https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
The lack of cripple
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Both Endure Pain and Shield Stance dont prevent condition damage. Defy Pain has an internal cooldown of 90 seconds, so it doesnt trigger after using Endure Pain which makes this trait pretty much useless to me.
dont prevent condition damage
Well, the only thing we have to prevent that would be Renewed Focus, our Elite. Would only be fair to be able to do something with it, right? Besides, conditions are still ticking while you are invulnerable.
Defy Pain has an internal cooldown of 90 seconds, so it doesnt trigger after using Endure Pain which makes this trait pretty much useless to me.
Hmm, i’m no warrior but i would rather take the trait than using up one of my utility slots for the stance.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
What Warriors do get is close to double base health though. The reason Guardians get more boons and more health restoring abilities is because they need to increase their effective health to make up for the lack of maximum health as a heavily melee oriented profession.
Once again, if the extra boons and healing are the trade-off for the much lower health, what’s the lack of cripple a trade-off for? Indeed, what’s the lack of viable ranged damage the trade-off for? Warriors and Guardians do the majority of their damage in melee and of the two, only Warriors get cripples on almost every weapon. Boons or not, if you can’t damage something, you won’t defeat it.
Regardless, I’m still not entirely sure why getting protection, regeneration, blind etc disallows the use of snares. Especially when the Guardian is so much more reliant on melee damage than ranged. Better take snares off Elementalists, Engineers, Rangers and Necromancers then! How did that get past beta?! :O
As a small detour from the topic of the thread to address what was mentioned earlier, Warrior’s still have options for reducing damage and restoring health. Guardian’s don’t have options for cripple at all.
Warrior
- Plenty of weapon skill blocks/counterattacks.
- Let’s not forget that Warriors get much more leap finishers and blast finishers, which, when used correctly, can give decent amounts of retaliation (and a variety of other cool stuff), so the boon isn’t completely ruled out although I won’t argue it’s harder to obtain.
- Saying Warrior’s don’t get regeneration is silly, even it is via traits, they still can get it and if they do, it can be nearly permanent! (I’ve made a build where the regeneration ticked up.)
- Longbow has a blind.
- They can also blind via the many projectile finishers they have available. Which is another luxury Guardians have lived without for no real discernible reason until the revamped underwater skills.
- Healing Signet’s passive easily heals for more then Virtue of Resolve’s passive.
- Adrenal Health is always an option which can add up to another 120 health per second on top of that if health regeneration is an issue.
- As mentioned before, there’s Endure/Defy Pain.
- Shield Stance.
- Turtle’s Defense isn’t entirely bad.
Don’t want to use those? You don’t have to! At least you have the option to take them though! To be honest, the base armour and health make Warriors reasonably durable anyway. The combo methods of doing things surely aren’t as direct as the Guardian’s but I find the flexibility of combo finishers very fun. I’m sure there’s more ways as well but I’m not a definitive expert on Warrior builds.
Kaimoon Blade – Warrior
Fort Aspenwood