Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Overall Impression: Good Start.
…There ya go, that’s the short version. But I reckon that you might want some more detail right? Well fine, I suppose I best be getting into it then.
Adrenaline Change:
- About time. Let’s be honest, there needed to be some sort of penalty involved for any profession utilizing their trademark capability. For the longest time we Warriors…really did not have a penalty, and I think the Adrenaline loss when missing a burst skill is the PERFECT counter-play to our twin mechanics on short cool-down. Having our Burst Cool-downs extend upon a miss would have caused too much disturbance in how we fight, Adrenaline diminishing will give us a flow and still yield the same effect if we intend on saving for the full adrenaline burst.
In other words, there is now consequences with our choice. Superb.
Traits:
- Rousing Resilience, unfortunately shares the same trait-line as Cleansing Ire and Dogged March, and level as Defy Pain. Still, it’s good to have options? I digress, there is a far more happier change I am interested in.
- Brawler’s Recovery, removes a single condition on weapon swap as opposed to just blind. When I read that a single norn tear was shed, as there was finally some branching options outside of Defense-Tree traits for dealing with conditions. Coupled with the fact that Adrenaline’s nerf indirectly hurts CI (You would be surprised to find out how hard it will be to regain those three bars during the cool-down after you miss your <insert non-longbow burst skill here>). This means that Arena-net acknowledges that there is not enough condi-clear in the other lines to help expand the warrior options VIABLY in any PvP setting. I could not think of a better trait to start with, now let’s come up with a viable way to make that 30 / 6 into Arms viable…
Weapons:
- Rifle: With the adrenaline change, the power-level associated with many warrior weapons was nerfed to some regard. …Which is the perfect time to re-tweak a very gimmick-laden weapon into something with potential. That auto-attack on rifle will hurt OH SO MUCH now, the bleed was really negligible (Condi-rifle hur kitten aderk NO!) so taking that silly ticks away for some more power might pave the way for some interesting builds. Rifle Warriors become slightly more threatening now… pew pew.
- Axe: Spin spin spinning around. Just keep on spinning, grinding them zergs apart…
- Mace: Thanks for giving us the chance to ACTUALLY HIT WITH PULVERIZE!
- Sword: Impale nerfed again? 20 says Condi-warrior is still going to be strong!
- Greatsword: Gotta admit, started seeing that you were nerfing greatsword’s damage, however small, and thought you did not want Warriors to be even second-rate in damage in PvE. Then I saw what you did with Arcing Slice, and I almost hugged my monitor. It is hard to say where Warriors will be in PvE, there will likely be a shift in the Greatsword builds if we are going to be using Arcing Slice below 50%, but MAN does it have a role in mass damage in large-scale fights!
Utilities:
- Signet of Rage: Pfft, who needs boons? Signet is a welcome sight for warriors who WILL become Adrenaline starved now. Good for you!
- Signet of Might: I believe I read this particular change suggested by someone in the Warrior forums a long time ago. Inb4MightSignetSniperWarriors.
- Berserker Stance: I did feel like I was cheating with my adrenaline gain from popping this stance. A needed and justified nerf.
- Banners: You know, banners are still clunky, but you are on the right track!
- Rampage: I see what you are doing there, trying to make this elite skill appealing enough to influence enough players to run some amount of condition in their ZvZ comps to handle giant tanks whom are practically immune to movement impairment.
I got my eyes on you….But in all seriousness, given the changes to Adrenaline, it might be really entertaining to see an influx of new Warriors running around with this Elite.
And there you have it. I COULD go into immense detail on each little thing, like how the Adrenaline Depletion effectively makes Healing Surge worthless. That’s another time though.
Adrenaline changes are terrible. Only one of the changes was needed. Not all of them together.
It was nerfed multiple times in different ways. And not only that it affects other things than just burst skill usage which they seem to have completely over looked or didn’t care to address. Healing Surge and Adrenal Health specifically.
I certainly expected worse. Thoughts:
(edited by BurrTheKing.8571)
Changes are pretty good objectively speaking.
I certainly expected worse. Thoughts:
- While the Aden change is going to hurt, it’s going to really distinguish the good Warriors from the bad. It will mean that a good Warrior won’t be too heavily effected by conditions while bad ones will be quickly overwhelmed.
The problem is that conditions are so easily spammed.
You can land a burst skill, proc cleaning ire, and be completely bogged down in conditions again before you get anywhere near full adrenaline again.
Good changes, IMO.
The one thing I may have expected on top of it would be for LB F1 to receive a similar treatment to Choking Gas; have one initial tick (for the purposes of Cleansing Ire), but overall I’m fairly happy. Interesting that a dodged adrenaline ability is now so punishing; we might see people running things to try to do a better job of insuring them. We might even see bolas :O
Also, with new Brawler’s Recovery, I think that might actually pose a viable alternative to Cleansing Ire. Could possibly move to a style that thieves have with their two identical weapon sets. Maybe something like AM/AS with Warrior runes, Brawler’s Recovery, grab some other goodies. Could be fun.
(edited by Sarrs.4831)
I certainly expected worse. Thoughts:
- While the Aden change is going to hurt, it’s going to really distinguish the good Warriors from the bad. It will mean that a good Warrior won’t be too heavily effected by conditions while bad ones will be quickly overwhelmed.
The problem is that conditions are so easily spammed.
You can land a burst skill, proc cleaning ire, and be completely bogged down in conditions again before you get anywhere near full adrenaline again.
There are very distinct, and few builds that will run enough conditions to bog us down like that. And I mean they are full-on dedicated, it’s not a run-of-the-mill condition damage spec, its specialized.
The issue is how CI renders ambient conditions that other builds run either intentionally or not obsolete. The rate we warriors have nullfied any instance of 1-3 conditions on us on a regular, frequent occasion in a fight gives us a huge advantage over anyone else.
But, nerfing CI directly would be too harsh, so you hit it indirectly and offer an alternative that might be more prospective.
Good changes, IMO.
The one thing I may have expected on top of it would be for LB F1 to receive a similar treatment to Choking Gas; have one initial tick (for the purposes of Cleansing Ire), but overall I’m fairly happy. Interesting that a dodged adrenaline ability is now so punishing; we might see people running things to try to do a better job of insuring them. We might even see bolas :O
Also, with new Brawler’s Recovery, I think that might actually pose a viable alternative to Cleansing Ire. Could possibly move to a style that thieves have with their two identical weapon sets. Maybe something like AM/AS with Warrior runes, Brawler’s Recovery, grab some other goodies. Could be fun.
It’s not just a dodge. It’s also miss. Like if you’re blinded mid super telegraphed earthshaker then you’re out of luck there, too. Or if your target runs out of range. No other class has such harsh penalties attached to the use of their class mechanic.
The worst part is that it’s easier to reply a condition and/or dodge than it is to build another full bar of adrenaline, especially in pvp.
Well, IMO Adrenaline changes is not going to make much difference for weapons with AOE burst. Currently with number of adds, pets, clones, I always end-up hitting something. For weapons with single target burst like axe, mace, and rifle, that is a huge nerf. So no more complaining about evis I guess.
However, GS + Hammer will now be much stronger. Power sw+sh/GS and sw+sw/GS hybrid will be viable, there will definitely be more mobility complains. Condition warriors will still be strong that’s not going to change. Shout-heal conditional might start to be popular as inspiring shouts will negate some of the Adrenaline limitation.
Good changes, IMO.
The one thing I may have expected on top of it would be for LB F1 to receive a similar treatment to Choking Gas; have one initial tick (for the purposes of Cleansing Ire), but overall I’m fairly happy. Interesting that a dodged adrenaline ability is now so punishing; we might see people running things to try to do a better job of insuring them. We might even see bolas :O
Also, with new Brawler’s Recovery, I think that might actually pose a viable alternative to Cleansing Ire. Could possibly move to a style that thieves have with their two identical weapon sets. Maybe something like AM/AS with Warrior runes, Brawler’s Recovery, grab some other goodies. Could be fun.
It’s not just a dodge. It’s also miss. Like if you’re blinded mid super telegraphed earthshaker then you’re out of luck there, too. Or if your target runs out of range. No other class has such harsh penalties attached to the use of their class mechanic.
The worst part is that it’s easier to reply a condition and/or dodge than it is to build another full bar of adrenaline, especially in pvp.
With CI, getting hit a few times + switch weapon a couple of times + doing some hitting, you should have 2 to 3 bars when your burst come off of cooldown. So I say its not going to make much difference.
No other class has such harsh penalties attached to the use of their class mechanic.
Seriously? What a over dramatic load of nonsense.
Necro: Can’t rez, can’t swap weapons, can’t use utility skills, can’t pick up environmental weapons, can’t HEAL for cripes sakes.
Elementalist: Games only global cooldown, completetely shut down by one single condition, a third higher weapon swap CD compared to other classes, average 25-50% higher CD on weapon skills.
Even counting the miniscule amount of extra utility the ele and necro have over the warrior class mechanic the warrior class does not come within sight or sound of the harshest class mechanic penalites.
(edited by Conncept.7638)
No other class…..has such harsh penalties…..attached to the use of their class mechanic…..
I’d trade adrenaline for a rangers pet!
said no warrior ever.
No other class has such harsh penalties attached to the use of their class mechanic.
“Penalties” implies that you suffer beyond the basic interaction between adrenaline and your finisher skills. Which you’re not. You spend adrenaline, you use a move. Straightforward transaction. Enemy dodges it… Why would you expect a refund? The implicit message here is that successfully using an adrenaline skill punishes you, which is kind of insane
There’s a very short list of moves which actually penalise you when you use them. They’re the Corruption skills and Overcharged Shot. They have drawbacks because they have powerful effects.
The worst part is that it’s easier to reply a condition and/or dodge than it is to build another full bar of adrenaline, especially in pvp.
Depends on what you’re doing. Sure, you might get starved if you have no adrenaline generating traits and can’t attack… But, y’know, you may want to get some of those. Or become able to attack. They’re both solid options
If you’re really that bothered by dodging, slot an immobilise/control skill. Bola’s. Bull’s Charge. Stomp. “Fear Me!”. Leg Specialist. Warriors have plenty of buttons which they can use to ensure their Adrenaline moves hit.
No other class has such harsh penalties attached to the use of their class mechanic.
Dodge a mesmer shatter and not only have they wasted a cooldown, they also have to build up their illusion count again before having access to 4 skills. Two of which every Mesmer build finds useful.
No other class has such harsh penalties attached to the use of their class mechanic.
Dodge a mesmer shatter and not only have they wasted a cooldown, they also have to build up their illusion count again before having access to 4 skills. Two of which every Mesmer build finds useful.
indeed either +phantasms which is core mechanic of mesmer broken, crappy risky intermsof little to none profit.. in zergs..
+sword#3 become more risky that wasted your shatters, other cd, building up/unconnection time..
I like the adrenaline depletion on burst change. Forces warriors to think about their burst a little bit instead of just mashing that button on cool down.
Adrenaline changes are terrible. Only one of the changes was needed. Not all of them together.
It was nerfed multiple times in different ways. And not only that it affects other things than just burst skill usage which they seem to have completely over looked or didn’t care to address. Healing Surge and Adrenal Health specifically.
Agreed. The “decays when you leave combat” part was unnecessary in my opinion.
Also Signet of Rage was nerfed unnecessarily too.
GS changes – I can understand them given that the F1 might now be good.
It’s not even that bad – 4% of 100B and 5% of WW.
It just dawned on me that it might be interesting running Runes of the Warrior with Brawler’s Recovery if it doesn’t have an ICD. The other rune bonuses are kinda “eh” but I could see a GS/Rifle build using mostly offensive traits being able to put out damage while having enough sustain between Zerker Stance and Brawler’s Recovery to stave off conditions and kill them before they kill you. It’ll also make GS’s normally crappy AA kind of useful for keeping the bonus damage on the new Rifle AA up.
I’m thinking something like this.
You have both CD reductions so constantly swapping is good for both keeping up pressure and for condi removal. It might be better to just have Hoelbrak but that being said with the other rune buffs you’ll hit hard (Swapping with Sigil of Intel on Rifle + Volly and the situational KS) and have a large health pool. Now, the build would be REALLY good if they buffed Mending because THEN you could take Restorative Strength with it and basically have a full cleanse. It would reduce reliance on Longbow.
Looking forward to potentially not being so dependent on putting at least 4 into defense on every build. I could even see messing with Skullcracker and trying something like this (although I’ll probably drop Cull for Reflect) since Pulverize might actually consistently connect now and Weakness is a strong condition.
Hopefully this patch will make the class have a higher skill ceiling in addition to more variety.
(edited by BurrTheKing.8571)
It just dawned on me that it might be interesting running Runes of the Warrior with Brawler’s Recovery if it doesn’t have an ICD. The other rune bonuses are kinda “eh” but I could see a GS/Rifle build using mostly offensive traits being able to put out damage while having enough sustain between Zerker Stance and Brawler’s Recovery to stave off conditions and kill them before they kill you. It’ll also make GS’s normally crappy AA kind of useful for keeping the bonus damage on the new Rifle AA up.
I’m thinking something like this.
You have both CD reductions so constantly swapping is good for both keeping up pressure and for condi removal. It might be better to just have Hoelbrak but that being said with the other rune buffs you’ll hit hard (Swapping with Sigil of Intel on Rifle + Volly and the situational KS) and have a large health pool. Now, the build would be REALLY good if they buffed Mending because THEN you could take Restorative Strength with it and basically have a full cleanse. It would reduce reliance on Longbow.
Looking forward to potentially not being so dependent on putting at least 4 into defense on every build. I could even see messing with Skullcracker and trying something like"this":http://gw2skills.net/editor/?fJAQNAR5ejMdU2ZVImhwJaAmgCZHkCHjgAQdV85DPA-TpBCwAAOIAP3fQzFAgyDAQwRAIcZAA (although I’ll probably drop Cull for Reflect) since Pulverize might actually consistently connect now and Weakness is a strong condition.
Hopefully this patch will make the class have a higher skill ceiling in addition to more variety.
I was thinking of doing the same thing with a couple of axe sets.
cleansing ire also grants adrenaline when you take damage.
No other class has such harsh penalties attached to the use of their class mechanic.
Ranger says hello. They lose 30% of their damage only to justify their mechanic to even exsist.
I think the changes are good and the suggestion towards the longbow is also a good one.
No I’m waiting for the Rush nerf, which is inevitable.
No other class has such harsh penalties attached to the use of their class mechanic.
Ranger says hello. They lose 30% of their damage only to justify their mechanic to even exsist.
I think the changes are good and the suggestion towards the longbow is also a good one.
No I’m waiting for the Rush nerf, which is inevitable.
I would like to think that even with ANets’ checkered balancing past that they know that if you nerf GS mobility (which is it’s main strength) you have yourself a weapon that is worthless and everyone would just take Sword.
Rush didn’t get fixed (I don’t care about the distance, make it 900 for all I care, just let me hit something with it!)
100b still useless in pvp, even more with a 5% damage decrease (A 5% nerf to damage is meaningless, and this skill is already useless in pvp… )
Buff to rifle and arcing slice (finally!)
Nerf to adrenaline (so every warrior will be using longbow. Good job, so much for build diversity)
And adrenaline decays at superspeed as soon as you leave combat. I wonder why that doesn’t happen for death shroud.
Rush didn’t get fixed (I don’t care about the distance, make it 900 for all I care, just let me hit something with it!)
100b still useless in pvp, even more with a 5% damage decrease (A 5% nerf to damage is meaningless, and this skill is already useless in pvp… )
Buff to rifle and arcing slice (finally!)
Nerf to adrenaline (so every warrior will be using longbow. Good job, so much for build diversity)And adrenaline decays at superspeed as soon as you leave combat. I wonder why that doesn’t happen for death shroud.
Adrenaline decay rate isn’t changing. When it starts to decay is.
It doesn’t happen for death shroud because death shroud has never decayed unless you were using it (in which case, it always decays). Adrenaline has always decayed, it just took forever for it to start doing so.
Adrenaline decay rate isn’t changing. When it starts to decay is.
By looking at the video, it seems to decay faster than usual.
It doesn’t happen for death shroud because death shroud has never decayed unless you were using it (in which case, it always decays). Adrenaline has always decayed, it just took forever for it to start doing so.
I know how that shroud works. I don’t understand why it doesn’t decay while the necro is out of combat (not even slowly, like 2% a second) since, just like adrenaline, is a bar that fills while attacking.
Adrenaline decay rate isn’t changing. When it starts to decay is.
By looking at the video, it seems to decay faster than usual.
It doesn’t happen for death shroud because death shroud has never decayed unless you were using it (in which case, it always decays). Adrenaline has always decayed, it just took forever for it to start doing so.
I know how that shroud works. I don’t understand why it doesn’t decay while the necro is out of combat (not even slowly, like 2% a second) since, just like adrenaline, is a bar that fills while attacking.
Because they fulfill completely different purposes, so they cannot be compared. When Adrenaline makes up near the entirety of Warrior defense, then you will have a point.
Necromancers were also designed as the “attrition” profession. While in-combat, they’re actually terrible at it, a necro becomes harder and harder to stop the more fights he’s won (to a cap, naturally).
It’s not really about who has the strongest mechanic. It’s about how that profession has been balanced with that mechanic.
Burst skills have pretty much received only nerfs during these two years. I think the change is good but if warrior was supposed to be balanced then there should be a compensation.
Because they fulfill completely different purposes, so they cannot be compared. When Adrenaline makes up near the entirety of Warrior defense, then you will have a point.
Necromancers were also designed as the “attrition” profession. While in-combat, they’re actually terrible at it, a necro becomes harder and harder to stop the more fights he’s won (to a cap, naturally).
Except that adrenaline makes up the entirety of warrior’s condition removal, and most of warrior’s damage.
I’m not saying DS should decay as fast as adrenaline, but if adrenaline got nerfed like that, then DS shoul decay, even slowly.
Arcades, as a question, have you played necromancer? It takes 2-3 times longer to get a full bar for death shroud than it does for adrenaline. That is why DS doesn’t decay, if you use it for any reason and it runs out, you’re screwed until you take the 15-20 seconds to fill it up again.
Because they fulfill completely different purposes, so they cannot be compared. When Adrenaline makes up near the entirety of Warrior defense, then you will have a point.
Necromancers were also designed as the “attrition” profession. While in-combat, they’re actually terrible at it, a necro becomes harder and harder to stop the more fights he’s won (to a cap, naturally).
Except that adrenaline makes up the entirety of warrior’s condition removal, and most of warrior’s damage.
I’m not saying DS should decay as fast as adrenaline, but if adrenaline got nerfed like that, then DS shoul decay, even slowly.
Hardly. Cleansing ire is just the one bit of condition removal most Warriors take. They have a lot more options, some of which are very effective. Also, it only makes up their “burst” damage, not the majority. Consider that between every Eviscerate, the axe auto does at least double the damage (frequently more).
There is no reason for Death Shroud to decay out of combat because it fulfills an entirely different purpose and design than Adrenaline. It also decays whenever it is actually used, while Warriors can get several benefits for just keeping it high and never using it. Necros have one minor trait that gives them a benefit from life force while not using it, and it’s a pretty small benefit at that.
My gf has a necromancer, and I know that DS fills slower than adrenaline (and the only reason adren fills so fast is thanks to CI), and that’s way it should decay slower than adrenaline.
Looking at the ready up video, it took 5 secs for adrenaline to go from full to 50%, so it takes just 10 secs out of combat to empty your adrenaline bar.
If DS would decay at a rate of 2% per sec, it would take 50 secs to go from 100% to 0, which is 5 times the adrenaline decay.
Long story short: your DS takes 5 times longer to fill up, it decays 5 times slower.
It’d be fine even if it decayed 1,5% per second, i’d just like to see it decaying out of combat, doesn’t really matter how slow that would be.
@Arcades.4689:
You seem to think that adrenaline and lifeforce are similar resources. They are but similar only in the sense of filling up a bar. Other than that it works so very differently.
However, in DS life force already decays at a constant rate. And DS is the form where lifeforce is used in. So in the moment when it works similar to adrenaline (powering up attacks and support defensively) it is already close to your demands. To make DS decay for necromancers out of combat would mean leave them potentially defenseless from one fight to another. That would spell certain death in most situations, while warrior still has access to potent defensive utilities, necromancers rely often on DS for damage mitigation, interrupt of burst combos lead by CC and so on. You should play necro yourself, to get a feel of how DS and life force management actually works.
Let’s look at it this way, both a Warrior and a Necromancer start a fight with 0 on both Adren and LF against separate opponents. They both win a and leave combat shortly before encountering each other. In that time the Warrior has lost all of his Adren but the Necro has around half his LF. Who has the advantage(ignoring builds, let’s say both have builds that are equally effective against each other)?
Obviously the Necro.
The Warrior has to refill his entire bar, while the Necro can jump into his DS at any time. While yes, both mechanics are very different in functionality and refill rate, not losing that bar percentage between fights is a clear advantage to losing it. DS in general seems to be poorly designed, but it’s certainly not a weak. Starting at 0 LF you stand a fair chance at beating a Necro depending on the build (unless they’re power and you have no boon stripping, time to run from lich form). However if they start with a good amount of LF then when things get bad they can suck up a HUGE amount of damage.
I don’t know what needs to be done, but I do think that it does seem a bit unfair that Necros suffer no decay whatsoever.
Let’s look at it this way, both a Warrior and a Necromancer start a fight with 0 on both Adren and LF against separate opponents. They both win a and leave combat shortly before encountering each other. In that time the Warrior has lost all of his Adren but the Necro has around half his LF. Who has the advantage(ignoring builds, let’s say both have builds that are equally effective against each other)?
Obviously the Necro.
The Warrior has to refill his entire bar, while the Necro can jump into his DS at any time. While yes, both mechanics are very different in functionality and refill rate, not losing that bar percentage between fights is a clear advantage to losing it. DS in general seems to be poorly designed, but it’s certainly not a weak. Starting at 0 LF you stand a fair chance at beating a Necro depending on the build (unless they’re power and you have no boon stripping, time to run from lich form). However if they start with a good amount of LF then when things get bad they can suck up a HUGE amount of damage.
I don’t know what needs to be done, but I do think that it does seem a bit unfair that Necros suffer no decay whatsoever.
Have you ever seen a necro escape from any battle successfully?
Have you ever seen a necro escape from any battle successfully?
Have you ever seen a warrior escape a battle successfully in pvp?
Have you ever seen a necro escape from any battle successfully?
Have you ever seen a warrior escape a battle successfully in pvp?
All the freaking time. It may not be the best choice, given the Conquest game mode, but it’s definitely an option for them. Not so much on necros.
That said “escaping a battle” may just mean that they actually move on to contest a different point or objective (like, say, Tranquility on Temple of the Silent Storm: well worth abandoning a point to secure it.)
No other class has such harsh penalties attached to the use of their class mechanic.
Ranger says hello. They lose 30% of their damage only to justify their mechanic to even exsist.
I think the changes are good and the suggestion towards the longbow is also a good one.
No I’m waiting for the Rush nerf, which is inevitable.I would like to think that even with ANets’ checkered balancing past that they know that if you nerf GS mobility (which is it’s main strength) you have yourself a weapon that is worthless and everyone would just take Sword.
Last time I checked GS was the strongest weapon for PvE out of all classes (Not counting conjured weapons obvioulsy). The changes will slightly nerf it in PvE, which will probably put it behind an axe+mace/axe+sword setup but therefore it will be much more effective in PvP. The new F1 dealt almost 6k damage to a heavy golem below 50% health.
No other class has such harsh penalties attached to the use of their class mechanic.
Ranger says hello. They lose 30% of their damage only to justify their mechanic to even exsist.
I think the changes are good and the suggestion towards the longbow is also a good one.
No I’m waiting for the Rush nerf, which is inevitable.I would like to think that even with ANets’ checkered balancing past that they know that if you nerf GS mobility (which is it’s main strength) you have yourself a weapon that is worthless and everyone would just take Sword.
Last time I checked GS was the strongest weapon for PvE out of all classes (Not counting conjured weapons obvioulsy). The changes will slightly nerf it in PvE, which will probably put it behind an axe+mace/axe+sword setup but therefore it will be much more effective in PvP. The new F1 dealt almost 6k damage to a heavy golem below 50% health.
i think the best warrior combo now for PvE is gonna be Axe Axe and GS. Why dual Axe? With the increased damage on Axe 5, alongside reduced adren gain, rapidly building up massive amounts of adren to move from one spike to the other will be the way to go in order to achieve max DPS.
Evis – Whirling Axe – Arching Slice – 100b – Evis then axe AA…. Not sure how the calculations will be, but i assume that you will do fairly good damage in a shorter amount of time.
Rush didn’t get fixed (I don’t care about the distance, make it 900 for all I care, just let me hit something with it!)
Add a target required or reduced distance and doubled cooldown (same as RtL), fix the pathing and it would be a fair change.
100b still useless in pvp, even more with a 5% damage decrease (A 5% nerf to damage is meaningless, and this skill is already useless in pvp… )
Buff to rifle and arcing slice (finally!)
That’s probably the reason why they nerfed 100b. They nerfed the useless part and buffed the useful part.
Nerf to adrenaline (so every warrior will be using longbow. Good job, so much for build diversity)
That’s why they should change LB F1 the same way they changed thief’s Choking Gas:
Add an initial strike to the fire field upon landing. If it hits nothing, no conditions will be cured.
And adrenaline decays at superspeed as soon as you leave combat. I wonder why that doesn’t happen for death shroud.
I think necros are weak enough atm and there are multiple counters to DS that do not apply to adrenaline. The change also serves the playstyle of using your adrenaline in the fight rather than carrying it over to other fights.
i think the best warrior combo now for PvE is gonna be Axe Axe and GS. Why dual Axe? With the increased damage on Axe 5, alongside reduced adren gain, rapidly building up massive amounts of adren to move from one spike to the other will be the way to go in order to achieve max DPS.
Evis – Whirling Axe – Arching Slice – 100b – Evis then axe AA…. Not sure how the calculations will be, but i assume that you will do fairly good damage in a shorter amount of time.
I don’t think that you want to burn through your adrenaline all the time. You get an 15% damageboost after all. Axe+axe can be possible but I don’t think GS will be used after the patch since A+M/A+S is only slightly weaker than Gs/Gs is currently.
Have you ever seen a necro escape from any battle successfully?
Have you ever seen a warrior escape a battle successfully in pvp?
I’ve seen warriors escape battle (meaning combat) all the time. Necromancers, they have very few things (like maybe 1 skill) to help with that, which is why DS is more powerful, it’s to help them survive battle simply because THEY CANNOT FLEE.
Which kind of build use warriors in pvp to flee from combat? The master of mobility hambow? Or the uncatchable axe burst?
seriously guys, what’s you problem with this meme of the fleeing warriors?
I’ve played quite a lot of pvp, and I’ve NEVER had trouble with gs warriors. I usually just laugh at them, and their “uber mobility” (lower than thief and gs ranger, on par with sword war) has never been a problem.
Hambows and axe burst have absolutely no mobility, so they can’t really escape without using berserker stance, endure pain and quite a lot of luck.
Rush didn’t get fixed (I don’t care about the distance, make it 900 for all I care, just let me hit something with it!)
Add a target required or reduced distance and doubled cooldown (same as RtL), fix the pathing and it would be a fair change.
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1) reduced distance and doubled CD is pure nonsense. Lots of weapons have more mobility than gs, like warrior’s sword.
2) a 40 secs cd on a 900 leap with no secondary effects is just dumb.
3) make it a 900 range, add a cripple effect and fix the pathing. Done.
(edited by Arcades.4689)
In my experience, any that decide to use Berserker’s Stance and Signet of Rage and just run. When they can’t be slowed down and they move faster than you do, not that tough to get away.
1) reduced distance and doubled CD is pure nonsense. Lots of weapons have more mobility than gs, like warrior’s sword.
2) a 40 secs cd on a 900 leap with no secondary effects is just dumb.
3) make it a 900 range, add a cripple effect and fix the pathing. Done.
o.O
Ride the Lightning. Got changed exact like that. Sword has more mobility? You mean you can travel more than 1200 units with sword at the same time as the GS can? I’m curious how.
Not to mention that the skill would stay exactly the same if you use it as it was inteded to be: to close distance.
In my experience, any that decide to use Berserker’s Stance and Signet of Rage and just run. When they can’t be slowed down and they move faster than you do, not that tough to get away.
So they’re using an elite (60-48secs CD) and a utility (60 secs CD) just to escape from a fight?
And I don’t think there is a single dps build that doesn’t have at least a leap/gap closer or a ranged weapon in pvp.
In my experience, any that decide to use Berserker’s Stance and Signet of Rage and just run. When they can’t be slowed down and they move faster than you do, not that tough to get away.
So they’re using an elite (60-48secs CD) and a utility (60 secs CD) just to escape from a fight?
And I don’t think there is a single dps build that doesn’t have at least a leap/gap closer or a ranged weapon in pvp.
I wouldn’t go acting like using Signet of Rage to escape is a big deal. Most Warriors use it on-cooldown anyway.
And sure, I have ranged weapons. But I’m also working to secure an objective. Chasing is counterproductive unless I know where all of his teammates are..
1) reduced distance and doubled CD is pure nonsense. Lots of weapons have more mobility than gs, like warrior’s sword.
2) a 40 secs cd on a 900 leap with no secondary effects is just dumb.
3) make it a 900 range, add a cripple effect and fix the pathing. Done.o.O
Ride the Lightning. Got changed exact like that. Sword has more mobility? You mean you can travel more than 1200 units with sword at the same time as the GS can? I’m curious how.
Not to mention that the skill would stay exactly the same if you use it as it was inteded to be: to close distance.
Elementalist’s weapon skills #4 and #5 usually have quite a high cd, since eles have access to 20 weapon skills.
Sword is better for moving around the map, since you can cover 1200 loc in roughly 16 secs, using leap 2 times. If you really want to run, grab a warhorn too and you’re set.
RtL was reduced from 1500 to 1200, with a 20/40 secs CD. You proposed to reduce distance and double CD at the same time, which would bring Rush to 900 loc and 20/40 secs CD. So they wouldn’t really be the same. But thinking on it, I’d probably welcome these changes if they would just fix the kitten thing.
I wouldn’t go acting like using Signet of Rage to escape is a big deal. Most Warriors use it on-cooldown anyway.
And sure, I have ranged weapons. But I’m also working to secure an objective. Chasing is counterproductive unless I know where all of his teammates are..
So, the great escape tools of a warrior are the most used stance and swiftness.
Eles can run 1800 loc with burning retreat and RtL, thieves can reset fights at will, mesmers can get away using decoy or staff #2, engi can use elixir S and shield block, necromancer can use the flesh wurm… the list is quite long, you know. It doesn’t seem to me that warriors have so much more escape tools than other classes.
They don’t have larger numbers of escape tools (except compared to necros and guardians). What they have are much lower cooldowns. The only profession that can get away better is a Thief, and they are designed to do that. Extreme mobility is one of the primary defenses because they can’t stand to be in combat long. Warriors can, but they can disengage almost as easily and come charging right back in due to low cooldowns on those mobility skills.
And most of the melee weapons have some sort of leap or dash for Warriors. Greatsword has two, Sword has one, Axe and hammer both have their burst skills. Longest cooldown on any of those? 20 seconds. Even banners have a dash (15 second cooldown).
Burning Retreat: 20 seconds
RtL: 40 seconds (if used as an escape)
Decoy: 40 seconds
Elixer S: 60 seconds
Flesh Wurm: 40 seconds (requires pre-casting for escape use, can’t be used to chase)
The shortest cooldown on any of these skills is equal to the longest cooldown on a Warrior’s weapon skills. Most are at least twice that cooldown.
(edited by Drarnor Kunoram.5180)
I don’t know what needs to be done, but I do think that it does seem a bit unfair that Necros suffer no decay whatsoever.
I don’t think comparing a necro at 0 LF and a warrior at 0 adrenaline is a fair comparison. In particular, that warrior could have naturally ended that fight at 0 adrenaline, because he’s already cycled out several F1s. The necro could have been exceedingly frugal with their LF, because they’re thinking “i need to save my LF so i have a chance in the next fight, when more than one person tries to attack me”.
The skills are fundamentally different, how the resources work are fundamentally different, what you do to generate the resources is fundamentally different… And while there might be some merit to making Life Force decay (more than it already does), I think it would both require a lot of balancing to make work, and require a potentially unhealthy amount of homogenization.
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