.
They are going to nerf burst skills.
Ha, nerfed healing signet. Still the most commonly used healing skill. Has a little to do with alternative options and a lot to do with the fact that it never has to be pressed.
Also hammer damage isn’t the issue as much as putting it together with 15+ self might stacks and int sigil. Self might stacking is broken on many professions, it gives them the option to just use might for their damage instead of gearing/traiting for it which puts heavy damage on builds that really shouldn’t be having it.
Hammer damage is ok, what you’re seeing is 15+ stacks of might and constant fury with int sigils.
break. I feel like they should be back by now..”
Any other class that has immunity to damage cannot have capture point contribution, but warrior can do just that with endure pain+berserker stance. (ele mist form, engi elixir S, thief stealth, mesmer stealth) to name a few
You make a fair point here. Come to think of it, I have no access to ant weapons skills, elites, heals, or other utility, when using an immunity on those professions either. That does seem to be congruent among every profession except the warrior, which seems a bit unfairly unequal.
Warrior has to blow 2 cooldowns for damage immunity, rendering them pretty useless for the next 60 seconds vs a well played condi class, say an engineer.
Secondly, mesmer can also get get full damage immunity using weapon skills and a class mechanic.
And lastly, how is the warrior going to deal with an engineer or necro that plays smart and reloads them with conditions and CC when their stances end.
Because again, its really not easy hitting ES vs a good opponent.
and are we considering the new fact that warriors WILL lose all adrenaline when they A) exit combat and
B) miss a burst skill
(edited by Solori.6025)
Warrior has to blow 2 cooldowns for damage immunity, rendering them pretty useless for the next 60 seconds vs a well played condi class, say an engineer.
Secondly, mesmer can also get get full damage immunity using weapon skills and a class mechanic.
And they still have access to literally 3 X the amount of immunity then other profession. As well other professions are locked out of their heal, utilities, elite, and ALL weapons skills. You can try to justify it any way you like, but you will not really convince people that it is congruent treatment for the same effects.
And lastly, how is the warrior going to deal with an engineer or necro that plays smart and reloads them with conditions and CC when their stances end.
How does an engineer deal with it? Oh, that is right, they don’t. Because they can never come close to a warriors condition removal thanks to cleansing ire.
Because again, its really not easy hitting ES vs a good opponent.
and are we considering the new fact that warriors WILL lose all adrenaline when they A) exit combat and
B) miss a burst skill
Which is a good change. Yet still, none of this addresses the passive heal of the signet. As much as you complained about an engineers “automated response” you cannot defend the signet.
https://www.youtube.com/watch?v=6q3em9s5I4c
And they still have access to literally no other immunities afterwards than other professions once they pop their util stances, other than a grandmaster on a 90 second internal CD. As well other professions are locked out of their heal, utilities, elite, and ALL weapons skills yet either refresh their cooldowns, have more mobility than any viable LB warrior, and can easily re-engage after not even 10 seconds of immunity.
Fixed a large portion of misinformation there. Do note that looking only from an SPvP standpoint is fairly shallow and probably not the best example when you consider there is only one type of PvP mode which relies on holding points. The entire discourse about LB being too strong would never even occur if SPvP had more than one game type that did not focus on Conquest. Not to mention the map sizes…
How does an engineer deal with it? Oh, that is right, they don’t. Because they can never come close to a warriors condition removal thanks to cleansing ire.
Engineers and Necromancers specifically can and will get their conditions across even on the current incarnation of warriors. The reapplication and ‘layering’ is far higher than CI can influence, and the adrenaline nerf will force warriors running LB to save their full adrenaline only for LB and never their other set. The Adrenaline nerf is big enough to have competant Warriors change their playstyles while the mindless ones get weeded out.
Which is a good change. Yet still, none of this addresses the passive heal of the signet. As much as you complained about an engineers “automated response” you cannot defend the signet.
The signet is not a problem, as long as the whole profession is tuned down. In fact with the adrenaline nerf you will see a drop in Warrior sustain because they will no longer float around full Adrenaline bars when they miss with their off-weapon like Axe or Hammer to prompt a dodge (See Adrenal Health). You will see warriors having to adapt to be more conservative and less reckless or they will get destroyed.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Loki,
long bow is not the fastest adrenaline generating weapon.
would you kindly please stop spewing such ridiculous lies?
warrior is fine, has already received many ridiculous unjustified adjustments.
please stop it with all those false baseless accusations already.
. Do note that looking only from an SPvP standpoint is fairly shallow and probably not the best example when you consider there is only one type of PvP mode which relies on holding points
Speaking of misinformation, solo roamer or small groups battling over a ring for control of a supply camp or guard post in WvW, say hello.
Those fighting over a keep ring, SM, Hills, and Bay in WvW, also say hello.
