The Topic that will fix the warriors:
-Now, if armor its not important in this game, warrior should have acces to evades to negate damage, every time we do a movility skill we need to gain the same effect as the mesmer blurred frenzy or the 3 of thief sword attack.
-We need condition removal, a good one, the burst condition removal should remove conditions even if you dont land the hit, that will not be op, right now you can have 10 conditions on you in a matter of 1 second, so we need our condition removal like that, not need to landing the hit, this effect needs to bypass blind, blind can be spamed right now and its to OP, and IT SHUTS DOWN THE WARRIOR completely.
-We need more ways of convert condition to boons, warhorn does a mediocre work of this, while guardians can have acces to a lot of boons in their shouts, warrior shouts are useless.
-We need acces to protection or some way to mitigate damage, classes like mesmer and necors have acces to them, why warriors dont since its the class that could benefit the most and its the class that will be justified to have because warriors wear HEAVY ARMOR.
-Heals need to be improved to reflect the high hp pool we have, its ridiculous to have 27k hp and heal for 5.5k in a heal that cd its 25 seconds, its lame, its lame too to have a passive healing of 200 and an active heal of 3.5k on a signet that has 20 seconds cd 16 if traited. It is terrible that we need to use burst to remove conditions and do damage, but our “best” heal skill requires us to sit on 3 adrenaline bars in order to heal the maximum amount.
-And to continue, we need coherence in the class, if we are suppoused to expend adrenaline and use it contantly because its our class mechanic, we should not be punished for using it, like the heal i mentioned or traits like adrenal health that gives you the most if you sit on your 3 bars on adrenaline not expending it, same with the traits that gives passives of power and crit chance if you sit in your 3 adrenaline bars.
I will lead every warrior to this topic to contribute to this because warrior needs urgent assistance.
(edited by Fenrir.5493)
Agreed. Aside from Endure Pain, we need a lot more ways to mitigate damage. Not necessarily by allowing us to tank it out, but it could be done through evades etc.
It’d be nice to see our heals being reworked too. I was a bit dissapointed to see all of our healing skills being untouched this patch (FFS DO SOMETHING ABOUT HEALING SIGNET) so perhaps in the early future?
But as for the essentials we need, you’ve pretty much hit the nail on the head.
My Longbow tPvP Guide: http://tinyurl.com/Longbow-tPvP (out of date)
its been a year for me and still we bugged to hell are class design does nott work in the games meta, we will not get any help, i have lost faith in anyone from anet, but i still like the game but i want to be a warrior again ahahahah.
(edited by Juular.4729)
What we need is simple actually – as simple as ur skills that does damage olny.
Doesnt matter what weapons set we will put up – there always should be 2 blocks on two hand weapons, and 1 per one hand weps, some of them can carry evade (axe 2 seems to be good candidate) instead of block. All of them should have damage on pair with mace block. Thats first step to improve sustain.
Step 2 – doesnt matter what class u pick, all of them have something else than just damage of some laughable vul stack. We need to have spread some short vigor, regeneration, switness, stability on them. As for stability i would think about skills like shield stance and..burst skills.
Step 3 – Looking at the other classes we sees to be underpowered, Thats false. Warrior is actually balanced, other classes are simply op comparing them to warrior. Key is: do u will nerf 7 classes into ground to warrior level, or u will improve warrior to match rest? Selfrooting, obvious, slow cast skills – we need to get rid of them all. Theres no trick, not a single boom more when u can say “wow, i dindt seen that killshot coming” not to mention that we actually need to set them up as without any help they are hard to land
Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.
Step 5 – Adrenaline mechanic. Best example is cleansing ire. Its seems to be good..problem is..we have to rely on burst skills to land in order to remove conditions, its even funnier with blind that got bugged. I would like to see a F2, F3, F4 to be build into our mechanic rathen than picking a special trait to limit urself. Example how its could work:
F2 – Cleansing ire – spend our adrenaline on curing conditions, and gain health (1 condition per bar, heal for 1k per bar)
F3 – Defensive stance – spend our adrenaline on highter damage reduction (10% per bar) lasts for 5 sec. Damage is decreased by 5% per par
F4 – Agresive stance – spend our adrenaline on highter damage output (5% per bar). Hits taken are increased by 5% per bar spend
Step 6 – Healing abilities. If all the steps above will be done, all we need is little tweaking like some cd reduction, buffing signet to around 300hp/sec.
Hope i dindt wasted my time on writting that. Thats just my opinion and a review from my point of view on warrior based on my own experience in tpvp/wvw/pve. Over 2k hours played and keep counting.
Hammer: Allow partial movement during Staggering Blow, similar to what you did with Whirling Wrath. It’s just… annoying and doesn’t belong in the movement heavy PvP. If it was meant purely as juggling move to combo with Backbreaker/ES… well, it works like that, but it’s not a good system. You use it in the end and the enemy is now out of melee range… It should be useful as a peeler, rez interrupt etc. but right now it’s too slow and awkward.
Rifle: It’s a bit slow and weak, but the kit is pretty straightforward and has potential. I suggest you increase the 1 skill damage a bit and allow us to finish the Killshot animation earlier, dealing reduced damage.
Sword: Love the new version.
Greatsword: Change the Bladetrail animation. Okay, I’m serious. Make it send an aerial shockwave or something. Change the Burst skill. It’s useful while leveling, but we have the easiest access to Fury imaginable even without this thing. Everybody slots SoR anyway. I understand you can’t give this weapon a hard CC or a big one-hit attack. Maybe mild damage + 5/10/15 Vulnerability stacks? A pull type move?
Mace: Take the blow out of Counterblow. It’s so weak. Make it a minor stun or something, it’s pretty difficult to use the thing, no harm at all at buffing it and making it a rewarding skill to use. Make the last hit of the Mace chain a ground smash AoE, that hits everybody in the vicinity, similar to the hammer. Reduce the Weakness duration to compensate. You can’t hit with it in PvP right now, at all.
Axe: Cyclone Axe is weak. Just add more power to it. Otherwise it’s alright.
Longbow: You’ve been buffing this thing almost every patch and with the introduction of Cleansing Ire, this is now our best PvP weapon. It’s also kitten nice in PvE. Good AoE, pretty good burst, provides our only Combo Field too.
OH Axe: I hate it. Moar fury! Well, okay. Make Dual Strike hit for something, please. It’s weak. Cyclone Axe deserves a buff in PvE too, or maybe make a clever change, so it activated Whirl Finisher several times during it’s duration. That would make it unique and work well with certain combinations of skills.
OH Mace: Low damage, 15s cooldown, long cast time. 4 Vuln stacks. Crushing Blow. Crushing is right… Just buff it somehow. Tremor is great.
OH Sword: Really difficult to land any of its abilities. Even the Sword throw is slow and misses because of a pebble on the ground. Everything needs to be sped up drastically. The Impale’s sword pull is incredibly slow too. This is my most hated weapon in the entire game.
Shield: It’s alright.
Healing Signet: Buff the passive heal. Make the active effect to double the passive healing for 10 seconds. I have no problems with other heals.
