Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The Cycle of Misinformation about Warriors
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
As much as I hate the fotm warriors, yes people do exaggerate quite a bit on what they can do.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
But it was a problem with eles..so why is it ok for warriors to have even more mobility?
srsly? you are obviously a warrior player who dont want it to be nerfed… its OP as hell, not only “almost like the old elementalist”, its exactly the same and maybe even worse, above average dmg, above average survivability (read almost unkillable 1v1), best mobility in game, best control in game, usually all in one build… if ele needed to be nerfed, this must be too
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
But it was a problem with eles..so why is it ok for warriors to have even more mobility?
Ele’s mobility didn’t leave any real way for you to counter it because they could use Mist Form and then use Ride the Lightning and there was little you could do about it. With Warrior just landing a simple cripple halves their mobility, hit them with an immobilize during a Rush and there’s not much they can do about it.
There were also many other factors with the old Ele that made them have little to no counter, current Warrior meta has plenty.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Nice cherry picking.
its not cherry picking, most of the complaining threads are full of misinform, they just assume that they know the job because they countered it once or two.
30/30/30/30/30 build? gs/mace/s/hamer/rifle/lb build? yea, all result of misinform.
personally i never said warrior are op, i never said they are not either. because i’m not a designer myself, i would not claim myself better at it then any of the designers at anet, so i leave the job to them.
but you see me arguing all over the place, thing is, most those arguments you used are either misinformed or pure exaggeration. i would have actually take any of those opinion seriously, if their arguments actually stand. but no they don’t, they are stupid as hell.
and now they just compare warrior to the god ele, why god ele got nerfed and warrior still not nerfed?
because warrior is no where close to god ele? theres so many more reasons but they won’t listen.
i’ve argued over so many misinform, at the end they will just ignore the thread, and make new misinformed threads, so they can throw all those bs all around again.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
srsly? you are obviously a warrior player who dont want it to be nerfed… its OP as hell, not only “almost like the old elementalist”, its exactly the same and maybe even worse, above average dmg, above average survivability (read almost unkillable 1v1), best mobility in game, best control in game, usually all in one build… if ele needed to be nerfed, this must be too
No, not exactly the same.
No, not normally all in one build.
Ele had almost no real counter, or at least nobody found one before they were nerfed. Warriors have a plethora of counters, it’s not that classes fault that few people play Mesmer even though thanks to Warrior condition builds are being kept in check.
I’ll say it once again the game is not balanced around 1v1. If you run Hambow builds your mobility is lower. if you take Mace/GS you give up the ability to apply damage while retreating, as I said before being able to run away isn’t all that great if doing so means your team loses the fight. Even though I was an early adopted of Mace/GS, it’s actually not very good against decent players. Being able to stun multiple people on a point with a Hammer is much more useful that stunning just one.
So no, you can’t have it all in one build.
Also, you fall into the category of people who don’t even try to make their writing look respectable and it makes it hard for me to take anything you say seriously.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
You keep talking about warrior having plenty counterbuilds. I´m pretty sure that you mentioned in some other thread that every class has viable possibilities to counter them.
I sincerely doubt that every profession has an effective counter against them. So would you mind to prove that statement in some way?
I ask of this because you mentioned quite often that an engineer can easily counter a warrior with protection injection, power damage and blinds. (So you´re practically talking about tanky a rifle build with bombkit?)
Yet I, as an engineer, don´t feel like countering a warrior with that at all. It´s rather that I take the steps necessary to enhance my lifespan against a good one.
I can rather imagine a mesmer to be a more viable counter against them because they can poop stunbreaks But jokes aside.
I´d be glad to maybe see a video or something of highly viable counters to warriors.
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
But it was a problem with eles..so why is it ok for warriors to have even more mobility?
Ele’s mobility didn’t leave any real way for you to counter it because they could use Mist Form and then use Ride the Lightning and there was little you could do about it. With Warrior just landing a simple cripple halves their mobility, hit them with an immobilize during a Rush and there’s not much they can do about it.
There were also many other factors with the old Ele that made them have little to no counter, current Warrior meta has plenty.