Engineers and Necromancers specifically can and will get their conditions across even on the current incarnation of warriors.
And? It has already been proven in practice, in a multitude of posted videos, and old fashion math, that power engineer or necro puts out as much damage in soldiers gear as they do in dire. CI simply lets you mitigate more damage of a condition damage user then a direct damage user.
The reapplication and ‘layering’ is far higher than CI can influence, and the adrenaline nerf will force warriors running LB to save their full adrenaline only for LB and never their other set. The Adrenaline nerf is big enough to have competant Warriors change their playstyles while the mindless ones get weeded out.
Heaven forbid though, that warriors actually have to think in battle and use there adrenaline wisely, similar to how they other professions have to use there professions in battle. (Strange, I never would have guessed that warrior tears were more pink then a mesmers)
The signet is not a problem
Seems a bit hypocritical based on how many post you made complaining about engineers passive automated response trait.
https://www.youtube.com/watch?v=6q3em9s5I4c
. Do note that looking only from an SPvP standpoint is fairly shallow and probably not the best example when you consider there is only one type of PvP mode which relies on holding points
Speaking of misinformation, solo roamer or small groups battling over a ring for control of a supply camp or guard post in WvW, say hello.
Those fighting over a keep ring, SM, Hills, and Bay in WvW, also say hello.
Only the guard post/sentry ring is remotely comparable to the size of the SPvP ring. There is a reason why a single player running around the rim of a keep lord ring to contest it over a zerg trying to take it is a thing.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Engineers and Necromancers specifically can and will get their conditions across even on the current incarnation of warriors.
And? It has already been proven in practice, in a multitude of posted videos, and old fashion math, that power engineer or necro puts out as much damage in soldiers gear as they do in dire. CI simply lets you mitigate more damage of a condition damage user then a direct damage user.
…I don’t see what point you were trying to make here, I said that engi/necros will get their conditions across, and you make a statement about CI’s intended purpose. Yes, it does help against condition builds, what of it? It does not negate them.
The reapplication and ‘layering’ is far higher than CI can influence, and the adrenaline nerf will force warriors running LB to save their full adrenaline only for LB and never their other set. The Adrenaline nerf is big enough to have competant Warriors change their playstyles while the mindless ones get weeded out.
Heaven forbid though, that warriors actually have to think in battle and use there adrenaline wisely, similar to how they other professions have to use there professions in battle. (Strange, I never would have guessed that warrior tears were more pink then a mesmers)
I think you misunderstand, I actually like the adrenaline nerfs because I know I will be having an even easier time against lesser skilled warriors as well. I was simply emphasizing that we should not go overboard with even more nerfs or changes with Warrior since we are already going to see a pretty decent one with Adrenaline being changed. (It’s cute to think I was crying though, your involvement in this thread has been nothing but tears so I think your vision might be a bit blurred.)
The signet is not a problem
Seems a bit hypocritical based on how many post you made complaining about engineers passive automated response trait.
….What? I haven’t had anything to say poorly about Engineers in any recent posts…or even in months. You might have confused me for someone else.
Edit: Oh kitten, editting options OP.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
The signet is not a problem
Seems a bit hypocritical based on how many post you made complaining about engineers passive automated response trait.
….What? I haven’t had anything to say poorly about Engineers in any recent posts…or even in months. You might have confused me for someone else.
Edit: Oh kitten, editting options OP.[/quote]
Because you jumped on the band wagon to get it nerfed long enough ago that it wasn’t recent times, it has been many many months. Fact is, you still jumped on those threads and demanded that any skill or trait that promoted passive play was “atrocious”, promoted a lack of skilled play, and other comments imying insults to anyone who used it…………..Here you defend it…………That is the purest definition of a hypocritical pattern to me. Maybe we use different dictionaries?
https://www.youtube.com/watch?v=6q3em9s5I4c
Because you jumped on the band wagon to get it nerfed long enough ago that it wasn’t recent times, it has been many many months. Fact is, you still jumped on those threads and demanded that any skill or trait that promoted passive play was “atrocious”, promoted a lack of skilled play, and other comments imying insults to anyone who used it…………..Here you defend it…………That is the purest definition of a hypocritical pattern to me. Maybe we use different dictionaries?
Sorry, I am still going through my posts looking for when I thought passive play was atrocious. Don’t get me wrong, I too think healing signet shouldn’t be the only thing warriors use, but unfortunately our other healing skills are so utterly lackluster even to the point where one is needs a rework in order to see the light of day again.
I find it a bit distasteful, and utterly irrelevant, to be calling out something I said more than just ‘months ago’ just to make a point that I don’t know what I am talking about.
Though, I am also willing to gander that you too don’t hold the nearly the same values you had a year ago, especially since balance patches seem to happen every half-year or so.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
The healing signet got Nerf about 2 patches ago. Now people want more nerf? LOL yeah make healing signet give 1 healing per second, and even then people will still complain, so i suggest make it give 0 health and hopefully the whiners will stop.