Kick: For the love of all that is holy, make it a short knockdown, not a knockback. It’s just annoying if you’re melee and ranged doesn’t benefit from it too much, since the knockback distance is low and you need to be close to use it, so it’s not even a good interrupt. It is a good interrupt for melee builds, though. So, please, just do it.
Dolyak Signet: Buff the passive a bit, please. It’s nearly useless right now. It’s a no-brainer, you will always use it to escape a CC effect, 180 of whatever Tuf is gives is meaningless.
Berserker Stance: I like the idea, but the nature of the game is such that condition-heavy builds just spam conditions. Don’t get me wrong, it’s not terrible, but it’s not all that good either. So, a little suggestion:
Make Sure-footed decrease Stance cooldown as well. Right now it gives, what, 1 extra second on most stances? 2 on Balanced? It’s hardly worth taking. But a reduced cooldown will help Warriors with dealing with CC a bit better and have Zerk Stance ready a bit more often to counter condi spam.
Rampage: It’s a CC ability. But it’s so bloody bad. You need to hit stuff to CC it, but you can’t, because most people are ranged, invisible or you’re blind. CCs are also short and knock back a lot, so it’s hard to use it to set up a burst of some sort. The damage is almost non-existent. You lose your utilities, so it’s no CC, no healing… Sadly, I think it need to be completely reworked. I nominate it for the worst Elite in the game.
Battle Standart: I don’t like it. It’s FGJ with a rez. Rez is good, of course, but does it warrant bringing this thing into battle, when you can rez as it is? Maybe. But not most of the time, that’s for sure. And then there’s the cooldown, which is very long. It’s also not affected by Banner passives, to my understanding? Why? Make it so.
- Endure Pain cleans all conditions , too and works 5 sec instaed of 4
- Berserker Stance cleanse all conditions and works 5 sec, cooldown reduced to 30 sec
-Axe skill 3 : you dodge towards your enemy and throw the axe, while dodging you evade attacks
- eviscerate range 500
- burst skills cant be blocked even blindness is usless ( only evade and invuln. works)
- Power 5 trait you deal dmg while dodging, your endurance recover 50% faster
- Bladetrail if you hit the enemy twice the second hit pulls
- mainhand and offhand weapons get f1 in case of oh, f2 skills: after you get mainhand adrenalin full you can fil offhand adrenalin. if you use mainhand adrenalin you will still have offhand adrenalin. So you have f1 and f2 skills which can lead to strong combos.
warhorn : full adrenalin 8 stacks confusion (10sec) 1 bar 4 sec 2bar 7 sec, you also get 3 stacks might.
mace: same attack like skill 5 mace but instaed of 1 tremure you send 3 times tremure in diffrent directions.
axe: you dodge towards your enemy and throw your axe ( 5 sec immobilize) 1bar 1sec ,2bar 3 sec.
soword: hit him dmg based on adrenalin ( 15% extra dmg on bleeding targets)
shield: block 2 sec and reflect projectils , you gain 10 sec regenration , 1bar 4 sec 2 bar 7 sec
Also Greatsword ,rifle bow and hammer get f2 skills:
Greatsword: a combination between bullcharge and skill 5 ( perfect for the weapon)
Hammer: you dodge towards your enemy and hit him hard.. 5 stacks confusuion ( dmg based on adrenalin )
Rifle: hard shot 1 sec knockdown ( dmg based on adrenalin)
Bow: triple shot dmg is based on adrenalin , you get swiftness
The part that most shocks me, is the fact that the dev’s have done so little in regards to the warrior class.
Look on the warrior forums, and then check any other classes forums. The other classes have threads discussing great fights they had, different builds, utility skills and uses, requesting and dispensing advice, etc.
Now look at our forum. It’s got 2 threads on legit builds, 3 threads asking how to make warriors sustainable and being replied to with “delete war, make guard”, and then a dozen threads complaining/suggesting fixes for the class.
Yes, sometimes forums can represent a vocal minority but, cant they also be an indication of class health?
Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.
Savage Leap is affected by chill/cripple. They changed that 2 or 3 patches ago, sadly.
With that said, I still disagree with your entire mobility comment. Warriors have some of the best mobility in game. While out of combat(chasing or running to point) even if you’re not using GS/SW/WH you can swap them in and out easy enough and cover some substantial ground.
Even while in a fight I can get away 90% of the time, which is pretty kitten good. Granted if you’re using weapons like Axe MH and Hammer or Rifle or something then you’re not going to have as great of mobility and why should you? You have a ranged weapon so you shouldn’t be in the mix in the first place and not every weapon set should have some amazing leap or ground coverage.
I dunno, maybe it’s just me, but I have no problems with Warrior mobility at all. In fact I’m surprised Anet gave us this much. I get away from many bad scenarios with my Hammer/ SW/WH. So many that it has actually made me fearless about going into fights that I’m outmanned in because I know I will almost always get away.
ArenaNet don’t give a f**k about anyone else’s ideas on how to improve the Warrior.
For months now experienced Warrior players have been posting suggestions about ways to go about fixing the class. There have literally been dozens of good, solid, reasonable, inventive, straight forward and relatively simple changes that could have been made, all of which would have seen the class improve (without over-powering it) to a point where it would have been firmly on-par with the most competitive classes.
But no. That’s just too much to expect. ArenaNet just can’t bring themselves to give the Warrior anything of significant value without taking away something of equal value. (I suppose to them this equates to “balancing.”) It would appear that the fear of creating “unstoppable beasts” looms large in their minds. The fact that well-played Thieves and Mesmers are unstoppable beasts to a Warrior doesn’t register at all.
So why have the balance team allowed this state of affairs to persist? Are they incompetent? Possibly. Are they ignorant of what this class needs? If they read the forums (and threads like this) then surely not. Are they quite happy with how balanced the game is? Given that it’s extremely unbalanced, I’d have to say no, how can they be? Or is it that they simply couldn’t care less? Very likely. The class has been utter pish in PvP for the last 10 months. They’ve had all this time to do something and yet they’ve still abjectly failed, time after time, to lift the Warrior from the very bottom of the pile. (It could probably be argued that they’ve actually made us worse.) I very much doubt they’re going to start listening now.
So make your suggestions. I know for certain that many of them will be far, far better than what ArenaNet’s team can come up with/have come up with/will come up with. I also know that ArenaNet won’t implement any of them.
It’s sad, really.
(edited by Enmity.3428)
Didn’t notice they were broken myself and I have several of them
Wait, warriors are hands down the most powerful class in PvE/Dungeons/World events. Easily on par with everyone but thief in WvW, and you call warriors underpowered? (I know warriors have issues in PvP – but frankly, very few people play it, and still every single skill balance is based around it. At this point, PvP whining should be ignored. It won’t, but it should.)
I agree, armour should have far more impact than it does on damage mitigation – but doing that would lead to the “trinity” that Anet tries to avoid.
You’re also glossing over the strong points of the warrior. Highest melee damage in game, best ranged damage in game. Banners give effortless group support that beats everything ’cept for a guardian. Warriors have the highest base health/armour.
I would argue that warriors simply need more sources of vigor. Vigor = dodge = 100% damage mitigation. Of course, then there’d be threads spawning up about “Anet, why should I learn to dodge? It’s unfair!”
Wait, warriors are hands down the most powerful class in PvE/Dungeons/World events. Easily on par with everyone but thief in WvW, and you call warriors underpowered? (I know warriors have issues in PvP – but frankly, very few people play it, and still every single skill balance is based around it. At this point, PvP whining should be ignored. It won’t, but it should.)
I agree, armour should have far more impact than it does on damage mitigation – but doing that would lead to the “trinity” that Anet tries to avoid.
You’re also glossing over the strong points of the warrior. Highest melee damage in game, best ranged damage in game. Banners give effortless group support that beats everything ’cept for a guardian. Warriors have the highest base health/armour.
I would argue that warriors simply need more sources of vigor. Vigor = dodge = 100% damage mitigation. Of course, then there’d be threads spawning up about “Anet, why should I learn to dodge? It’s unfair!”
Warriors are terrible in pvp, this has nothing to do in pve
Taking that in account changes should be changed wisely but they can also do pvp only changes that will only affect pvp wvw etc.
Warriors are terrible in pvp, this has nothing to do in pve
Taking that in account changes should be changed wisely but they can also do pvp only changes that will only affect pvp wvw etc.
Ahh… explains why I didn’t see a problem. I no longer PvP
Warriors are terrible in pvp, this has nothing to do in pve
Taking that in account changes should be changed wisely but they can also do pvp only changes that will only affect pvp wvw etc.
Ahh… explains why I didn’t see a problem. I no longer PvP
I see, well, i can imagine why.
Listen to me well, this is how to fix the Warrior Class, these will be ridiculous because that is pretty much what we need to counter the complete fail we have as a class. We currently take much more damage then every other class due to the fact we have no get out of jail free cards, no stealth, poor condition removal, vulnerability to conditions, no evades, no free blocks, and last but not least, no protection or damage reduction.
I am tired of having to hold the hands of other classes, and I will be blunt I feel like Anet has done nothing to help us, in fact they just made us worse by not being able to see the picture: We are in melee taking all that glorious AOE damage you whined about awile ago and didn’t fix, not in range with protection and sustain taking piddle damage.
Lets start by looking at our heals.
Bolster (Cooldown: 25)
Gain protection and adrenaline. Cures burning, poison, and bleeding.
Healing: 8,780 (2.0)?
Protection: 4 s
Adrenaline: 30
(This skill is based off of Hide in Shadows)
Signet of Sustain (Cooldown: 20)
Passive: Grants regeneration.
Active: Heal yourself.
Healing Signet: 450 (0.2) heal per sec
Healing: 800 (0.3) heal per sec for 10 seconds.
Mend Wounds (Cooldown: 15)
Heal and cure a condition for allies. This skill is a physical skill.
Healing: 4,240 (2.0)
Heal per condition cured for each allie: 724 (0.2)
Range: 900
Lets look at our traits.
Defense Tree
- Remove Thick Skin.
Replace with: Blind Rage: Missing an attack while blinded cures blind, blind cured this way gives 5 seconds of retaliation. (Retaliation gained this way has a 10 second cool-down.)
- Cleansing Ire: Make it cure you as you gain a bar of adrenaline instead of when it drains. Also gain 2 seconds of regeneration when you cure a condition. This would make it cure more when you need it and less when you don’t need it, aka as soon as your going to burst.
- Cull the Weak: Weakness you apply last 50% longer. Increases damage to weakened foes by 5%. (I could say this could be 25% too.)
- Sure Footed: Increases Stance Duration by 25%. Reduces cool-down of stance skills by 20%. When a stance ends gain 4 seconds of protection.
- Spiked Armor: Gain 5 seconds of Protection and Retaliation when struck with a hit that takes more then 10% of your life. (Cooldown: 10)
- Adrenal Health: Gain health when you gain a strike of adrenaline.
(At level 80, the amount healed per strike is 92 + 0.075 * Healing Power.)
Tactics Tree
- Remove Determined Revival:
Replace with: Determination: Increases all healing the warrior receives by 15%.
- Remove Fast Healer:
Replace with: Death Watch: Increases revive speed by 15%, healing skills reset while reviving. (Cooldown: 60s)
- Remove Reviver’s Might:
Replace with: Fierce Commander: Utility skills heal the warrior for 50% more. In addition, your allies gain might for 15 seconds every 3 seconds, as long as you are holding a banner.
That is all i’m touching, I feel this would give us the sustain and healing traits we need to survive in SPvP, each one is calculated against what other classes receive for traits and I believe that they are fair.
https://twitter.com/TalathionEQ2
Wait, warriors are hands down the most powerful class in PvE/Dungeons/World events. Easily on par with everyone but thief in WvW, and you call warriors underpowered? (I know warriors have issues in PvP – but frankly, very few people play it, and still every single skill balance is based around it. At this point, PvP whining should be ignored. It won’t, but it should.)
I agree, armour should have far more impact than it does on damage mitigation – but doing that would lead to the “trinity” that Anet tries to avoid.
You’re also glossing over the strong points of the warrior. Highest melee damage in game, best ranged damage in game. Banners give effortless group support that beats everything ’cept for a guardian. Warriors have the highest base health/armour.
I would argue that warriors simply need more sources of vigor. Vigor = dodge = 100% damage mitigation. Of course, then there’d be threads spawning up about “Anet, why should I learn to dodge? It’s unfair!”
Unfortunately PvP balance should supersede PvE balance especially if marketed as a PvP game. SPvP and WvW are two modes of PvP, to say that PvP whining should be ignored is completely ignorant.
PvE is about class efficiency about what classes may produce marginally better results or get the job done faster. Period.
PvE balancing would be much more of a concern if every dungeon event was at the level of fractal 48 or above (which I have extensive experience of and choose to use my guardian over a warrior). Frankly I’m sure that there are less people completing that level of PvE than compete in the two modes of PvP.
The real point of the PvE’rs are that X class can faceroll Y instance faster than I can and I feel Z about it. PvE although profitable is of no challenge in this game.
HOWEVER, PvE changes do apply to WvW and that creates more of a balancing nightmare for those involved.
Unfortunately no matter how much we try to concisely or passionately convey our points about one particular aspect of the game, the fact that one class change in a particular area such as WvW, SPvP, TPvP or PvE can have quite an effect on the others.
Human Warrior / Asura Guardian ( SPvP / TPvP r40 ) / Charr Guardian
Maguuma
Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.Savage Leap is affected by chill/cripple. They changed that 2 or 3 patches ago, sadly.
With that said, I still disagree with your entire mobility comment. Warriors have some of the best mobility in game. While out of combat(chasing or running to point) even if you’re not using GS/SW/WH you can swap them in and out easy enough and cover some substantial ground.
Even while in a fight I can get away 90% of the time, which is pretty kitten good. Granted if you’re using weapons like Axe MH and Hammer or Rifle or something then you’re not going to have as great of mobility and why should you? You have a ranged weapon so you shouldn’t be in the mix in the first place and not every weapon set should have some amazing leap or ground coverage.
I dunno, maybe it’s just me, but I have no problems with Warrior mobility at all. In fact I’m surprised Anet gave us this much. I get away from many bad scenarios with my Hammer/ SW/WH. So many that it has actually made me fearless about going into fights that I’m outmanned in because I know I will almost always get away.
Savage leap is not affected by chill/cripple. I been running that pre patch and i running it also post patch. If its were affected i would actually complains about a nerf to that.
Also talking about swapping weapons proves that u r either hot join hero or wvw player as in tpvp u can’t swap weapons in inventory. Also i do not talk that i want mobility to run away, i want tools to be able to stick on my target, while rifle and bow doesnt need any mobile skill or pull, rest of melee weps does. Axe mh, mace mh, sword offhand should have build a pull in them. Also to answer why – its a melee set, and we need tools to prevent ppl from kiting while they burst us, if u haven’t played against any competive player u will most likely don’t have idea what im talking about.
ArenaNet don’t give a f**k about anyone else’s ideas on how to improve the Warrior.
For months now experienced Warrior players have been posting suggestions about ways to go about fixing the class. There have literally been dozens of good, solid, reasonable, inventive, straight forward and relatively simple changes that could have been made, all of which would have seen the class improve (without over-powering it) to a point where it would have been firmly on-par with the most competitive classes.
But no. That’s just too much to expect. ArenaNet just can’t bring themselves to give the Warrior anything of significant value without taking away something of equal value. (I suppose to them this equates to “balancing.”) It would appear that the fear of creating “unstoppable beasts” looms large in their minds. The fact that well-played Thieves and Mesmers are unstoppable beasts to a Warrior doesn’t register at all.
So why have the balance team allowed this state of affairs to persist? Are they incompetent? Possibly. Are they ignorant of what this class needs? If they read the forums (and threads like this) then surely not. Are they quite happy with how balanced the game is? Given that it’s extremely unbalanced, I’d have to say no, how can they be? Or is it that they simply couldn’t care less? Very likely. The class has been utter pish in PvP for the last 10 months. They’ve had all this time to do something and yet they’ve still abjectly failed, time after time, to lift the Warrior from the very bottom of the pile. (It could probably be argued that they’ve actually made us worse.) I very much doubt they’re going to start listening now.
So make your suggestions. I know for certain that many of them will be far, far better than what ArenaNet’s team can come up with/have come up with/will come up with. I also know that ArenaNet won’t implement any of them.
It’s sad, really.
I agree. I stop making any suggestions as they barely listen, doesnt matter what change its would be all they see is unstopable beats that is atm an useless class in pvp.
I got a lot of fresh ideas without turning anything into op status, all they need is to let me know either on forum or by pm. As its goes on they keep adding traits, but they forgot a fact that we have olny 70 points. Some mechanic should be simple build into adrenaline mechanic which is actually a fail. Other classes have build tools in them, we don’t.
Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.Savage Leap is affected by chill/cripple. They changed that 2 or 3 patches ago, sadly.
With that said, I still disagree with your entire mobility comment. Warriors have some of the best mobility in game. While out of combat(chasing or running to point) even if you’re not using GS/SW/WH you can swap them in and out easy enough and cover some substantial ground.
Even while in a fight I can get away 90% of the time, which is pretty kitten good. Granted if you’re using weapons like Axe MH and Hammer or Rifle or something then you’re not going to have as great of mobility and why should you? You have a ranged weapon so you shouldn’t be in the mix in the first place and not every weapon set should have some amazing leap or ground coverage.
I dunno, maybe it’s just me, but I have no problems with Warrior mobility at all. In fact I’m surprised Anet gave us this much. I get away from many bad scenarios with my Hammer/ SW/WH. So many that it has actually made me fearless about going into fights that I’m outmanned in because I know I will almost always get away.
Savage leap is not affected by chill/cripple. I been running that pre patch and i running it also post patch. If its were affected i would actually complains about a nerf to that.
Also talking about swapping weapons proves that u r either hot join hero or wvw player as in tpvp u can’t swap weapons in inventory. Also i do not talk that i want mobility to run away, i want tools to be able to stick on my target, while rifle and bow doesnt need any mobile skill or pull, rest of melee weps does. Axe mh, mace mh, sword offhand should have build a pull in them. Also to answer why – its a melee set, and we need tools to prevent ppl from kiting while they burst us, if u haven’t played against any competive player u will most likely don’t have idea what im talking about.
Unless they JUST changed Savage Leap back this patch, you’re still wrong. Savage Leap was changed a few patches ago. Chill and Cripple will result in the leap to be shorter. Why don’t you go test it before you reply again.
Hey guys lets not start fighting each other, we have one thing in commom right?, we want warrior to be in a better place.
Also i can say if you are a melee class, then:
Hammer, mace and axe should have a movement skill to say in close your target;
-Hammer 2 should be a charge like earth shaker but without stun
-Axe 2 is useless that should be another leap skill
-Mace 3 should be another gap closer
Then every weapon has at lest 1 thing to stay in close, that will prevent warriors to only select a few weapons because of movility issues, like always needing to use greatsword or sword, because for now if you decide to not use one of those you are actually hurting yourself because you will not have means to stay in close to targets.
Like i said every time we do a movement skill we should be untouchable, we should gain the effect of mesmers blurred frenzy and this effect will stop 1 second after we finish the gap closer/leap this will improve survivality and prevent us from taking a lot of hits, because currently we are only punching bags everyone can hit us and there is nothing we can do about it, and endure pain its not doing anything in this matter, and not every warrior should take endure pain to survive it prevents build diversity, and movements skills should be inmune to any chill/creeple effect.
Right now warrior its a pve exclusive class, the class shines doing damage on stationary targets wich will never happen in pvp, the class has sustain based on the fact that he will kill them first, but when the target its moving around you cant kill them because a large proportion of your damage comes from skills that root you in a place or have only a few ways to stay in close, so the result is you have no sustain and you cant kill anything in movement.
Step 4 – Mobility. Something we lack. We olny have 1 real gap closer/opener – savage leap. The olny one that inst affected by cripple/chill.
Bullrush would be decent but unlike savage bull is affected.
Whirdwind inst barery a gap closer, its just an evade move with little range that is also affected by cripple/chill.
Rush is definitely too slow, watching myself doing that i feel im on marathon for oldmans. Affected by cripple/chill, takes years to “rush” through 1200meters, and also has fairy high cd (20 untrained). Personally i vote for rush to be the same as guardian leap of faith without blind, and cd lowered to 15sec and lets have it done.Savage Leap is affected by chill/cripple. They changed that 2 or 3 patches ago, sadly.
With that said, I still disagree with your entire mobility comment. Warriors have some of the best mobility in game. While out of combat(chasing or running to point) even if you’re not using GS/SW/WH you can swap them in and out easy enough and cover some substantial ground.
Even while in a fight I can get away 90% of the time, which is pretty kitten good. Granted if you’re using weapons like Axe MH and Hammer or Rifle or something then you’re not going to have as great of mobility and why should you? You have a ranged weapon so you shouldn’t be in the mix in the first place and not every weapon set should have some amazing leap or ground coverage.
I dunno, maybe it’s just me, but I have no problems with Warrior mobility at all. In fact I’m surprised Anet gave us this much. I get away from many bad scenarios with my Hammer/ SW/WH. So many that it has actually made me fearless about going into fights that I’m outmanned in because I know I will almost always get away.
Savage leap is not affected by chill/cripple. I been running that pre patch and i running it also post patch. If its were affected i would actually complains about a nerf to that.
Also talking about swapping weapons proves that u r either hot join hero or wvw player as in tpvp u can’t swap weapons in inventory. Also i do not talk that i want mobility to run away, i want tools to be able to stick on my target, while rifle and bow doesnt need any mobile skill or pull, rest of melee weps does. Axe mh, mace mh, sword offhand should have build a pull in them. Also to answer why – its a melee set, and we need tools to prevent ppl from kiting while they burst us, if u haven’t played against any competive player u will most likely don’t have idea what im talking about.
Unless they JUST changed Savage Leap back this patch, you’re still wrong. Savage Leap was changed a few patches ago. Chill and Cripple will result in the leap to be shorter. Why don’t you go test it before you reply again.
I did tested it today (running from zerk under cripple and chill..naturally i died hehe)
distance travel as the same as without any any conditions that imparing movement. Also switness does not stack with this leap either (test it by urself)
About suggestions cause i decided to make some on war section, i will post it here too:
Sword
1: Hamstring does 2sec cripple
2: Stability for duration, unaffected by cripple/chill
3: Counterblow (can share animation of mh mace 2 and same damage) 10cd, grants vigor for 5sec on succesful hit
4. Impale as it is, rip a pull.
5. Damage increased to match mace 2, removed bleed, add 3sec regeneration
F1: Final thrust which will share the same damage of evi, cause immobilize on hit (current values). Castime reduced to whakittens was pre patch (its a must)
Blademaster also reduces cd on sword by 20% (im suprised that it still has no cd reduction, even lb got it)
Greatsword
1: Brutal strike increased damage by 10%, swiftness for 3seconds
2: Hb deleted/moved (will explain under). Make a counterblow on 10cd. Similiar animation to mace mh while blocking, (blow can share arcing slide animation or Counterattack of ranger gs). Same damage as mace 2, add 5sec retal if hit lands (blocks the same way as sword 5)
3. Unaffected by cripple/chill
4. Pull up to 5 as blade returns
5. Shares Leap of Faith animation. Keep it damage+add blind that will last for 4sec. Cd reduced to 15sec
F1:
Hb simply doesnt belong to this game, i don’t see how it could be made to actually be viable. The olny thing that comes to mind is actually make it mobile on burst, and every hit will cause knockback effect, ur character will be following target (kind of like spear 5) but on the other hand its might turn into op ability against anyone without stability or teleports. Other than that make it just like spear 5, but without knockback.
If arcing slide will stay, increase its damage by 100% and causing knockdown effect based on adrenaline (up to 2sec). After all burst is a unique warrior ability whichc should act like finisher.
Also cleansing ire in current form is just bad. Its promotes brainless spamming buttom f1 every time its on cd to remove conditons.. I disagree with bursts working this way.
_
If anyone willing to get a reason why changes like that and not like that im up to answer. Also Fenrir has right, keep this discussion up in peace.
__
Upgraded with boons+some extra.
(edited by Scoobaniec.9561)
why are you traiting into toughness anyway? hit dodge, bring a shield, and endure that pain. wars are much more effective on the offensive. if you want to soak damage and support your team, roll a guardian. (speaking with lvl 80 exp w/both classes here)
If this is all for PvE, just start ignoring toughness. grab a rifle and max your arms traitline.
for PvE, yes, you will need some toughness. You have access to more than anyone else. If it’s still not enough, you need to start looking at other factors. (build / traits / playstyle / effectiveness)
Warriors are terrible in pvp, this has nothing to do in pve
Taking that in account changes should be changed wisely but they can also do pvp only changes that will only affect pvp wvw etc.
Ahh… explains why I didn’t see a problem. I no longer PvP
I see, well, i can imagine why.
Nah I retired from PvP 2 MMOs ago
I rarely do tpvp now because of the unbalance. Why is heavy armor so light?
How to fix Warrior: Remove every single close range weapon skill, keep longbow and rifle, delete the profession name Warrior and replace it with Heavy Archer or Heavy Musketeer.
seriously though, whats the point to even play a warrior without using Longbow as your main weapon? Currently every single melee weapon is completely unviable due to Blind. I think currently Blind is the biggest problem for a warrior. Why did it have to change to what it is now? Blind is so easily accessible to almost every class on low CD’s. It’s an insult to every warrior that builds around a potentially good trait called Cleansing Ire. The State of the Game livestream was a complete troll, and probably just a PR stunt. Build diversity is even more out of the window than it was before this patch. Pretty much forced to spec 20 in the defense line to benefit from the allrdy big problem, which is condie clearing, for the Warrior class. Not only that, the trait is utterly useless @ how melee oriented burst skills are currently due to the Blind condition. It’s forcing people to use a Longbow if they want to benefit from that trait.
Rather than Build Diversity, it’s a forced new meta.
Sure i like Longbow, but i like Hammer more and i want to use it effectively. It´s an incredibly good weapon, but it´s slow and it´s incredibly susceptible to Blind. This applies to every other melee weaponskill.
People have allrdy suggested alot of things to fix this problem with conditions and Blind so i find it tedious to repeat them. But I agree with almost all of them. My idea would be to make blind a 1 or 2second condition making it a skillshot type of condition. Right now it can be thrown down without any thought yet the negative effect to the one receiving (specifically warrior) is incredibly destructive. The balancing team seriously needs to realise that this class is dying…. No, correction it´s allrdy dead.
Edit: just to add this, I think the fact that warriors are so misunderstood by the balancing team is that the majority of the people that play warriors are casual players. Judging by most posts of players defending how warriors are " fine" or “still viable” I would say that they simply lack the experience to know how weak a warrior actually is in pvp or wvw. The current flaws of a warrior are hard to spot when you’re WvWing particularly as (just an assumption, you can burn me on this if you want) most of the casual warriors WvW whilst following a Commander. These large scale fights rely on AoE. There is no particular skill for them test a warriors true weakness as it doesn’t matter in such large scale battles.
(edited by Logi.5612)
Warriors are terrible in pvp, this has nothing to do in pve
Taking that in account changes should be changed wisely but they can also do pvp only changes that will only affect pvp wvw etc.
Ahh… explains why I didn’t see a problem. I no longer PvP
I see, well, i can imagine why.
Nah I retired from PvP 2 MMOs ago
I see, well i can imagine why too =P.
Is… this a joke thread? Asking for more condition removal? Just set up your warrior correctly and you’ll never have to actively remove another condition.
Dogged march + milandru runes + poultry = 98% condition duration reduction. You’re almost immune to conditions.
It’s OP and has needed a fix for a while… so enjoy it while you can wars.
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa
(edited by Aberrant.6749)
this was from another thread but ill put it here too.
i too have had a similar problem as Demondarkwind. Since patch the only viable build to run for me as a WVW player is all out Zerker or nothing and considering EVERY single class can drop a warrior (its the Easiest class to drop come on now) what are we left with an all our tank build that can not kill a single soul…..
As stated above we are the masters of armed combat i think demondarkwind has a good idea with the adrenaline idea.
What annoys me the most is that i can get on my guardian and deal roughly the same amount of overall damage in around the same time frame as my warrior yet can take a ton more damage and buff the hell out of my allies with a viable build for any situation….
Why are warriors the most overlooked class in GW2?? (IMO)
i honestly think that just about every change made to the warrior has been a backward step …. with exceptions of dogged marhc and clensying ire…
YEAH 2 Handed axes would be AWESOME!
Before any one starts to criticise i play every class except engi.
As requested i am posting in this thread. Here is a copy – paste from another thread
1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.
The last update have showed how strong the conditions are, to a class that is in need for a babysitter, to keep him clean. The reason is that warriors(as you pointed out), in order to be effective, need to see, to move around freely, to stay on their feet, to bypass enemy block and (of course) to actually hit. Warriors can be rendered entirely useless by the blind and often cripple conditions. But the difference between GW1 and GW2 is that was a dedicated healer class called “Monk”.
Since there is no dedicated healer class in GW2, they should give the warrior, the means to deal with it, passively. Or they could simply introduce a life sacrifice element to spamming skills or to some OP skills from other classes. Take as an example GW1 such as necro : Plague Sending. By doing that, they could eliminate condition spamming, and will force the player to use it´s skills strategical.
2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using
Yes, i agree. For example, the role of the warrior in GW1 was to either pressure or spike. Depends of the team build. Sometimes you could do both. As an example they could rework some of our weapon skills, and add conditions that can be applied, that actually would contribute to it´s role as a warrior. For example : Axe was a choice of weapon, as they contain an easier one-hit Deep Wound action in addition to their spike-based skills (i.e ,Eviscerate, Dismember etc.) or Interupt skills, like Disrupting Chop.
So all in all, i surely hope that they will rework the warrior. Because simply, after 9 months it´s not fun anymore to be a warrior.
PS:" Sorry for my poor english."
Regards
Seed
This is a copy and paste from my thread in the warrior forums.
As many have said in previous threads, warrior feels like its in a different game to other classes, it just feels as if this class is way too simplistic and was made way before the other classes, anyone who played during the betas will most likely agree (the other classes were not fleshed out back then).
This is why I’m going to suggest an overhaul to a lot of the weapon skills that warrior has as they feel ‘outdated’ an example is the warriors block moves that have no secondary effect apart from ‘gain small amount of adrenaline’ on all of them or the plain weakness of some skills (hello mace 4 and axe 2). I know utilities and traits need to be looked at too but thats for another time.
I feel like Anet is very fixed on making sure classes don’t all have the same tools, i.e. protection, aegis and stealth for warriors, so to increase the chances of these suggestions being taken in to account I will try to not just give these tools to the warrior because believe it or not new tools can cause balance problems (necro’s controversial dhuumfire).
The 3 main things that I will try to achieve with an update to these skills are:
1) The ability to stay in the fray of the fight – high armor just doesnt cut it in the game and even though warriors spend a lot of their time in the middle of everything they simply can’t survive with all the aoe flying around and their lack of evasion.
2) Increasing the utility of weapon sets – some just feel completely unused like OH sword and need something new imo to be worth using
3) Sharing a common theme of lockdown, Anet have said in the past that they have struggled to find a role for the warrior, imo lockdown is what it should be whether its roaming or bunkering, it is currently what we do (or used to do with unnerfed leg specialist) best. I believe our weakness should be kiting but once we do get to the target the class needs to have more ‘grip’ so that classes cant just get away from us once we do reach them and hence make the warriors more scary.
Lets begin.
AXE: F1: I think evis should either 1) have its ranged doubled so we can stick to the target better as 300 range is negligible atm or 2) evade attacks during the ‘spin’ motion at the beggining of the animation so that it has more than one use of simplistic high dmg.
1 – the nerfed autoattack will be fine if we can stay on the target
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
NEW: add an evade mechanic for the duration of this move, it encourages skillfull play and gives mh axe more survivability as it is a weapon that inevitably has to be close with no ways of getting out.
3- not bad i’d say just give it a piercing property so it carries on through your main target
4- not too certain with dual strike but one idea is to let it give vigor for the same duration as the fury, it gives more survivability that axe needs
5- give whirling axe a 1 or 2 sec cripple on hit, with leg specialist this can easily help with aoe lockdown and lets the warrior be able to hit targets with more hits. Also I dont see why the buff to this ability didn’t go to other modes of the game.
MACE: F1- its fine
1- speed up the autoattack, weakness is good but its too hard to land the last hit
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
3- let this hit aoe, I feel like it should seeing as its only one sec
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
5-fine
SWORD: F1- flurry is a solid move that works well with the lockdown and utility vision of warrior but if anet wants this to be a hybrid weapon then they should make this ability scale with power so that power builds can use it for more than just the immob.
1) I’m a fan of the faster chain and sword revamp in general (just needs a few tweaks), maybe just work on the animation
2)solid move, its fine
3)reduce the cd to 10 secs and let the move do 50% more damage on people under 75% health. FT does the same dmg as an evis so i think the slow animation is reasonable especially if we can lockdown enemies but the cd is too punishing for a miss and it would be nice to have more options for the damage scaling with health so it doesnt feel like we have no 3 ability for the first half of the fight
4)NEW: The rip animation should be faster and along with the stack of bleeds i think this move should also stack on TORMENT, anet added this condition to buff up the condie builds and unused weapons of other classes and i personally think it would fit perfectly here for warrior and it helps with lockdown again as it punishes people for walking away from you. Also condie builds are weak for warrior and needs more conditions to apply, im not sure why anet didnt do anything to build diversity for warrs in this regard.
5) first part is fine not too sure about 2nd activated part if not attacked, perhaps change it in to a melee attack that applies a few stacks of confusion (3-5 stacks).
SHIELD: generally a good OH but I think the cd should be reduced to 25 secs atleast seeing as engie’s tool kit block is 20s cd UNtraited. Maybe reduce the cd on shield bash to 20 secs but it may not be needed.
WARHORN: the only change I think it should get is that charge applies 10s of vigor instead of call to arms and instead cta gives 10s of regen, it makes charge and cta more consistent with their theme of mobility and survivability respectively, the regen also adds more passive survivability for bunker builds.
GREATSWORD: F1- there may be too much fury given to warrior, i personally think this move should give 2,4,6 secs of retal instead, again this would add more situational surv to the warrior without adding more dps to the set as its already very strong in that regard
1- auto is fine though the vuln could be increased to 2 on the 2nd attack so that it feels more useful instead of filler inbetween 100b
2- ah 100b is a tough one, some people wanna see less damage for being able to move but i personally like it the way it is, even though gw2 doesnt always do this, the idea of this skill is to reward skilled play, i.e. waiting out the opponents dodges, ccing them first etc this general concept is why warr is my favourite class and i wish more abilities in gw2 did this
3- dont’ let it be affected by slows, allows the warrior to have easier time moving around especially as i think rush should still be affected by them (hear me out :P )
4- I always thought bladetrail should’ve been more like the rangers gs block, again it gives the warr more surv while still retaining the bladetrail part by activating without blocking. The first part should be like sword OH 5 but when attacked in melee it should do a frontal aoe horizontal slash that blinds enemies (maybe give it a theme of slashing their eyes)
5- the two changes to rush should be ofc the animation problems, maybe just end it in an aoe or give the last hit more range so you dont have to be dry humping your target for the hit to work. I also think it should have a 4s cripple similar to savage leap so its easier to engage as well as save the proposed no.4 block. I still think it should be snarable as i dont like the idea of a 1200 range disengage being very hard to stop, it makes it too hard to counter, if they were to make it unaffected by slows theyd have to lower the range imo (a’la savage leap or guardian gs leap). It should be the same for all 1200 range moves like rtl (although i believe the range was nerfed?) and ranger gs swoop. It may not seem op if warrior was in its current state but people would complain about the easy disengaging if warrs became competitive similar to ele bunkers.