Was there a time where you could use RTL in msitform? I just recall only being able to use utilities while in mistform. RTL itself was just an entity that didn’t take into account chill and/or cripple so that’s why it was hard to counter. All they needed was to add that really and it’d be good but they just hated ele for some reason and nerfed RTL to the ground and mistform.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
The problem with warriors, and the misinformation comes from the fact that they have multiple builds available to them. Most people are used to only having 1-2 builds for class, so the mix of warriors kind of meld together. In a single match you are going to face a mace/shield, hammer warrior, and a bunker warrior, and a GS warrior, and a warrior with massive healing, and a warrior with massive damage.
That being said, I think the warrior is the model for which we should strive to take all classes. Right now, they are the strongest profession. There is little doubt to that. There is a reason people are rolling new warriors daily. But instead of nerfing them, model after them.
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
But it was a problem with eles..so why is it ok for warriors to have even more mobility?
Ele’s mobility didn’t leave any real way for you to counter it because they could use Mist Form and then use Ride the Lightning and there was little you could do about it. With Warrior just landing a simple cripple halves their mobility, hit them with an immobilize during a Rush and there’s not much they can do about it.
There were also many other factors with the old Ele that made them have little to no counter, current Warrior meta has plenty.
Like you can use endure pain and then rush? `cause conditions don’t expire if you hit mist form and neither you can use RTL, which is affected by immobilize also.
Warriors got plenty of ways to cleanse all conditions at once with lyssa rune or shake it off or other options…so pls a warrior can get away many times if he wants.
I can get away from a whole zerg if I want with little problems and there’s nothing you can do about it.
So what are these other factors with the old ele? I’m quite curious about them…
And might I add, healing signet is not used by all warriors. It works well with tanky warriors, but high burst damage builds still require a burst healing skill like adrenaline surge. The fact that so many warriors are using healing signet now reflects the fact that so many people are choosing to build tanky and sacrificing burst damage, which is again, not a new concept. Many other classes have swayed into this tanky, lower damage spectrum. EU has been doing this for a long time in the competitive scene.
Nice cherry picking. Because some foolish things are said about warriors doesn’t mean they don’t need to be to nerfed. My main problem with Warriors are too much damage with too much survivability. The stuns bother me as well but its not necessarily the idea that Warriors have them just that I believe access to so much hard CC is bad for the game. So explain to me reasonably why Warriors should be able to do so much damage and yet be fairly hard to kill at the same time. Conditions are fairly weak against them now and Healing Signet is a tad too good. Also, they are almost like the old elementalist in terms of escapability. If they want to run away most of the time they can.
You pretty much just became a part of the exaggeration/misinformation crowd. These “cherry picked” quotes came from threads that had a good number of views/responses, that’s why I picked them.
They have decent survivability, but they can’t mid bunker as well as a Guardian (those shamans banner regen Warriors crumble under any good team because they lack protection, blocks, and invulnerability that Guardians have) they also have some good damage against stunned foes, but they can’t spike nearly as well as a Thief or even Ele without giving up a significant amount of survivability.
Also, the ability to run away in TPvP isn’t necessarily the best thing to do in a team fight. You know why top players prefer Hambow over Mace/GS, because with bow you can still apply pressure while retreating. If you just peel away you just left your team high and dry and while you may live that means nothing if the rest of your team dies.
But it was a problem with eles..so why is it ok for warriors to have even more mobility?
Ele’s mobility didn’t leave any real way for you to counter it because they could use Mist Form and then use Ride the Lightning and there was little you could do about it. With Warrior just landing a simple cripple halves their mobility, hit them with an immobilize during a Rush and there’s not much they can do about it.
There were also many other factors with the old Ele that made them have little to no counter, current Warrior meta has plenty.
Was there a time where you could use RTL in msitform? I just recall only being able to use utilities while in mistform. RTL itself was just an entity that didn’t take into account chill and/or cripple so that’s why it was hard to counter. All they needed was to add that really and it’d be good but they just hated ele for some reason and nerfed RTL to the ground and mistform.
Sorry that might have been unclear, you would use Mist Form to create some distance then use RTL. You didn’t HAVE to use Mist but if you were getting focused popping it meant you were pretty much going to get away. You’re also right that the fact that it wasn’t affected by cripple/chill was a big part of it.