The healing signet got Nerf about 2 patches ago. Now people want more nerf? LOL yeah make healing signet give 1 healing per second, and even then people will still complain, so i suggest make it give 0 health and hopefully the whiners will stop.
Its fun how they view the nerf against warriors and the nerf against eles.
Its perfectly fine to nerf ele skills by 50-80%
Warrior have to be shaved of 7-8% carefully.
The GS in WWW is Beyond ridiculous… i don t have recording video but posting some videos of ANY GS warrior in www would bring the hilarity in any mmorpg player.
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Every time I read these post it makes me giggle lol, same people over and over.
The healing signet got Nerf about 2 patches ago. Now people want more nerf? LOL yeah make healing signet give 1 healing per second, and even then people will still complain, so i suggest make it give 0 health and hopefully the whiners will stop.
That will never happen, it is the same bad-hotjoin-omg I can’t kill a warrior-rage-quitters, they will always find something to whine about.
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
earthshaker is hard to miss? unless u r in hotjoin, or whatever, i barely ever see a war hitting eartshaker
i personally always manage dodging earthshaker, it has a too obvious animation and long cast
they nerfed zerker stance to regen only 3 bars adrenaline, they use adrenaline up on burst skills now(thats so awesome, no more mindless usage of burst skill)(its a huge nerf either)
anyway wait out balance patch, i am pretty sure wars arent gonna be much of a deal anymore, in fact, i am pretty sure there r gonna be qq posts about warriros not managing to hit their burst skills and loosing adrenaline
This topic was mostly in relation to PVP when im talking about hammer+bow – it’s not really used outside of PVP. ES is extremely easy to hit a target at mid, as a thief i’m in and out bursting down targets, usually one side has close, the other has far, then mid is the skirmish. In other words its a hambows wet dream.
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
If you are in hotjoin fighting new players then yes
ES is really easy to land, because people don’t know any better.If you are argueing that you can land a reliable ES when its a X v 1
Yes, any class can be downed when they are fighting X v 1
This nerf to adrenaline is going to effect every spamtastic warrior who didn’t bother to learn the profession thoroughly, and by thoroughly i mean learning to bait dodges, cooldowns, etc.
They are getting nerfs and buffs next patch, and really if you are playing a thief. You have the most rewarding braindead spec in the game right now and its only going to get worse next patch because you can evade and stealth at a whim.
Have you played a theif? its extremely difficult – you get stunned once and your dead. Anyone using s/d spamming 3 is an idiot as your technique is obvious and a well timed stun/knockback means your toast.
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
If you are in hotjoin fighting new players then yes
ES is really easy to land, because people don’t know any better.If you are argueing that you can land a reliable ES when its a X v 1
Yes, any class can be downed when they are fighting X v 1
This nerf to adrenaline is going to effect every spamtastic warrior who didn’t bother to learn the profession thoroughly, and by thoroughly i mean learning to bait dodges, cooldowns, etc.
They are getting nerfs and buffs next patch, and really if you are playing a thief. You have the most rewarding braindead spec in the game right now and its only going to get worse next patch because you can evade and stealth at a whim.
Have you played a theif? its extremely difficult – you get stunned once and your dead. Anyone using s/d spamming 3 is an idiot as your technique is obvious and a well timed stun/knockback means your toast.
LOL no you aren’t
You get stunned- Teleport away
OR steal and daze your target while your stunned.
No one spams 3 unless their bad or new.
But you still are FAR from dead from a single stun.
IF you get stunned.
The adrenaline nerf is not going to be huge. Longbow is fastest adrenaline generator and doesnt need a target to clear 3 conditions, theres just going to be a lot more lb camping (on a 5 second weaponswap i might add).
You dont lose adrenaline unless you leave combat, and earthshaker is pretty hard to miss as it is. The only thing it affects is eviscerate.
Signet, hammer and burst on longbow is still OP nerf it more.
another thing to add the above list is a 5 second weaponswap – WHY?? give it to all classes
If you are in hotjoin fighting new players then yes
ES is really easy to land, because people don’t know any better.If you are argueing that you can land a reliable ES when its a X v 1
Yes, any class can be downed when they are fighting X v 1
This nerf to adrenaline is going to effect every spamtastic warrior who didn’t bother to learn the profession thoroughly, and by thoroughly i mean learning to bait dodges, cooldowns, etc.
They are getting nerfs and buffs next patch, and really if you are playing a thief. You have the most rewarding braindead spec in the game right now and its only going to get worse next patch because you can evade and stealth at a whim.
Have you played a theif? its extremely difficult – you get stunned once and your dead. Anyone using s/d spamming 3 is an idiot as your technique is obvious and a well timed stun/knockback means your toast.