On a side note, I also think teleports shouldn’t be stun breakers (too easy to disengage), which i think anet is aiming for with the nerf to thief mh sword and ele flash, i hope they carry on in this way (i.e. mesmer blink)
HAMMER: I think this is one of our more solid weapons but all the animations should be sped up slightly imo, too easy to avoid atm. Apart from that the 3 and 4 skills should be mobile when using them, they feel too clunky
RIFLE: F1- too simplistic again, i think it should have slightly reduced cast time and an added effect of being unblockable, it would be more fitting of the name, being able to ‘kill’ :p
1- slightly buff the damage
3- let volley have the ability to pierce so the weapon has better aoe capabilities
4- double the damage of this move mainly to give the rifle more sustained dmg instead of the usual volley kill shot burst, also add blind to this move, it fits the picture and gives rifle much needed surviability
5- add a 2 or 3s cripple to this ability it feels too underwhelming when the enemy can just run back to you as most of the time aimed shot is on cd to prevent the target from getting to you in the first place or controlling them etc also it makes it better for stopping stomps/resses when enemies have to limp back to their/your teammate
LONGBOW: this is probably one of our best weapon sets, it doesn’t really need changes and is lowest priority.
I hope more people contribute to this matter.
2- this skill first of all needs to apply more vuln. its too little compared to other classes, I think at least 6 (maybe even 8 ) would be more appropriate.
The thing is, then the duration would have to come down.
Currently, it’s 8 seconds on a 6s cooldown. Throw in Sharpened Axes and it’s 8s on a 4.8s cooldown. Making it 6-8 stacks without bumping up the cooldown would mean that you would have a permanent 6-8 stacks of vulnerability, with a potentially very good uptime of 12-16 stacks. Throw in other sources of vulnerability and we’re talking about the following:
- Axe/Mace for permanent 6-8 stacks, periodic 16-20 stacks and very high uptime for 12-16 stacks
- Axe with On My Mark for permanent 6-8 stacks, periodic 22-24 stacks and very high uptime for 12-16 stacks
That’s a ton of extra damage, especially since it’d be coming from a single Warrior. Two Warriors would easily be able to maintain 25 stacks on any target with some coordination.
2- let the block function like sword 5 if it doesnt atm, then get rid of adrenaline gain secondary function and instead replace it with remove 2 conditions if the skill is activated again, mace has potential for bunker builds but it’ll need more condie removal to be viable especially as blind screws cleansing ire with skull crack
4- either you 1)double the vuln and the damage of the move and add cripple or 2)double the vuln and give the move a remove one/two boon effects, with DotE this can work well in a boon hate build potentially
Mace 2 removing conditions is a bad idea. Also, what kind of rainbow juice makes you think that having a 10s cooldown skill removing 2 conditions is not overpowered? Especially when there’s a trait to reduce that down to 8s.
As for the Mace 4, higher amount of vulnerability would mean the duration has to go down.
And honestly, Axe/Mace is already in the top bracket of PvE for Warrior, we don’t need to make our PvE side any better.
You should know that my post is directed towards mainly tpvp, its up to the devs which changes to add to specific game modes. You’re right pve is lowest priority atm for warrior but vuln. stacking is nowhere near as effective for a warrior in pvp compared to pve. You forget these attacks require melee while alot of other classes can stack more from range (e.g. engie or thief), were not going to get several rotations on moving pvp targets so the more stacks for the time you’re on them the better (sure reduce the duration if its too op), ‘bursty’ vuln. like thief’s pistol is better than what we have atm. Also no competitive warrior takes ‘on my mark’ in tpvp, both axe 2 and mace 4 need a buff to their vuln. imo their effects may be powerful in pve but they’re so mediocre in pvp especially with all the condie removal going around.
No, 2 condies removed on an 8s cd would not be op seeing as you’d usually sacrifice the block and most warr builds nowadays can atleast remove 3 condies on an 8s cd (15 points in disc) due to cleansire ire. Cleansing ire seems to be the band aid that anet gave to warrs for their lack of condie removal, the problem is it works with some weapons much better than others i.e. hammer, bow and sword whilst mace got the short end of the stick due to blinds and snares preventing mace f1 usage. If you want bunker builds to be used in spvp then the class definitely needs a bit more condie removal, I’m only giving suggestions for weapons but maybe you can suggest something in utilities or traits to be changed instead? Also, it was the main idea I had for replacing the mace 2 block’s adrenaline gain ability with something more interesting and useful, what would you add instead?
bump
I did tested it today (running from zerk under cripple and chill..naturally i died hehe)
distance travel as the same as without any any conditions that imparing movement. Also switness does not stack with this leap either (test it by urself)
You’re either not testing it properly or you just can’t tell that it is affected.
I tested it numerous times today and it is affected by cripple. The leap ofc still leaps, but when crippled or chilled it is a shorter leap.
Bump——————————
Mehh…don’t u get it already ?
Anet don’t want to fix the warrior.. Nice suggestions..but they mean nothing….
Keep dreaming palls ….Warriors forever will be on bottom of the pit…..
Nerf Axe chain…..heh
Nerf Leg SP… heh
Sword 1 joke damage…heh
Sword 3 takes 10 h to cast end cant be seeing from Europe..heh
No sustain ..heh
Heavy ARMOR….guess what….. ARMOR don’t matter here…heh
Should i go on…….
I wont be surprise if they nerf 100 b next patch
Ahhh whatever…
Want some…..come get some !
One thing just come in to my mind, i was thinking about greatsword movility, and i was thinking that it has great to have that movility skills, but at the same time i was thinking that we spend most of the time being movile but we dont do anything meanwhile… For example a mesmer, he can stealth, teleport and his clones/phantasm keep doing damage to you, a ranger can kite you while his pet does damage to you, can stack conditions, and attack you from distance, necros are in the same boat as rangers just they do more condi damage… my point is, that we have movility but we do nothing in the mean time, we have no sustained damage at all, we need to be in close range and our movile abilities dont do that much damage to be any difference many of our ways to do damage are pretty obvious and hard to land, easy to avoid.
You know you switch to great sword and you are like… well what do i do now?, this weapons only great source of damage its 100B … so how do i land that thing… whirlwind its not a great source of damage, 4 its not, 5 its a movile skill that not only does crap damage, i never use it combat it is pretty bad, its my run to point tool only, and the burst skill…. useless.
And now lets see…. mace, you have some skills but guess what you dont have any movility skills now because mace it isnt movile and the mace skills are clunky you need to be very very close to actually land them, specially the burst.
