Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
Might needs toning down.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
I agree. I think might access should be readjusted across all classes.
Warrior is giving up lot of damage for this so it only used in casual runs(pre made can stack 25 without phalanx easy),dont see any need to make that any slower than it is now for the casuals.
Warrior is giving up lot of damage for this so it only used in casual runs(pre made can stack 25 without phalanx easy),dont see any need to make that any slower than it is now for the casuals.
I insanely disagree with this, Phalanx warrior gives up barely any damage for going Phalanx. I still do a truck ton of damage with the added benefit of solo stacking 25 might to the group with very little effort.
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
I like might, maybe tone it for PvP and WvW where balance actually matters.
It would just make some fights longer but what benefit does this have on the game?
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
I don’t mean the effectiveness of might, i mean how easily might is obtained by many specs, it’s making the boon require absolutely no input at all, it’s just a ‘passive boon’ now.
Warriors (my main, a phalanx warrior) can solo stack 25 might on his OWN so long as he has at least 2 targets to hit, and can even pull it off with 1 target.
Elementalists might stacking requires actually quite a bit of input, so for the most part i feel this is relatively ok.
Engineers (Going by the POI today) are able to stack a tremendous amount of might via just their auto attack.
Necromancers are easily capable of solo stacking 25 might with the reaper spec, i was doing it without even being aware of what i was doing in the beta.
Revenants and guardians are the only class that’s capable of stacking might that i feel have it done right.
The revenant sacrifices his overall output in order to stack might for himselves and his allies by giving up energy regen, where-as the guardian is only able to stack a certain amount of might every second via traits. (Which is how Phalanx strength should be)Stacking 25 might should require effort from the group, not just grabbing someone who can play a build that can literally just go 12111112111112111112 and reach the might cap.
Necro gets self might in lieu of damage modifiers, I’d be happy to see that changed (no need for reaper btw, can do it with DS build and strength rune/sigil easy)
For Engi you’re forgetting to mention that to get that setup you need to seriously drop your damage and use flamethrower, not really something that’s all that concerning. However, with a bit of blasting and HGH you can have builds where you can maintain ~25 stacks. But, it’s still a damage loss as Explosion/Firearms/Toolkit is optimal for both condi and power builds, but Alchemy is not bad in condi (less benefit from tools).
PS war will be able to keep himself at 25 stacks but for the group you cap out at 23 on a single target and require Dumplings, strength rune and sigil. And again running at a lower personal damage doing so as you forgo the weapon swapping to grab yoru Axe/Mace for their big hits.
So in reality none of your examples are all that much different than what you describe as being ok at the end.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
Nope on all 5 points.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.Nope on all 5 points.
Stacking might is the dumbest mechanic ever. Requires zero skill. Just bring together proper professions with proper builds, stack in a corner and faceroll everything.
The challenge must mean correct positioning, the proper use of skills, escaping deadly blows, not bringing in bigger guns to fight
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
The problem with longer fights is it narrows the room for error since stuff will die slower, giving bosses more chances to use more abilities while players get worn down more from cooldowns needing to be popped.
I say keep might but make legitimately more challenging content rather than gating certain abilities away or cheap mechanics.
Just be glad that might isn’t “just another soft CC”. At least with might you can do more direct damage. Try running any CC build and you will quickly see you are sub-par to anything that can stack might.
I would be all for adjusting the acquisition of might so long as CC gets a place in PvE, otherwise why even bother, it only makes the kills take longer IMO.
edit: clarity
(edited by Tommyknocker.6089)
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.Nope on all 5 points.
Stacking might is the dumbest mechanic ever. Requires zero skill. Just bring together proper professions with proper builds, stack in a corner and faceroll everything.
The challenge must mean correct positioning, the proper use of skills, escaping deadly blows, not bringing in bigger guns to fight
Let’s see a list of abilities bosses have:
Mai Trin:
-She begins the fight with 10 stacks of Captain’s Shield, which reduces damage to her by 10% per stack, so she is virtually invulnerable until that buff is removed.
The only way to remove this buff is to arrange for her to be hit by Horrik’s electrostatic shots, i.e. those that appear with a blue AoE. The electrostatic shots pulse several times and remove 2 stacks each pulse, so several stacks can be removed if you can keep Mai Trin within the blue AoE.
It should be noted that Horrik has an attack that covers the entire floor, making dodging everything impossible.
https://wiki.guildwars2.com/wiki/Champion_Grawl_Shaman
“Unshakable – Gains defiance when targeted by crowd-control skills. Blind is 10% as effective. Weakness and vulnerability last 50% less time.
Immune to crowd control. Crowd-control skills remove stacks of defiance
Defiance-Immune to crowd control. Crowd-control skills remove stacks of defiance
Cannot be chilled, crippled, knocked down, launched or pushed back.
Stability- Cannot be chilled, crippled, knocked down, launched or pushed back."
Please, anything with those kinds of advantages, damage output, and huge HP levels aren’t owed a non-optimal non-stacking strategy.
Just be glad that might isn’t “just another soft CC”. At least with might you can do more direct damage. Try running any CC build and you will quickly see you are sub-par to anything that can stack might.
I would be all for adjusting the acquisition of might so long as CC gets a place in PvE, otherwise why even bother, it only makes the kills take longer IMO.
edit: clarity
There are no CC builds. There are CC skills and utilities which you can pick on any build. CC is already in a good place in PvE even if you ignore icebow.
Just be glad that might isn’t “just another soft CC”. At least with might you can do more direct damage. Try running any CC build and you will quickly see you are sub-par to anything that can stack might.
I would be all for adjusting the acquisition of might so long as CC gets a place in PvE, otherwise why even bother, it only makes the kills take longer IMO.
edit: clarity
There are no CC builds. There are CC skills and utilities which you can pick on any build. CC is already in a good place in PvE even if you ignore icebow.
Except it isn’t and my chill necro build disagrees with you. CC’s like chill and cripple do nothing to bosses and will even worse in HOT where they are all homogenized into one “type” of CC. Against trash the biggest stick is the only option. OK you can cripple, chill, immobilize to your hearts content, but the guy that can stack might (or the guy with icebow) will always be the guy wanted in a dungeon. Why? because the damage (strength stacking) is all that matters there.
Agreed 100 million percent. Might gen should requires pluses and minuses. Some class can stack without giving anything up most of the time which seems pretty random.
PVE wise I think its ok but in pvp/wvw the gen some classes can do is pretty ridiculous.
Right now I just think phalanx strike is the problem. It renders self-stacking might nearly useless in any group composition.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
Dragging out a boring fight does not in any way make it better. An example would be when they doubled the world boss HP but before they fixed the crit locations. None of the fights got any more challenging or interesting in any way.
My Condi necro loves people who stack.might for fun. Boon corruption soon puts a stop to that. Instant melt .
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|
IMO Quickness needs toned down.
Warlord Sikari (80 Scrapper)
I don’t mean the effectiveness of might, i mean how easily might is obtained by many specs, it’s making the boon require absolutely no input at all, it’s just a ‘passive boon’ now.
Warriors (my main, a phalanx warrior) can solo stack 25 might on his OWN so long as he has at least 2 targets to hit, and can even pull it off with 1 target.
Elementalists might stacking requires actually quite a bit of input, so for the most part i feel this is relatively ok.
Engineers (Going by the POI today) are able to stack a tremendous amount of might via just their auto attack.
Necromancers are easily capable of solo stacking 25 might with the reaper spec, i was doing it without even being aware of what i was doing in the beta.
Revenants and guardians are the only class that’s capable of stacking might that i feel have it done right.
The revenant sacrifices his overall output in order to stack might for himselves and his allies by giving up energy regen, where-as the guardian is only able to stack a certain amount of might every second via traits. (Which is how Phalanx strength should be)Stacking 25 might should require effort from the group, not just grabbing someone who can play a build that can literally just go 12111112111112111112 and reach the might cap.
Rangers and Mesmers get ignored entirely?
Shattered strength chronomancer is similar to revenant in that you have to sacrifice phantasm damage in order to maintain a gain might quickly enough to make it worthwhile sharing it with signet of inspiration.
I was talking about this today with a buddy. Reduce the amount of might you get from blast finishers on fire fields and give forceful GS a 1 second ICD per target, that way it’d be more in line with other similar traits. Could also instead reduce the fire field blasted might’s duration.
Why do people come on the forum and advocate for the nerfing of a class they claim to main. Because of two button pushing easiness, being cheesy or lack of need to think in order to be good.
Warriors are especially prone to this type of player.
Where the complaints of pushing a button and just running around poisoning everyone nearby, or doing knockbacks from an distance where there’s no fear of retaliation. No complaints or posts being made by the people that main them at least.
Are warriors that strong where folks have to do this crap? If warriors are so simple what does that say about the people who can’t figure out their game play?
I guess if you can’t beat them go to the forums and make up some frivolous problem and run with it.
(edited by Widebody.5071)
Wow another might nerf thread
i vote for every might stack give you minus 10 might per each stack . If you dont stack might get 100 might.
just my 2 cents Raaaaawrrrrrr charr
(edited by Zaron.1987)
Rangers and Mesmers get ignored entirely?
rangers can even “stack” might? O.o
well I kinda agree with OP – there is way too much might in current meta and nerfing might itself again will not solve this issue – the ways how you apply mights shoul be nerfed.
I’d go with overal principle that unless heavily specialised in support no one can ALONE stack 25 stacks of might, but it should be still possible in coordinated team withou anyone being forced into being heavilly specced for it
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
I disagree. I think all profession can use more might. Heck I would love to increase the limit of might to 250 stack seeing how condition limit has been raised. Some players like to believe it’s more challenge if you do less damage but that’s not true, it only means u will waste even more time to kill something. If you are a advocate for less damage and truly believe in what you preach, I say remove your armor and walk the walk. For those of us who enjoy big numbers, I say give me more might!
this wouldnt be an issue if enemies actually corrupted and ripped boons
I like might stacking but I think some things have trivialized it too much. I think PS needs nerfing. It makes it so any other warrior build isnt viewed as ‘worth it’ and every other spec that stacks might is viewed in the same light because PS warriors do it for you. It was one thing before the trait changes when a warrior sacrificed lots of dps to get it due to the loss of stats, but now its barely anything.
I also agree/disagree with the solo might stacking stuff from the new specs. For solo play its obviously great to be able to stack might really high but in a group setting you’re either playing with a weak group or you have wasted traits. So what some people are complaining about is that they’d rather have less personal buffs in exchange for more group buffs.
Everyone wants validation for being in a group vs only being optimal playing by yourself.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
This is the nerf berserker mindset we’ve seen so much of in the past. Nerfing specs and boons won’t make the game more challenging, it will just make it more tedious.
The game won’t get more challenging until until Anet decides to completely overhaul enemy AI and how they react to players.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.This is the nerf berserker mindset we’ve seen so much of in the past. Nerfing specs and boons won’t make the game more challenging, it will just make it more tedious.
The game won’t get more challenging until until Anet decides to completely overhaul enemy AI and how they react to players.
Exactly, it’s the simple-minded AI that is not challenging. I would like Arena to incorperate smart AI that changes their attacks base on the situation like how players do. I would also like to incorperate multiple bosses at the same time instead of the traditional single boss fight. Imagine if 5 players vs 5 legendary bosses in an arena for the last fight. That would be epic.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.This is the nerf berserker mindset we’ve seen so much of in the past. Nerfing specs and boons won’t make the game more challenging, it will just make it more tedious.
The game won’t get more challenging until until Anet decides to completely overhaul enemy AI and how they react to players.
Exactly, it’s the simple-minded AI that is not challenging. I would like Arena to incorperate smart AI that changes their attacks base on the situation like how players do. I would also like to incorperate multiple bosses at the same time instead of the traditional single boss fight. Imagine if 5 players vs 5 legendary bosses in an arena for the last fight. That would be epic.
I might agree with you about the 5 legendary boss thing but they couldn’t be anywhere near as strong as the typical legendary mobs we see elsewhere in the game.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.This is the nerf berserker mindset we’ve seen so much of in the past. Nerfing specs and boons won’t make the game more challenging, it will just make it more tedious.
The game won’t get more challenging until until Anet decides to completely overhaul enemy AI and how they react to players.
Exactly, it’s the simple-minded AI that is not challenging. I would like Arena to incorperate smart AI that changes their attacks base on the situation like how players do. I would also like to incorperate multiple bosses at the same time instead of the traditional single boss fight. Imagine if 5 players vs 5 legendary bosses in an arena for the last fight. That would be epic.
I might agree with you about the 5 legendary boss thing but they couldn’t be anywhere near as strong as the typical legendary mobs we see elsewhere in the game.
5 legendary for hardcore mode. 5 champions for normal mode.
Dragging out a boring fight does not in any way make it better. An example would be when they doubled the world boss HP but before they fixed the crit locations. None of the fights got any more challenging or interesting in any way.
But that is was nearly always happend when people cry for “moar challenge”.
Mobs get more hitpoints and hit harder .. so in a longer fight there are simply
more chances you mess up something.
Oh and of course in this game where actually in dungeons everything is burst
all those zerkers would maybe also suddenly get more damage when the burst
is over,boss still lives, and also there are no more blinds and aegis ready.
But yeah .. mostly all those “moar challenge” leads just to more boring fights
in the end. Just look at LS2 bosses that take often longer to kill than running
a complete dungeon path. Or the actual incarnation of Shadow Behmoth,
really hard now to not fall asleep there.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
Warrior is giving up lot of damage for this so it only used in casual runs(pre made can stack 25 without phalanx easy),dont see any need to make that any slower than it is now for the casuals.
I insanely disagree with this, Phalanx warrior gives up barely any damage for going Phalanx. I still do a truck ton of damage with the added benefit of solo stacking 25 might to the group with very little effort.
Have you even bothered to compare the numbers? I’m pretty sure you’ll lose over 25% damage in order to PS.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.
More challenging. Wow. Sure – the 3 year old content that we always do will be MUCH more challenging once it takes longer. It’ll be revamped and new.
With less might and less dps parties will be stricter with the meta because guess what – while before the 25 might meant you could get decent clear times with most classes nerfing it means you must enforce classes in a stricter way.
It would just make some fights longer but what benefit does this have on the game?
More challenging content. Less professions left outside of the meta. More diversity of builds. More easy to ballance.
25 stacks represent too much % from damage output.With less might and less dps parties will be stricter with the meta because guess what – while before the 25 might meant you could get decent clear times with most classes nerfing it means you must enforce classes in a stricter way.
People miss same exact thing when they cry for trinity lol.
…of course you play a war op… explains the post…
Might effects everyone equally. If you have a problem with it then someone in your party is not giving you enough of it.
Is might more of an issue, than say burning? Or stealth?
Crystal Desert
…of course you play a war op… explains the post…
What does me playing a Warrior have to do with anything? I play all classes if you’d have bothered to look at my signature, i simply play the warrior more because it’s an insanely easy to play for the sheer amount of output it puts out. It’s the one class capable of carrying pugs through the sheer amount of group damage it brings due to Phalanx, does that make me a bad player? No, not at all, it makes me a smart one. Is it so wrong of me to want the game to be balanced, and not have one class completely permanently stack arguably the strongest boon in the game?
Why do people come on the forum and advocate for the nerfing of a class they claim to main. Because of two button pushing easiness, being cheesy or lack of need to think in order to be good.
Warriors are especially prone to this type of player.
Where the complaints of pushing a button and just running around poisoning everyone nearby, or doing knockbacks from an distance where there’s no fear of retaliation. No complaints or posts being made by the people that main them at least.
Are warriors that strong where folks have to do this crap? If warriors are so simple what does that say about the people who can’t figure out their game play?
I guess if you can’t beat them go to the forums and make up some frivolous problem and run with it.
Are you serious? Personally attacking me because I’ve voiced my concerns on might being too easily attainable by certain classes and builds?
You honestly believe that easy classes that require next to no input or intelligence to gain stupendous results are good for the game? Classes like Phalanx which I use due to how easy it is to carry a group in dungeons, is encouraging poor play and doesn’t offer any attempts at the player improving as a whole. Because they really don’t need too, just camp a greatsword and go to town with the weapon, place banners, done, you’re contributing arguably more than any other class except a guardian providing reflects can.
Going by your post, it seems you’re unaware of what I’m actually complaining about, what does people applying poison from afar or ranged knockbacks have to do with anything at all in relation to my post? I’m talking about how easy might is to obtain nowadays, previously, you’d see 25 might and go “oh wow, nicely done guys!” now it’s “awesome, got a phalanx warrior.”
Have you even bothered to compare the numbers? I’m pretty sure you’ll lose over 25% damage in order to PS.
Willing to back this claim up with some statistics?
Thief 80 | Elementalist 80 | Mesmer 80 | Necromancer 80 | Revenant TBA
(edited by JoshuaRAWR.4653)
I understand your thoughts, but are they maybe trying to pass out tons of Might because they are trying to break certain prefered group compositions?
Eles annd Wars have been much desired throughout the life time of the game and I would argue in no small part to their ease of generating Might – but if they let everyone generate tons of Might does that weaken their desirability? Possibly opening up many combinations as many are now self sufficient in Might stacking.
This is just all a guess though, the other path is ofc nerfing Ele and War Might generation (but taking away toys often gets bloody). Just a guess.
I understand your thoughts, but are they maybe trying to pass out tons of Might because they are trying to break certain prefered group compositions?
that could be a thing if every single class had a setup when can easily stack those 25 might for a team with little to no effort (but then what would even be a purpose if having might) but when we can see on one side a class stacking 25 stacks of might for a team without even thinking about it and on the other side class that when want to supply might to a teammates can at best dish out mighty ONE stack of 1s might every 3s……
[or 5 seconds single stack iirc whery 36seconds….]
“-and on this occasion I keep mine plate armors”
discussion about offensive/deffensive playstyles
I understand your thoughts, but are they maybe trying to pass out tons of Might because they are trying to break certain prefered group compositions?
that could be a thing if every single class had a setup when can easily stack those 25 might for a team with little to no effort (but then what would even be a purpose if having might) but when we can see on one side a class stacking 25 stacks of might for a team without even thinking about it and on the other side class that when want to supply might to a teammates can at best dish out mighty ONE stack of 1s might every 3s……
[or 5 seconds single stack iirc whery 36seconds….]
The point I was making is making a team of Engi, Necro, Necro, Mesmer, Guard is suddenly not a massive amount weaker than War, Ele, Ele, Mesmer, Guard (if you ignore Icebows which are further draw to Ele no doubt but lets focus on just Might atm).
It was just a thought to consider, not a proof by any means.
Phalanx Strenght need 1s internal cd. And that’s all.
Why another professions have their cd in the might stacking skills, but Warriors doesn’t?
person z:
“pls anet nerf xy”
-> anet do it
same person z after the fix:
“anet why you have broken the game?! its not fun this way now!”
the usual way
I think it has been nerfed enough
Having said this:
The availability should go UP!
Having Blood is power now having effect on others is nice, but then nerfing the duration to 8 seconds is laughable. other specs can have good acces to might iif using certain builds… (axe ranger?, empowering might guardian?, scepter/dagger elementalist?, engineer? and some p[roffesios need to work little wonders: mesmer tends to need a lot of interupts or several signets, same for necro… signets…. and a skill which punishes yourself to get 8 seconds of aoe might (2 stacks dissapeared mysteriously) with a long CD…. why the self bleed (10s) isn’t the same duration as the might (8s) I still do not understand. BLOOD is power? if you would extend the bleeds with own build and apply a self bleed for 20 seconds (buffed with 100% duration) leave the MIGHT fo 20 seconds as well. AOE.
Also CD should be reduced to 20s
But in the end this is an MMO the second M should solve your problems instant In groups the warrior is a benefit, if needed a guard can dos something comparacble but to lesser extent… mesmers can redistribute boons if needed. a lot is possible together…
Phalanx Strenght need 1s internal cd. And that’s all.
Why another professions have their cd in the might stacking skills, but Warriors doesn’t?
Simple change to meta: 2 warriors, 1 guard and 2 eles, rest can have fun together
other things:
invisibility? :" 2 warriors, 1 thief and 2 eles
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
Look…. PvE’ers, you PvE’ing and there’s next to nothing in challenge. Might needs toning down for PvP game modes. For those professions that have a lot of passive condition output might is very potent. Even more so now that Vulnerability affects condition damage taken.
A single ps war getting a full party 20-25 stacks is silly, not b/c they dont have to give up dps for it (they do obviously), but it makes every other class might stacking seem worthless. guards have to give up a lot to get empowering might, and they can keep up a whole 5 might stacks with it! I know comparing stuff between classes is the biggest taboo ever, but if 2 classes have almost the same trait, and one of them is five times more effective, doesnt that say something (and by something, I mean less OMG NERF WARRIORS but more buff other classes)
Nerfing might but doing nothing else is a bad idea. Spreading it around is a good one. Give every class the ability to spec for sharing ~10 stacks (at a loss of personal dps). If they did this I wouldnt even care if PS got nerfed or not. The meta would probably still be war/3 eles/xxx, but it would be more interesting.
(edited by Sizer.3987)
I personally do not mind our PvE no longer subjected to decisions made due to PvP’s problems with certain builds and the outburst following.
As long as PvP isn’t " playing with 10 HP and a skill bar of options only doing 1 HP each in same times as other proffessions" there will always be complaints. Bit simplified , but quite accurate….
I cannot help there is a synergy between hybrid (condi/power) builds and might, a lot of builds in PvE and WvW are using might to be viable (Yes viable, not OP).
Might also buffs certain other builds, for example in PvP: no least the rampant Celestial builds, (but rampager and carrion builds would benefit as well…)
I keep thinking:
Doesn’t boon corrupting help on 25 stacks of might?
Or just stripping it?
Or reflecting projectiles when max buffed? Zerk LB rangers kill them selves when they shoot into a reflect when fully buffed… ~ 15-18k dmg… at least in WvW
I do not mind seeing might nerfed to 10 power and condition dmg / stack for PvP only. Or having it removed entirely for PvP only. I honestly do not care.
Just leave MIGHT alone in WvW and PvE.
In PvE pug carriers are valueable, but are used in conjunction with Elementalists to pre stack might (using a base means faster at 25, and ele gives a LOT of fury.) this combination saturates the party with might and fury, vulnerability will stack very fast.
With the now used builds we have warriors which stack:
150 power, (empower alies)
150 condition dmg (deep strike) (if build uses arms trait line)
750 power and condition dmg (might stack) (provided enough targets are available!)
170 power and condition dmg (banner)
170 precision and ferocity (banner)
+20% crit chance (FGJ?) but this is mostly courtesy of elementalists
+10-25% dmg through the application of vulnerability
This adds up to:
28% crit chance
1020 power
1020 condition dmg
11% critical dmg
+10-24% dmg (vulnerability)
Which is at present the main use of the warrior in this game outside PvP environments
The buffs. Regarding dmg: many builds surpass the Warrior, but only if the Warrior is present…
If one warrior cannot stack enough the guard will probably be forced to run empowering might. or else a second warrior.. just for might. a banner build and a vulnerability build (on my mark?) for insta 25 vulnerability boosted by sigils of discipline and might…?
Now think, only when the warrior is present, only with multiple targets…corruptable, cleansable….
All my hybrids & pug carriers (both my guard and warrior) are using sigils of strength. All of them use might duration runes (aristocrat/strength/hoelbrak) and if needed boon duration food… which has might stacking (33% chance on crit) for the longest possible duration of might and a potential of 4- 5 might every second… (3 from GS triple hit (auto, not HB), 1 from sigil of strength and maybe 1 from the food. All lasting 65% longer.
Might stacking would be instantly fixed by added maximum e.g. 1,2,3 might max per second in forceful greatsword which would tone down the might speed stack from warriors a LOT… to compensate the duration could be increased (doubled?) so a significant ramp up time evolves it would mean the 25 wouldn’t be attained as fast or at all, but a steady 15 could be managed… alllowing other builds to retain value, but even though I suggest this I’m all against this.
It would mean PRE-might stacking would be distributed over guard and ele, giving might and fury before the fight, whcih would be slowly supplemented by warrior.
This would mean the warrior and the guard would be obligatory might stackers and the ele would also be mandatory… and we would retain the same meta, just wioth slightly shifte builds, it would also mean other warrior builds with sigils of strength could improve to be (a bit more) (semi-)viable.
Been There, Done That & Will do it again…except maybe world completion.
(edited by PaxTheGreatOne.9472)
I disagree. I think all profession can use more might. Heck I would love to increase the limit of might to 250 stack seeing how condition limit has been raised.
This. This so much.
Fights don’t need to take longer… NEED MORE MIGHT!