LOL no you aren’t
You get stunned- Teleport away
OR steal and daze your target while your stunned.
No one spams 3 unless their bad or new.
But you still are FAR from dead from a single stun.
IF you get stunned.
agree w him^
OP is either a subpar player or a troll.
Warriors have been getting nerfed for months and he’s still crying about them being too powerful. Obviously just upset because of getting defeated whilst on other professions.
Instead of trying to ruin the class, please learn how to play other ones better. Thanks.
they r fixing it if u pay attention, the adrenaline nerf is gonna be a rly huge nerf, ik that, i dont even play warrior.
I disagree, with the change to adrenaline, abilities will also build adrenaline faster so even if you fail an attack and dump your adrenaline, by the time the CD is over you will have full adrenaline to try it again. The only thing they did was deny warriors from having a second full adrenaline ability available if they missed the first one, by switching weapons, that’s all.
this change and the adrenaline decay should have been there since launch, anyway, better late then never.
(edited by Volrath.1473)
they r fixing it if u pay attention, the adrenaline nerf is gonna be a rly huge nerf, ik that, i dont even play warrior.
I disagree, with the change to adrenaline, abilities will also build adrenaline faster so even if you fail an attack and dump your adrenaline, by the time the CD is over you will have full adrenaline to try it again. The only thing they did was deny warriors from having a second full adrenaline ability available if they missed the first one, by switching weapons, that’s all.
this change and the adrenaline decay should have been there since launch, anyway, better late then never.
how are abilitys gonna regen adrenaline faster? didnt hear about that..
they r fixing it if u pay attention, the adrenaline nerf is gonna be a rly huge nerf, ik that, i dont even play warrior.
I disagree, with the change to adrenaline, abilities will also build adrenaline faster so even if you fail an attack and dump your adrenaline, by the time the CD is over you will have full adrenaline to try it again. The only thing they did was deny warriors from having a second full adrenaline ability available if they missed the first one, by switching weapons, that’s all.
this change and the adrenaline decay should have been there since launch, anyway, better late then never.
Miss your burst skill, lose the adrenaline to cleanse yourself with Cleansing Ire. As a result you cannot swap to a second weapon set and use the burst skill on that set, since adrenaline will be empty. Zerker stance will only fill 3 bars of adrenaline now, and adrenaline gain is slow unless you’re running Axe with the trait. Now there’s a incentive to pick up the grandmaster in Strength line as well as to keep Signet of Rage on passive.
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
- Hammer has far too much damage+CC give it one or the other not both.
This is my only issue here. But it’s not unique to warriors. Any class that has access to the hammer seems to have all of its best CC loaded on it with extremely short cooldowns and the highest or close to the highest single-hit coefficients of all of its weapon sets and many other class’s.
I’d much rather see the CC distributed around the weapons more, or simply the damage reduced on some of these skills so that a war or guard has to bring both a utility/combo alignment and damage/bomb set to the table like everyone else, and has to maintain switching weapon combinations through a fight to get a proper execute set up.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
- Hammer has far too much damage+CC give it one or the other not both.
This is my only issue here. But it’s not unique to warriors. Any class that has access to the hammer seems to have all of its best CC loaded on it with extremely short cooldowns and the highest or close to the highest single-hit coefficients of all of its weapon sets and many other class’s.
I’d much rather see the CC distributed around the weapons more, or simply the damage reduced on some of these skills so that a war or guard has to bring both a utility/combo alignment and damage/bomb set to the table like everyone else, and has to maintain switching weapon combinations through a fight to get a proper execute set up.
Actually I like it this way more. At least now you will know what Warrior is capable of when you see his weapons. His on hammer → better dodge or have stability or you get stomped to ground, GS → he will dance around you and try to land utility CC to hit with 100b.
If you would spread the CC to all / more weapons it would only get harder, because then you would be constantly under the threat of a CC, unlike now.
Mouggari – Warrior – Candy cane Avenger
Except then you can play more skillfully against them since if only one CC can be applied per weapon, you can actually dodge the entirety of it.
As it stands, all you can do against a hammer warrior is either have stability or run away. And some classes do not have good access to stability, forcing them to run away, really regardless of how good the player is.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/
heheh, it would be very, very nice, if every warrior weapon have a soft control effect to interrupt actions.
a simple short distance knock back would suffice.
it would interrupt non safe stomps and revive attempts nicely.
Except then you can play more skillfully against them since if only one CC can be applied per weapon, you can actually dodge the entirety of it.
As it stands, all you can do against a hammer warrior is either have stability or run away. And some classes do not have good access to stability, forcing them to run away, really regardless of how good the player is.
Blocks/blinds/knockbacks/soft cc all work.
Inb4 but what about a war with zerk stance+stability+unblockable attacks or some similar rubbish.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa