Suggestion: Make Maul a blast finisher!
Yes, please yes. This change would encourage to use the GS more and, I think, the animation screams for blast finisher.
[TLA] Desolation (EU)
Excellent idea, and it wouldn’t be overpowered.
+1 Either Maul or Barrage.
I disagree with Barrage. It’s not a blast at all.
I’m not completely sure I agree it wouldn’t be OP but I would certainly LOVE this change.
Healing Spring + 1,300 Healing Power + Greatsword + Appropriate Traits would result in ridiculous amounts of healing between the leap and blast finishers.
Aye, it would make Greatsword a viable main hand, and it would also greatly improve Ranger’s group support capabilities.
I approve of this, the fact the great sword falls under the nature magic tree really helps to show this weapon is designed with support (and/or control) in mind and this would help hammer that aspect home. It’d also give rangers their blast finisher back seein as how our drakes are kinda derping it up atm…
Am I the only one thinking of using this either in a poison field for AoE weakness or a ice field for AoE frost armor?
As their mother, I have to grant them their wish. – Forever Fyonna
You are not the only one, Durz. Maul being a blast finisher would not only be amazing for bunker rangers, but also for trappers. Giving you and all your allies both fire and frost aura at the same time would be amazing.
You are not the only one, Durz. Maul being a blast finisher would not only be amazing for bunker rangers, but also for trappers. Giving you and all your allies both fire and frost aura at the same time would be amazing.
Well blast in fire gives AoE might not fire aura (I keep forgetting that myself…)
As their mother, I have to grant them their wish. – Forever Fyonna
Just checked it, and you’re right. That’s a peculiar design choice.
Yeah it’s kinda like “you know what’d throw EVERYONE off? That blast finishers in air and fire fields grant boons instead of an aura!”
As their mother, I have to grant them their wish. – Forever Fyonna
Aye, air and fire combo fields completely throw the pattern of all the other fields out of the window. How utterly strange. In the case of fire I can see how it could possibly be overpowered to have up to five people gain a burning aura, but the air one is just plain weird. Blast gives area swiftness, but leap makes you apply daze? Why not have the leap give you swiftness instead? Why break the pattern?
Aye, air and fire combo fields completely throw the pattern of all the other fields out of the window. How utterly strange. In the case of fire I can see how it could possibly be overpowered to have up to five people gain a burning aura, but the air one is just plain weird. Blast gives area swiftness, but leap makes you apply daze? Why not have the leap give you swiftness instead? Why break the pattern?
I remember leap through the air field used to give the air aura (dazes anyone who hits you in Melee range) but it was changed to just being a single daze, idk when they changed the blast finisher from an aoe .5s stun though…
As their mother, I have to grant them their wish. – Forever Fyonna
This is an idea that I can’t believe wasn’t thought of before. It should definitely be part of the game.
While I do love this Idea(seriously, DO IT!), I still think, the cooldown should be increased when this change is implemented. like, increase bleeding duration by a second and put the cooldown all the way up to 8 seconds. Having blast finishers at 6 sec cd would be a bit too strong as the ranger got access to pretty sick combo fields contrary to the guardian who can deliver a 5 sec blast finisher but doesn’t have that many different fields and the type available to guardian is pretty basic to say the least.
Still, having blast finisher on greatsword would make the weapon actually useful. Right now, the only real reason to get greatsword is swoop. Daze and block etc are nice, but you get it for the mobility.
The mob has spoken and the turrets shall be burnt at the stake.
While I do love this Idea(seriously, DO IT!), I still think, the cooldown should be increased when this change is implemented. like, increase bleeding duration by a second and put the cooldown all the way up to 8 seconds. Having blast finishers at 6 sec cd would be a bit too strong as the ranger got access to pretty sick combo fields contrary to the guardian who can deliver a 5 sec blast finisher but doesn’t have that many different fields and the type available to guardian is pretty basic to say the least.
Still, having blast finisher on greatsword would make the weapon actually useful. Right now, the only real reason to get greatsword is swoop. Daze and block etc are nice, but you get it for the mobility.
Dragons tooth is on a 6s CD, so i see no issue fr it from maul, especially seeing as how eles have just as many fields (if not more) than rangers do. ESPECIALLY in the fire department.
PS: Eruption ALSO is on a 6s CD but i’m not counting that one because it has a 3 second delay before it goes KABOOM! and triggers, but that’s more because that skill applies 6stacks of 12s bleeding and does a ton of damage, NOT because it’s a blast finisher.
As their mother, I have to grant them their wish. – Forever Fyonna
(edited by Durzlla.6295)
Also, thief shortbow 2 is spammable until he runs out of initiative.
Great Sword needs something…Even with the recent changes it’s still not that great of a weapon. I’d tried running it, But you basically end up losing more then ya gain from doing it. It’s probably better as a Power weapon then a condition one
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Great Sword needs something…Even with the recent changes it’s still not that great of a weapon. I’d tried running it, But you basically end up losing more then ya gain from doing it. It’s probably better as a Power weapon then a condition one
It can do conditions, my friend runs a condi build that uses a great sword, that maul is pretty brutal especially when combined with traps…. however if it were a blast i think it’d put the weapon in a REALLY good place, and may end up being our most balanced weapon, but that’s just me.
As their mother, I have to grant them their wish. – Forever Fyonna
Sounds insanely OP to me. if I could just use torch/GS and spec myself for pet damage and I could have that much might.. I feel like my pet would just do insane damage. If maul gets a blast finisher I think it may need a CD increase to at least 10s.
Perhaps that’s just me thinking since ranger is the only class I seriously play, perhaps I’m just too use to being UP.
Sharks With Lazers [PEW]
I am a ranger and I approve of this thread.
Sounds insanely OP to me. if I could just use torch/GS and spec myself for pet damage and I could have that much might.. I feel like my pet would just do insane damage. If maul gets a blast finisher I think it may need a CD increase to at least 10s.
Perhaps that’s just me thinking since ranger is the only class I seriously play, perhaps I’m just too use to being UP.
That’s just you, eles can do the SAME THING with dragons tooth and fire wall/ring of fire (in other words anything they can pair the scepter with), they can even go for a “burst” of blast finishers on an ele in a fire field with dragons tooth, pheonix, arcane wave, earthquake, churning earth and throw up 15 stacks of might on everyone in the area, or you know, just keep chaining dragons tooths, and phoenixes because both the two have pretty short CDs for blast finishers.
As their mother, I have to grant them their wish. – Forever Fyonna
Funnily enough, I was just thinking about making this exact thread… I got the idea after finally making a second character, my guardian. Making maul a blast finisher would make it a viable weapon for coordinated dungeon teams, and I don’t think it would be OP. The one place where I could see it being pretty strong is in spvp, as I already use GS and do very well without a blast finisher. That being said, I usually only run one trap, so if it was a blast finisher it would motivate me to try some cool tweaks. I don’t think it would be OP at all, just strong.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
As their mother, I have to grant them their wish. – Forever Fyonna
I’m somewhat surprised at all the people thinking Maul needs a CD nerf if it’s going to be a blast finisher. Look at the following blast finishers.
http://wiki.guildwars2.com/wiki/Mighty_Blow
5s CD
http://wiki.guildwars2.com/wiki/Cluster_Bomb
no CD, just initiation. Even if you take initiation regen into account it’s pretty fast.
http://wiki.guildwars2.com/wiki/Dragon%27s_Tooth
6s CD.
So a Ranger having a 6s CD blast finisher isn’t OP at all, I feel.
I’m somewhat surprised at all the people thinking Maul needs a CD nerf if it’s going to be a blast finisher. Look at the following blast finishers.
http://wiki.guildwars2.com/wiki/Mighty_Blow
5s CD
http://wiki.guildwars2.com/wiki/Cluster_Bomb
no CD, just initiation. Even if you take initiation regen into account it’s pretty fast.
http://wiki.guildwars2.com/wiki/Dragon%27s_Tooth
6s CD.
So a Ranger having a 6s CD blast finisher isn’t OP at all, I feel.
there’s also Eruption, which is a 6s CD too.
http://wiki.guildwars2.com/wiki/Eruption
As i said in previous posts the delays on the cast for Eruption and Dragon Tooth aren’t because it’s blast it’s because those moves HURT, and they hurt BADLY if you’re unlucky enough to be caught in one.
As their mother, I have to grant them their wish. – Forever Fyonna
Great suggestion!
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
Guardian’s hammer has a blast finisher on an untraited 5 second cooldown. The hammer has just as much cc and defensive utilities, if not more, than the greatsword, while also doing a lot more damage. So why would Maul need an increased cooldown if it were made a blast finisher?
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
Where are you getting this “they don’t like buffing something without adding some kind of drawback” idea from?
They’ve unilaterally nerfed/buffed many things since launch. Heck I’m hard-pressed to find an example where they buffed something and nerfed it in other ways.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
Where are you getting this “they don’t like buffing something without adding some kind of drawback” idea from?
They’ve unilaterally nerfed/buffed many things since launch. Heck I’m hard-pressed to find an example where they buffed something and nerfed it in other ways.
Splinter Shot, damage and bleeding just buffed, greatsword #4 was just flat out buffed with no debuffs, Mauls damage and bleeding was just flat out buffed with no draw backs, shortbow attack speed nerf with no compensation.
Boom, several examples, proving his argument is BS.
As their mother, I have to grant them their wish. – Forever Fyonna
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
Where are you getting this “they don’t like buffing something without adding some kind of drawback” idea from?
They’ve unilaterally nerfed/buffed many things since launch. Heck I’m hard-pressed to find an example where they buffed something and nerfed it in other ways.
Splinter Shot, damage and bleeding just buffed, greatsword #4 was just flat out buffed with no debuffs, Mauls damage and bleeding was just flat out buffed with no draw backs, shortbow attack speed nerf with no compensation.
Boom, several examples, proving his argument is BS.
I said “they don’t like buffing something for no reason without adding some kind of drawback”. The things that they buff they feel like there is a reason to doing so, balancing the game. I don’t know the reasons, but I know they wouldn’t buff without one. Maybe the buffed underwater classes for multiple professions because they though it was lackluster. Maybe they buffed maul damage by 150% (i think) because they though it was too weak. Maybe they nerfed shortbow because it was putting out damage faster than they intended it to. My point about this is that buffing it for no reason (at least in my opinion, as this seems more like a suggestion “i wish” request than a legitimate, need for balance problem) would create an imbalance that is unnecessary. When you cite examples of balancing changes, you are still only addressing half my argument. The reason I think that its for no reason because I think it would cause an imbalance. An extra finisher, being a blast on top of that, would give the great sword access to 2 very low CD finishers. I don’t think that is what needs to be done, but it would make sense if they added some kind of drawback, such as a longer cooldown, or something else. BTW, instead of calling my argument BS, maybe just say that you disagree, or even that it is wrong in your opinion.
*as blast finishers with maul
torch>maul=might
fire trap>maul=might
but then again, ele fire fields and blast are not op at all xD
http://www.twitch.tv/midori_ryuuk
*as blast finishers with maul
torch>maul=might
fire trap>maul=might
but then again, ele fire fields and blast are not op at all xD
I was thinking more water field with healing spring lol. HS, maul, swoop wait a few seconds, reapeat, survive for 15 secs, repeat( throw in the sword leap too on the secondary wep slot). This would make bunkers much more survivable. Lol I would definitely enjoy this change, I just don’t think they will.
I’d rather it give you a stack of might for 5 seconds for each foe you hit with the attack. This would encourage players to actually pay attention to what they’re hitting and be rewarded for doing so, without letting them stack excessive amounts of might. The bleed could also stand to be improved.
I don’t like this idea nearly as much as it being a blast finisher, as it feels more like a support/utility weapon instead of a DPS weapon. Traits for it are in the support tree. Also, you can use combo fields with a blast finisher to grant aoe might, that’s what combos are all about.
It’s hardly a support weapon in and of itself, unless you count its control aspects to be part of what we call support. All blast finishing will do is make them nerf the recharge and make us spam it on that recharge in any field we find. It makes more sense to me to reward the ranger waiting if feasible to hit as many targets as possible, increasing his benefit from good usage of the attack. And considering the fact that it’s the only reliably source of DPS on the GS aside from auto attack, a blast finish/recharge nerf would not be ideal.
Why would it nerf the recharge? there’s PLENTY of blast finishers with a short recharge, the recharge is based on the SKILL not the finisher.
I’m almost certain the recharge would be increased if they changed nothing else and added a blast finisher.
I agree. Mostly because they don’t like buffing something for no reason without adding some kind of drawback. Also because we already have swoop as a low CD finisher, and maul+swoop spam would be insane.
Where are you getting this “they don’t like buffing something without adding some kind of drawback” idea from?
They’ve unilaterally nerfed/buffed many things since launch. Heck I’m hard-pressed to find an example where they buffed something and nerfed it in other ways.
Splinter Shot, damage and bleeding just buffed, greatsword #4 was just flat out buffed with no debuffs, Mauls damage and bleeding was just flat out buffed with no draw backs, shortbow attack speed nerf with no compensation.
Boom, several examples, proving his argument is BS.
I said “they don’t like buffing something for no reason without adding some kind of drawback”. The things that they buff they feel like there is a reason to doing so, balancing the game. I don’t know the reasons, but I know they wouldn’t buff without one. Maybe the buffed underwater classes for multiple professions because they though it was lackluster. Maybe they buffed maul damage by 150% (i think) because they though it was too weak. Maybe they nerfed shortbow because it was putting out damage faster than they intended it to. My point about this is that buffing it for no reason (at least in my opinion, as this seems more like a suggestion “i wish” request than a legitimate, need for balance problem) would create an imbalance that is unnecessary. When you cite examples of balancing changes, you are still only addressing half my argument. The reason I think that its for no reason because I think it would cause an imbalance. An extra finisher, being a blast on top of that, would give the great sword access to 2 very low CD finishers. I don’t think that is what needs to be done, but it would make sense if they added some kind of drawback, such as a longer cooldown, or something else. BTW, instead of calling my argument BS, maybe just say that you disagree, or even that it is wrong in your opinion.
It wouldn’t be for no reason, it’d make our tanky supporty weapon (i mean seriously, it is tanky, it doesn’t do kitten for damage when compared to any of our other weapons, and it has pretty much only control moves) fill its slot perfectly, as everyone here said, GS is lacking something, whether it’s damage, more control w/e. It’s missing something, and this blast finisher would put it in a place where it’d just be a really solid weapon and it wouldn’t need to be touched for a while, i -doubt- they’d nerf the CD on the sword, if anything they’d increase the time it takes for maul to go off.
As their mother, I have to grant them their wish. – Forever Fyonna
It wouldn’t be for no reason, it’d make our tanky supporty weapon (i mean seriously, it is tanky, it doesn’t do kitten for damage when compared to any of our other weapons, and it has pretty much only control moves) fill its slot perfectly, as everyone here said, GS is lacking something, whether it’s damage, more control w/e. It’s missing something, and this blast finisher would put it in a place where it’d just be a really solid weapon and it wouldn’t need to be touched for a while, i -doubt- they’d nerf the CD on the sword, if anything they’d increase the time it takes for maul to go off.
And increasing the activation time for maul would make an already obvious attack even easier to avoid. It telegraphs really obviously already. That’s why I think a slight damage or bleed increase with either might application to you/your pet/both or a different pet synergy would be easier to keep balanced.
It wouldn’t be for no reason, it’d make our tanky supporty weapon (i mean seriously, it is tanky, it doesn’t do kitten for damage when compared to any of our other weapons, and it has pretty much only control moves) fill its slot perfectly, as everyone here said, GS is lacking something, whether it’s damage, more control w/e. It’s missing something, and this blast finisher would put it in a place where it’d just be a really solid weapon and it wouldn’t need to be touched for a while, i -doubt- they’d nerf the CD on the sword, if anything they’d increase the time it takes for maul to go off.
I don’t think the greastsword is lacking though. I use it now, and I love it. Good damage with an evade on autoattack. A big hit every few seconds that gives bleed and doesnt interrupt your fighting too much. A HUGE leap(finisher). A 3 second block that turns into a knockdown. A daze/stun that gives your pet a big hit on its next attack. I think it has a lot of utility, and I use mine a lot, often without really having to switch to my second weapon. Also QZ with its autoattack gives you essentially a four second evade, which is a nice bonus. The mobility from leap is very nice as well. It might just be that the weapon is underestimated. None of its skills are bad honestly. Even if it is missing something, its not a finisher, since swoop accomplishes that.
Greatsword does not do ‘good’ damage. It does horrible damage.
It either needs a boost in damage, or Maul needs to become a blast finisher. Either one would see it becoming used more as a main weapon.
Greatsword does not do ‘good’ damage. It does horrible damage.
It either needs a boost in damage, or Maul needs to become a blast finisher. Either one would see it becoming used more as a main weapon.
Well I guess the sword and axe does horrible damage too, because the greatsword does comparable damage. It does slightly more damage on its autoattack chain(the attack speed is nearly identical, 1/4 of a second faster on the sword), more damage on the 2 attack, but less damage on the 3 attack. It also does more single target damage than the axe, though the axe multitarget has more range. The damage isn’t horrible just because you don’t see people use it. Besides, it is already gaining popularity. A guildie told me he managed to crit a 5k with the greatsword (I think it was swoop).
http://wiki.guildwars2.com/wiki/Healing_Spring
3 aoe heals? nty
also dont think ranger should have a blast finisher… it doesnt strike me as a ‘blasting’ class… if that makes sense
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
really low CD (the only field a scepter guardian can self combo in is fire, guardians hammer blast has low CD but again; only might/retaliation) rangers have a surprising amount of variety in their combo fields which i dont believe should be complimented by easy access (well… any access outside of pets; comboing with your pet is pretty ranger~y… though sadly hard to predict… i would like to see more F2 finishers)
ele can blast into a staff water field; but eruption is a shoddy blast finisher and attunement cooldown stops them switching and doing it more often (could run arcane… wave?blast? i get the two mixed up, but ele has really useful utilities theyd have to give up -cantrips)
engineer can blast into a water field a few times if they have amazing timing, no lag and their turret isnt brutally mauled to death by anything, and the rest of its self combos are very rigid
thief can self blast combo for stealth, weakness or blindness (i think shadow refuge is a dark field? too lazy to check) all of which the thief can easily access on their own
healing spring>maul(5s)>swoop(10s)>wait a short while>maul>swoop = 4 packets of healing on top of healing springs heal (and cond removal/regen)
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
really low CD (the only field a scepter guardian can self combo in is fire, guardians hammer blast has low CD but again; only might/retaliation) rangers have a surprising amount of variety in their combo fields which i dont believe should be complimented by easy access (well… any access outside of pets; comboing with your pet is pretty ranger~y… though sadly hard to predict… i would like to see more F2 finishers)
ele can blast into a staff water field; but eruption is a shoddy blast finisher and attunement cooldown stops them switching and doing it more often (could run arcane… wave?blast? i get the two mixed up, but ele has really useful utilities theyd have to give up -cantrips)
engineer can blast into a water field a few times if they have amazing timing, no lag and their turret isnt brutally mauled to death by anything, and the rest of its self combos are very rigid
thief can self blast combo for stealth, weakness or blindness (i think shadow refuge is a dark field? too lazy to check) all of which the thief can easily access on their own
healing spring>maul(5s)>swoop(10s)>wait a short while>maul>swoop = 4 packets of healing on top of healing springs heal (and cond removal/regen)
Um…. engi have a blast finisher on a 1s CD when they have Med Kit + the “Create skill on kit equip” trait, so you can super heal people if you have a med kit, i found out about that yesterday. And before you say “But medkits a bad heal skill!” it’s not, it has an AMAZING toolbelt heal, 3 other heals while kit is on, a fury + swiftness boost, and a condi purge.
Us having ONE blast finisher on a melee weapon wouldn’t put us into any super powerful position. We wouldn’t be able to blast nearly as much as other profs can, and guardians don’t have many fields or finishers because of all their utility skills that pretty much make it so they don’t NEED them… Rangers on the other hand… our utilities are kinda -meh- at best for support, so us having a lot of finishers and fields can easily make up for that.
As their mother, I have to grant them their wish. – Forever Fyonna
Maul being blast won’t make it a blasting “class,” since it, not counting drakes, because it’d be our only blast. And it’s close range as well being on a non-damage weapon.
really low CD (the only field a scepter guardian can self combo in is fire, guardians hammer blast has low CD but again; only might/retaliation) rangers have a surprising amount of variety in their combo fields which i dont believe should be complimented by easy access (well… any access outside of pets; comboing with your pet is pretty ranger~y… though sadly hard to predict… i would like to see more F2 finishers)
ele can blast into a staff water field; but eruption is a shoddy blast finisher and attunement cooldown stops them switching and doing it more often (could run arcane… wave?blast? i get the two mixed up, but ele has really useful utilities theyd have to give up -cantrips)
engineer can blast into a water field a few times if they have amazing timing, no lag and their turret isnt brutally mauled to death by anything, and the rest of its self combos are very rigid
thief can self blast combo for stealth, weakness or blindness (i think shadow refuge is a dark field? too lazy to check) all of which the thief can easily access on their own
healing spring>maul(5s)>swoop(10s)>wait a short while>maul>swoop = 4 packets of healing on top of healing springs heal (and cond removal/regen)Um…. engi have a blast finisher on a 1s CD when they have Med Kit + the “Create skill on kit equip” trait, so you can super heal people if you have a med kit, i found out about that yesterday. And before you say “But medkits a bad heal skill!” it’s not, it has an AMAZING toolbelt heal, 3 other heals while kit is on, a fury + swiftness boost, and a condi purge.
Us having ONE blast finisher on a melee weapon wouldn’t put us into any super powerful position. We wouldn’t be able to blast nearly as much as other profs can, and guardians don’t have many fields or finishers because of all their utility skills that pretty much make it so they don’t NEED them… Rangers on the other hand… our utilities are kinda -meh- at best for support, so us having a lot of finishers and fields can easily make up for that.
a. i would never say medkit is a bad heal skill; im not an idiot; i looked extensively at each class to determine my builds
b. using med kit takes away engis water field… so you cant blast away and super heal someone/yourself without a partner
80 warr [Blaze Steelsoul], 80 ele [Blaze Nightstrike], 80 mesmer [Grim Shatterwhirl]
80 guard [Dusk Grimlight], 80 engi [Flintgear]
So… is there any possibility we get an on demand blast finisher? (i love pets, but they make their attacks when it pleases them and in the place they pleases, not when/where i need it)
Thanks.
(edited by Txema.7859)