I do feel bad for Ele and want them to be brought back into the fold.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
And might I add, healing signet is not used by all warriors. It works well with tanky warriors, but high burst damage builds still require a burst healing skill like adrenaline surge. The fact that so many warriors are using healing signet now reflects the fact that so many people are choosing to build tanky and sacrificing burst damage, which is again, not a new concept. Many other classes have swayed into this tanky, lower damage spectrum. EU has been doing this for a long time in the competitive scene.
The issue is that warriors shouldn’t be a class that should have high regen give their hp pool and toughness—even their dps for being tanky is more effective than guardians. I am not saying they are the best at everything, but they don’t give up as much as other classes when trying to play roles and that’s bothersome to me at least.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.
Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.
There is misinformation around but the fact remains that warriors need huge nerf.
L2P deeez nutz
Without any major changes from patches for the last few months
We have went from OMG Necro OP → OMG Spirit Ranger OP → OMG Warrior OP.
The only exclusive skyhammer stream
Without any major changes from patches for the last few months
We have went from OMG Necro OP -> OMG Spirit Ranger OP -> OMG Warrior OP.
And OMG ELE OP before that. Maybe mesmer too at one point.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
And might I add, healing signet is not used by all warriors. It works well with tanky warriors, but high burst damage builds still require a burst healing skill like adrenaline surge. The fact that so many warriors are using healing signet now reflects the fact that so many people are choosing to build tanky and sacrificing burst damage, which is again, not a new concept. Many other classes have swayed into this tanky, lower damage spectrum. EU has been doing this for a long time in the competitive scene.
The issue is that warriors shouldn’t be a class that should have high regen give their hp pool and toughness—even their dps for being tanky is more effective than guardians. I am not saying they are the best at everything, but they don’t give up as much as other classes when trying to play roles and that’s bothersome to me at least.
You aren’t taking into account all the mechanics that other classes have. In the case of the Guardian, they have access to protection, blocks, blinds, sanctuary, and invulnerability. These factors are the reason why you don’t see any good teams using a Warrior as a mid bunker.
And they don’t give up anything? Half of their build is often dedicated to countering conditions. I have traits, skills, and runes just to keep from being overwhelmed by condition spam. Pretty much all my utility skills are defensive. Would I like to run an offensive utility or 2? Sure, but I know that doing so would make me much more vulnerable.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Without any major changes from patches for the last few months
We have went from OMG Necro OP -> OMG Spirit Ranger OP -> OMG Warrior OP.
And OMG ELE OP before that. Maybe mesmer too at one point.
I remember some point where HGH engi was considered op, too.
Now looking bad… I think hgh engi wasn´t so bad after all :P
srsly? you are obviously a warrior player who dont want it to be nerfed… its OP as hell, not only “almost like the old elementalist”, its exactly the same and maybe even worse, above average dmg, above average survivability (read almost unkillable 1v1), best mobility in game, best control in game, usually all in one build… if ele needed to be nerfed, this must be too
No, not exactly the same.
No, not normally all in one build.Ele had almost no real counter, or at least nobody found one before they were nerfed. Warriors have a plethora of counters, it’s not that classes fault that few people play Mesmer even though thanks to Warrior condition builds are being kept in check.
I’ll say it once again the game is not balanced around 1v1. If you run Hambow builds your mobility is lower. if you take Mace/GS you give up the ability to apply damage while retreating, as I said before being able to run away isn’t all that great if doing so means your team loses the fight. Even though I was an early adopted of Mace/GS, it’s actually not very good against decent players. Being able to stun multiple people on a point with a Hammer is much more useful that stunning just one.
So no, you can’t have it all in one build.
Also, you fall into the category of people who don’t even try to make their writing look respectable and it makes it hard for me to take anything you say seriously.
The heart of the issue is Healing Signet + Adrenal health + Cleansing ire – it facilitates too much.
The argument “Just use poison” falls short thanks to Berserkers stance and cleansing ire – it’s pointless to try and put 30s of poison on a warrior who’s going to cleanse it in a couple seconds using skills that fall into their normal rotation (IE, there’s no special course of action to cleanse conditions, it just happens while the warrior uses their skills effectively)
Direct damage specs have an insane amount of sustain when you consider the amount of damage they can output, with lots of weaponset choices (compared to other classes). It’s not as though they’re unstoppable, they just do excellent damage for how tough they are to kill when compared to other classes ability to fight in a similar manner.