Sword main hand has great movility but like greatsword has not very good source of damage, sword 3 makes you sit tight until your target has less than 50% hp and then a big TEXT chat appears in your head saying “IM GOING TO LAND MY FINAL TRUST NOW!!!!!” “L O A D I N G . . . .” “LANDING FINAL TRUST NOW!” ….. “IT REALLY IS COMMING YOU PEOPLE!!!!” " FINAL TRUST MISSES!!!!" ….
Axe has this number 2 ability that does nothing really actually landing it yo are lowering your dps amount.
Thats just a bit example of how our weapons are really lacking compared to other classes tools, my mesmer for example, im always using everythig he has in his weapons, and in my warrior, never, the weapons are very situational.
Bump………………..
Warrior, as a class have some utilities that are unique to warriors (stances and banners). These utilities should be able to let warrior be usefull in TPvP.
I believe this changes will open the path to TPvP for warriors, without given them more power (damage) in PvE (what other classes are afraid because the lack of AI of mobs in dungeons) and even PvP , but instead give them more usefull utilities that can be used in a team (pvp).
Banners:
Old Trait – Inspiring Battle Standard: Banners also grant regeneration to allies.
New:
(1st option): trait – Inspiring Battle Standard: Banners also grant regeneration to allies. When you summon a banner you finish any downed enemy player in its radious.
-This is for counter the stealth ress in this game.
(2nd option): trait – Inspiring Battle Standard: Banners also grant regeneration to allies. Enemy players cannot use any kind of teleports inside your banner radious.
- This is for counter the teams that runs mesmer portals and in some way to counter professions that use/abuse teleports.
(3nd option): trait – Inspiring Battle Standard: Banners also grant regeneration to allies. After you summon a banner, your allies have 2 seconds of condition imunity while inside the banner radious).
- Its a way to counter all those wells and fields in one place. (i belive its called shoke points).
Stances:
old trait: Sure-Footed: Increases stance duration by 25%.
New:
Sure-Footed: Decreases stance recharge by 25%. Gain stability every time you enter a stance (for the duration of the stance).
Change this trait to a master trait.
Balanced stance: For 10-15 seconds you movement skills are imune to snares. Gain swiftness for 8 seconds.
- Usualy when you used frenzy or endure pain you could get CC and get no advantage of using those stances and still you get those stances with long CD. With this trait we allow warriors to be able to use their stances with more sucesses and they still have counters to that stances (frenzy will have 25% damage increased and you could get boon reaped and still can be killed with conditions, snares).
Edit:
Weapons:
longbow:
skill 4.
Now:
Shoot an arrow that explodes on impact, blinding foes.
Change to:
Shoot an arrow at your location that explodes on impact, creating a smoke field, blinding foes. Breaks stun.
This modification will alow us to have some surviability with longbow, also alowing us to finish someone in stealth. The cooldown must be a little higher
Axe:
skill 2:
now: Spin around and attack all nearby foes
Change to: Spin around and pull target foe to you. criple/Immo your foe for 2 seconds (like scorpion wire from thiefes but with a 600-900 range)
This way we gould get a sort of gap closer to axe builds. The range is smaler than scorpion wire to compensate the criple/Immo.
(edited by silentnight warrior.2714)
Buff warriors untill they are OP. and nerf the rest!
-We need acces to protection or some way to mitigate damage, classes like mesmer and necors have acces to them, why warriors dont since its the class that could benefit the most and its the class that will be justified to have because warriors wear HEAVY ARMOR.
That’s exactly why they do not.
Look at the classes you called out for having protection and/or evasion built into their attacks:
Elementalist: Evasion, Regen, Invulnerability, Protection – EHP: 10.8k
Thief: Evasion, Regen, Stealth – EHP: 11.5k
Guardian: Regen, Protection, Aegis- EHP: 12.5k
Mesmer: Evasion, Regen, Protection, Aegis – EHP: 15.0k
Ranger: Evasion, Regen – EHP: 16.2k
Warrior EHP: 21.2k
A warrior can soak up twice as many hits as an elementalist, and that is without factoring in armour attributes. An elementalist in full knights armour still only has EHP of 15.5k – let that sink in a moment:
A warrior in full zerker armour is still around 25% tougher than an elementalist trading off most of their DPS for survivability. If a warrior gears for toughness too, then that number skyrockets to over 30k EHP; but this is why warriors make such good DPS in dungeons and PvE; a warrior can sacrifice all of their survival attributes for raw DPS, and still come out tougher than any other class wearring full survival gear, and it is also why other classes are given active survival options like protection, regen and evasive attacks to balance the books. The only odd one out in that list is Mesmer, which has both a relatively high EHP, and also has very good access to defences; however this seems to be offset by the fact mesmers also have rather low sustainable DPS and is a point of contention in the mesmer community itself (Anet keeps bufing our survival yet nerfing our offence)
Even then in party PvE those non-warrior friends of yours are likely sharing their protection and boons with you so you’re only going without if you are running solo, or try running a party made entirely of warriors. PvE is not an area warriors need help or buffs in (Now, PvP… that’s a different story)
Garnished Toast
(edited by Ryuujin.8236)
-We need acces to protection or some way to mitigate damage, classes like mesmer and necors have acces to them, why warriors dont since its the class that could benefit the most and its the class that will be justified to have because warriors wear HEAVY ARMOR.
That’s exactly why they do not.
Look at the classes you called out for having protection and/or evasion built into their attacks:
Elementalist: Evasion, Regen, Invulnerability, Protection – EHP: 10.8k
Thief: Evasion, Regen, Stealth – EHP: 11.5k
Guardian: Regen, Protection, Aegis- EHP: 12.5k
Mesmer: Evasion, Regen, Protection, Aegis – EHP: 15.0k
Ranger: Evasion, Regen – EHP: 16.2kWarrior EHP: 21.2k
A warrior can soak up twice as many hits as an elementalist, and that is without factoring in armour attributes. An elementalist in full knights armour still only has EHP of 15.5k – let that sink in a moment:
A warrior in full zerker armour is still around 25% tougher than an elementalist trading off most of their DPS for survivability. If a warrior gears for toughness too, then that number skyrockets to over 30k EHP; but this is why warriors make such good DPS in dungeons and PvE; a warrior can sacrifice all of their survival attributes for raw DPS, and still come out tougher than any other class wearring full survival gear, and it is also why other classes are given active survival options like protection, regen and evasive attacks to balance the books. The only odd one out in that list is Mesmer, which has both a relatively high EHP, and also has very good access to defences; however this seems to be offset by the fact mesmers also have rather low sustainable DPS and is a point of contention in the mesmer community itself (Anet keeps bufing our survival yet nerfing our offence)
Even then in party PvE those non-warrior friends of yours are likely sharing their protection and boons with you so you’re only going without if you are running solo, or try running a party made entirely of warriors. PvE is not an area warriors need help or buffs in (Now, PvP… that’s a different story)
Looks great on paper but if thats was actually true, wars would be one of top professions in pvp. I don’t think we need protection either (thinking about special ability for wars olny) but fact is, all the classes above can kill war easy just due to the fact that we lacking any tools to mitigate damage incoming. Thats why in my suggestions sword has 2 block, same for gs – block, evade. Warriors should be about parry style fighting
In case if someone don’t know what im talking about: