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(edited by NiloyBardhan.9170)
Warriors need good gapclosers. <—-agree.
Warriors should get superspeed. <—— don’t agree.
Why not more swiftness and finally fix the bugs?
Seeing how Anet tried so many times to “fix” those gap closers which misses half the time I assumed they’ll be left buggy, so superspeed would be some kind of bandaid.
Super speed + balanced stance + berserker stance. What’s stopping the warrior from roflstomping once the chronobunk nerfs drop? Run around and press 1 since nobody can CC or kite you. Throw in EP if you wanna 5v1. Only class that can escape this is thief or mes (and mes only with portal).
Superspeed isn’t supposed to have 100% uptime (or anywhere near this) because that will be broken.
As of now, CCs are excessive (moreso in teamfights) where stability is must to survive and kite properly, even then necros have multiple skills when traited to corrupt stability into fear. I fail to see how superspeed will “roflstomp” opposition and allow the warrior to 5v1…
Warrior does NOT need Protection or Superspeed. What Warrior needs are:
1: More active defenses. Warrior sustain is so bad because defenses like Stances are only strong in the short term. Once they run out, your goose is cooked. In this thread I put forth ideas that I feel are faithful to both the current and GW1 Warrior spirit, but should make the Warrior simple to play but hard to master.
2: More reliable gap closers. This is a problem with many non-teleport gap closers. If they were more reliable staying in melee range wouldn’t be so difficult.
3: Ways to counter specific condis. The biggest one being blind. Most burst skills are easy enough to avoid as is without the high number of blinds that are being thrown around in team fights.
4: Offensive team support. Making the bottom line of traits on the Zerker line apply to allies would make it much more attractive to a team. I write about this idea here.
I don’t want Warrior becoming a Scrapper, I want a class that has a higher skill ceiling so that it can compete at the highest level, but because the player is good, not because their build carries them.
I’ll have a look at that thread ^^
Thanks for the input.
Well, that’s probably why warrior has 60% more hp than ele and is heavy class, not light.
Sure, I do think warriors need help in survability, but giving them protection and superspeed is not the right call imo. Their damage is insane and being able to catch most classes would probably just lead to some more qq on forums. Once bunkers are gone, warriors will have much higher impact.
I am all for reducing damage if it gives some survavility tbh and even with superspeed it doesn’t help warrior in anyway against stealthing classes like thieves, mes anyway. I suggested it because our gap closer fails to hit half the time even when the enemy is well within the range.
(edited by NiloyBardhan.9170)
Ranged classes like engi, eles have access to superspeed whereas a class that is primarily meant to be melee has access to none lol.
warrior is just as much ranged as ele. ele’s skills are all either support, super slow and easily avoidable or super weak (staff, scepter), or close range (overloads, dagger)
Hmm staff has a range of 1200, scepter has a range of over 130 (warrior’s most melee skills range) and staff attacks aren’t weak. Staff eles, if I am not wrong, has one of the best DPS rotations ingame. Yes, they are slow and so are warrior’s 2H weapons like GS and hammer. Not sure what you’re trying to imply here i.e. if eles are just as ranged as warriors how come one has access to the said effect (superspeed) while the other is not. Besides that, eles have access to 20 weapon skills on a single weapon set (their mechanic I know) which ranges from damage to fire fields to healing to inflict conditions like blind, weakness and bleed, etc. Eles are more versatile in this case and yet they have access to something which melee class needs to close gaps and land a hit.
Dps staff elementalist is part-time ranged; part-time melee. Hitting Gust is only doable when under 100 range (misses every time against moving target), Shockwave is about the same. There was I time when I would advise fresh air staffers to go One with Air for super speed into melee to hit those spells.
As for dps rotation; there is none. Eruption will never hit alone, Ice Spike will only hit lazy opponents, or the ones chilled without dodges, lava font takes 1 second before first tick of damage happens (180 radius).
As for auto-attacks, the ratios are low.
Stoning : Damage: 202 (0.50) 1 attack per 1.35 seconds (3/4 seconds cast time on tooltip)
Water bolt: Damage: 121 (0.30) 1 attack per 1.35 seconds(3/4 seconds cast time on tooltip)
Chain Lightning: Damage: 266 (0.661) 1 attack per 1,14 seconds (3/4 cast time on tooltip) (Best auto attack for staff by far)
Fireball: Damage: 343 (0.85) 1 attack per 1.4 seconds (1 second cast time on tooltip) (only AoE auto attack on staff)
(edited by Alekt.5803)
I dont think protection is the answer for stances. Their cd is too long/to easy to remove, so like someone suggested you would have to make it pulse prot to make it work (which would probably be op/ also doesnt make sense to me). Warrior can be fine without prot they just need higher uptime to their crucial active defense.
Maybe add prot to the eternal champion trait? Idk.
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