Condition damage specs have it even easier – since the only DPS stat they care about is condition damage, they can stack very high levels of toughness. High base HP, cleansing ire and berserkers stance ensure that a high toughness/low vit specs usual weakness (conditions) is fairly neutered.
M/S – Hammer specs can buy ungodly amounts of time to regen health with their CC and blocks, and upkeeping poison is practically impossible unless you’re running a condi spec with constant access to poison AND cover conditions.
Warrior’s don’t need to be nerfed into the ground, but someone needs to address how powerful, versatile and facilitating 20 points into the defense trait line has become. Once that’s been addressed and the meta has settled, we can look at healing signet and see if it is actually too powerful, or if the real culprit is 20 points in defense combined with healing sig.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.
…my thief regen 356 per sec in stealth, its only Valkyrie amulet, and its not regenation.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Healing Signet is not comparable to those abilities.
Healing Signet would be comparable to the actual classes healing skill.
For example, Rangers Troll Ungent. That is what Healing Signet gets compared to
Adrenal Heal is comparable to the Ranger and Thieves Healing Trait (Natural Healing and the thief one) They’re comparable in HPS
Regen is available to all classes.. and works the same.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.
Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
And might I add, healing signet is not used by all warriors. It works well with tanky warriors, but high burst damage builds still require a burst healing skill like adrenaline surge. The fact that so many warriors are using healing signet now reflects the fact that so many people are choosing to build tanky and sacrificing burst damage, which is again, not a new concept. Many other classes have swayed into this tanky, lower damage spectrum. EU has been doing this for a long time in the competitive scene.
There are next to no burst damage Warrior builds in pvp. They get pooped on, so hard. I might do a double take at a Warrior with a non-signet heal once every 50 games, since the update. There’s like, an average of 1.5 Warriors per team, so I think that’s pretty self explanatory.
Twitch.tv/chaithh
New Twitter: @chaithhh
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
You have multiple forms of Block and Invul’s as a Warrior.
Not to mention more HP and Armor then other classes.
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.
I stated that other classes are achieving the same sustain effect as in not dying in 2 seconds, but surviving for a long time. Engineers can clear conditions and burst heal every 15 seconds or so, on top of having 100% regeneration uptime. Thieves can full condition wipe and sustain heal every single time they stealth, and with good use of smoke fields, thieves can stealth almost permanently. Guardians can wall, aegis block, blind, heal block, elite invulnerability, then continue to throw out more walls, blocks, and blinds, on top of AoE healing throughout the process.
Many classes have a sustain mechanic and it’s not a new concept at all. EU has been practicing this meta way longer than NA.
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
You have multiple forms of Block and Invul’s as a Warrior.
Not to mention more HP and Armor then other classes.
…warriors have no invuls…renewed focus and mistform are invuls…
if HP and armor matters, please explain to me why ele used to be unkilleable god, and guardian the best bunker in this game has almost 1/2 of warriors hp.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
The cooldown of burst skills and the effectiveness of Adrenal Health are the most common mistakes/exaggeration. Burst skills are rarely used on cooldown because doing so is typically a foolish thing to do. In the case of hammer you typically want to set Earthshaker up before using it, if you’re getting hit by it when it’s just being thrown out on CD then that’s an issue with you. You also have to account for things such as stability, blocks, blinds, and any other number of other factors. Just because it comes off of cooldown doesn’t mean you’re going to instant use it.
As for Adrenal Health, most Warrior builds currently use their adrenaline all the time to keep from being overwhelmed by conditions so very rarely do you actually get all that much healing from it. Many also seem to think that it procs every second when it’s actually every 3.
So which is it, you use f1 all the time so u have no adrenal health or u don’t spam f1?
Anyway, as there is only a 8 sec cd on f1 traited; it can be spammed with no downside.
Earthshaker-unnecessary to set up. Spamming it blows opponent cds, gives me a 8 sec cd. I win.
I nearly always have full adrenaline by the time my f1 cd is up.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Thieves can full condition wipe and sustain heal every single time they stealth, and with good use of smoke fields, thieves can stealth almost permanently.
Dropping 1 condition every 3 seconds is not a “Full condition wipe” – stealth is good at mitigating condition application, it isn’t nearly as effective at removing conditions when you get hit with 3-6 of them in 2 seconds. Lets note that stealthing “permanently” also means doing no damage and not contesting points.
Many classes have a sustain mechanic and it’s not a new concept at all. EU has been practicing this meta way longer than NA.
And no one’s sustain mechanic is nearly as strong while being as versatile as healing signet+Adrenal health+Cleansing ire is at the moment.
pre-ordered HOT at this point,
save yourself the money and don’t bother.
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
You have multiple forms of Block and Invul’s as a Warrior.
Not to mention more HP and Armor then other classes.
Plenty meaning one skill that makes you invuln to only physical damage on a fairly long cooldown and a block on mace and one on shield?
Armor and HP is not that impressive when compared to protection, Guardians has low base health but the other factors I mentions make them the toughest class in the game.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
Without any major changes from patches for the last few months
We have went from OMG Necro OP -> OMG Spirit Ranger OP -> OMG Warrior OP.
And OMG ELE OP before that. Maybe mesmer too at one point.
I remember some point where HGH engi was considered op, too.
Now looking bad… I think hgh engi wasn´t so bad after all :P
Well the cycle from necro -> ranger -> warrior all happend without big nerfs, it was the community figuring things out and creating the new meta. Anet will use this reasoning as to why they don’t want to kneejerk nerf things. I prefer anet going the slow shaving approach which they sorta did. Necro got scepter1 & dhuum fire shaved, ranger got their spirits timer adjusted and healing spring shortened, and warriors got their sigil bug fixed.
The only exclusive skyhammer stream
Without any major changes from patches for the last few months
We have went from OMG Necro OP -> OMG Spirit Ranger OP -> OMG Warrior OP.
And OMG ELE OP before that. Maybe mesmer too at one point.
I remember some point where HGH engi was considered op, too.
Now looking bad… I think hgh engi wasn´t so bad after all :PWell the cycle from necro -> ranger -> warrior all happend without big nerfs, it was the community figuring things out and creating the new meta. Anet will use this reasoning as to why they don’t want to kneejerk nerf things. I prefer anet going the slow shaving approach which they sorta did. Necro got dhuum fire shaved, ranger got their spirits timer adjusted and healing spring shortened, and warriors got their sigil bug fixed.
Of course…when it’s convenient everyone want the “slow and steady approach”, in the ele case the kneejerk nerf is fully reasonable…I love how the GW2 community think
The cooldown of burst skills and the effectiveness of Adrenal Health are the most common mistakes/exaggeration. Burst skills are rarely used on cooldown because doing so is typically a foolish thing to do. In the case of hammer you typically want to set Earthshaker up before using it, if you’re getting hit by it when it’s just being thrown out on CD then that’s an issue with you. You also have to account for things such as stability, blocks, blinds, and any other number of other factors. Just because it comes off of cooldown doesn’t mean you’re going to instant use it.
As for Adrenal Health, most Warrior builds currently use their adrenaline all the time to keep from being overwhelmed by conditions so very rarely do you actually get all that much healing from it. Many also seem to think that it procs every second when it’s actually every 3.
So which is it, you use f1 all the time so u have no adrenal health or u don’t spam f1?
Anyway, as there is only a 8 sec cd on f1 traited; it can be spammed with no downside.
Earthshaker-unnecessary to set up. Spamming it blows opponent cds, gives me a 8 sec cd. I win.
I nearly always have full adrenaline by the time my f1 cd is up.
The whole point is that Adrenal Health isn’t this amazing trait it’s made out to be because it’ll tic maybe once or twice before you use your adren. Yes, you shouldn’t spam F1 but you also don’t sit on it just for a bit of HP every 3 seconds.
If you’re foes are blowing CDs on a Earthshaker that isn’t set up then they must not be that great. Good TPvP teams save their dodges for the big lockdown skill and only use their breaks when they actually get hit. Yes you can hit it without setting it up but that typically means waiting for them to leave themselves vulnerable which comes back to sitting on adren.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Just to be sure that everyone knows the numbers
Healing Signet : 392 + 0.05 x Healing Power per sec
Adrenal Health 125/240/360 + 0.15 x Healing Power per 3sec
Regeneration : 130 + 0.125 x Healing Power per sec
A typical Warrior build has around ~350 Healing Power.
300 from Defense (some may prefer 200)
45 from Valkyrie’s Jewel
With 345 HP:
Healing Signet: 406 Hp/sec
Adrenal Health: 177/292/412 Hp/3sec
Those passive regens are nothing like Regeneration, they are stronger and passive so you can’t steal/remove them.
Chars : Exa Flare | Exaflare | Aurora Wall | Aurora Sword | Azure Flame God
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
I take into account class mechanics trust me :P. I am not saying Warrior is the only one that needs to be toned down. It’s a great thing that warriors can stand against the condi meta. But again, it’s a power creep and it’s not healthy. I still have issues with spirit rangers, necros and engis but mostly just passive play in general.
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
I take into account class mechanics trust me :P. I am not saying Warrior is the only one that needs to be toned down. It’s a great thing that warriors can stand against the condi meta. But again, it’s a power creep and it’s not healthy. I still have issues with spirit rangers, necros and engis but mostly just passive play in general.
I get the fear of power creep but I don’t think we are heading that direction. ANet seems to be focusing on adding direct counters rather than flat buffing the potency of something. If you think about Warriors weren’t buffed against anything other than conditions. The current meta Warrior builds can have some defense against power damage but they can still be easily taken out by someone who specializes in killing them as much as Warrior specializes in killing condition builds.
If they were say just increasing all of the damage Warrior skills do or something like that I would be worried but they’ve generally just been playing it like it’s rock-paper-scissors. Personally I’m fine with that, if you aren’t that’s up to you but it’s a lot easier to balance RPS.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
(edited by BurrTheKing.8571)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
its the same like bullsrush, haste + hundred blades. so it needs a nerf, it doesnt matter if some teams have no problems with it or not. the amount of posts should be a clear indicator of how broken the build is to a certain level of skill. risk/reward is not equal enough. i dont see any reason to defend that cheese.
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
its the same like bullsrush, haste + hundred blades. so it needs a nerf, it doesnt matter if some teams have no problems with it or not. the amount of posts should be a clear indicator of how broken the build is to a certain level of skill. risk/reward is not equal enough. i dont see any reason to defend that cheese.
If you had problems with Bulls + Frenzy + 100b then we have nothing to talk about balance wise.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Just to be sure that everyone knows the numbers
Healing Signet : 392 + 0.05 x Healing Power per sec
Adrenal Health 125/240/360 + 0.15 x Healing Power per 3sec
Regeneration : 130 + 0.125 x Healing Power per secA typical Warrior build has around ~350 Healing Power.
300 from Defense (some may prefer 200)
45 from Valkyrie’s JewelWith 345 HP:
Healing Signet: 406 Hp/sec
Adrenal Health: 177/292/412 Hp/3secThose passive regens are nothing like Regeneration, they are stronger and passive so you can’t steal/remove them.
Here here, finally some one posted the numbers. AND don’t forget that Healing Signet / Adrenal Health can be used with the Regeneration boon on top of both, and since Healing Signet /Adrenal Health are not ‘boons’, they cannot be stolen or wiped like the Regeneration boon.
#allisvain
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
its the same like bullsrush, haste + hundred blades. so it needs a nerf, it doesnt matter if some teams have no problems with it or not. the amount of posts should be a clear indicator of how broken the build is to a certain level of skill. risk/reward is not equal enough. i dont see any reason to defend that cheese.
yes,yes, because some kitten noob don’t know how to push V, they have to nerf it to the ground. why not just remove all skills and classes and everyone just push 1 with a wooden stick.
Just to be sure that everyone knows the numbers
Healing Signet : 392 + 0.05 x Healing Power per sec
Adrenal Health 125/240/360 + 0.15 x Healing Power per 3sec
Regeneration : 130 + 0.125 x Healing Power per secA typical Warrior build has around ~350 Healing Power.
300 from Defense (some may prefer 200)
45 from Valkyrie’s JewelWith 345 HP:
Healing Signet: 406 Hp/sec
Adrenal Health: 177/292/412 Hp/3secThose passive regens are nothing like Regeneration, they are stronger and passive so you can’t steal/remove them.
Here here, finally some one posted the numbers. AND don’t forget that Healing Signet / Adrenal Health can be used with the Regeneration boon on top of both, and since Healing Signet /Adrenal Health are not ‘boons’, they cannot be stolen or wiped like the Regeneration boon.
thats the whole point of it…and what are you trying to say exactly.
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
(edited by Lighter.5631)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
its the same like bullsrush, haste + hundred blades. so it needs a nerf, it doesnt matter if some teams have no problems with it or not. the amount of posts should be a clear indicator of how broken the build is to a certain level of skill. risk/reward is not equal enough. i dont see any reason to defend that cheese.
If you had problems with Bulls + Frenzy + 100b then we have nothing to talk about balance wise.
u seem to has some really strange problems. i doesnt say i had problems with that. just as clarification. actual guys like u are the reason for this meta and the leaving players. u refuse to adjust a clear op class only because u has no problems with it. u just cant accept the viewpoint of other players.
u act like it only exist high level players in gw2 or its such simple task to get better for players if they get beaten again and again by ppl with less skill and effort. until u learn that there are different needs balance wise u should not defend any class and let the devs decide.
(edited by hooma.9642)
The reality about healing signet is that many other classes have had this same effect for a long time, through Regeneration. All the engineers and elementalists who have 100% regeneration uptime are achieving the same sustain effect within their own class. Thieves have a version of this through their healing and condition removal from stealth. Same goes with guardians and their constant AoE healing.
The concept of healing signet’s sustain is nothing new. It’s new to warriors, but it has been done already. Why the shock and awe about warriors having this mechanic now is silly.
Stop your non-sense..you compare regeneration to the warrior healing signet?…Are you mad?
I should have like 2000 pts in healing power to match the passive healing of the signet.Healing signet = 400 HP for sec
Regeneration = 130 +0.125 * Healing Power.Same error that Arc made, you are comparing healing directly without taking other class mechanics into account. There are dozens of other things to consider such as: Evades, blinds, blocks, invuln, protection, stealth, clones, the list goes on. Warrior healing is the way it is because it lacks most of these other mechanics in any significant capacity.
i would suggest stop playing warrior and pick any non-fotm class and a good or decent build for them. then go soloq or teamq or whatever u like and see how it is to play against wars or team with > 2 wars and every war has 1-2 stuns on low cooldown, berzerker, healsig.
at some point u will notice u need 1000x skill to win against the war then he would need if you arent a mesmer or thief with teleports. all others class need to keep distance to win and even then its not easy as it sounds if the enemy know how to play.
I dabble with Engi and Guardian but don’t enjoy the playstlye as much, but I always make sure to bring along some sort of countermeasure. Just having Protection Injection greatly reduces the damage you take when you do get stunned.
Every high ranking team I’ve faced in TPvP doesn’t seem to have issues with lockdown Warriors because they make sure to account for it, something many SPvP/Solo players don’t do.
oh so u realize that its op at a certain level of skill? thx for the clarification, now devs could u please nerf that kitten?
I said no such thing, I said that the players in SPvP and TPvP are too stuck in their ways to try to counter anything. Up until now the meta has always been about being the thing to counter, not about countering.
its the same like bullsrush, haste + hundred blades. so it needs a nerf, it doesnt matter if some teams have no problems with it or not. the amount of posts should be a clear indicator of how broken the build is to a certain level of skill. risk/reward is not equal enough. i dont see any reason to defend that cheese.
If you had problems with Bulls + Frenzy + 100b then we have nothing to talk about balance wise.
u seem to has some really strange problems. i doesnt say i had problems with that. just as clarification. actual guys like u are the reason for this meta and the leaving players. u refuse to adjust a clear op class only because u has no problems with it. u just cant accept the viewpoint of other players.
nice changing topic there, bull frenzy 100b opppp,lol
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748