Adrenaline loss on leaving combat?
And it puts the nail in the coffin for healing surge.
It’s so wars can’t start a fight with adrenaline ever.
They aren’t as creative as they think they are. Kinda obvious copy of WoW, not to mention a kitten change.
They aren’t as creative as they think they are. Kinda obvious copy of WoW, not to mention a kitten change.
Actually, this is closer to how Adrenaline worked in GW1. Adrenaline didn’t last long after you stopped building it. Also, if you used an adrenaline skill and missed/got interrupted/blocked, you still spent the adrenaline.
i am okay with adrenaline start dropping out of combat. But i think drop rate is what matters. if a flat drop rate it should be slow than current drop rate. Otherwise it should be drop faster at max adrenaline, a lot slower at 2 bar, very slow at 1 bar.
They aren’t as creative as they think they are. Kinda obvious copy of WoW, not to mention a kitten change.
*eyes suspiciously * are… you implying that Rage in WoW was unique or original?
Also, rage interacted with abilities much differently then how adrenaline does. As someone else mentioned, more akin to GW1.
I think they just want adrenaline to be more precious in general. No more keeping it when you miss. No more carrying it around the battle field. You build it and use it in combat, and it’s contained to that encounter.
Also take into account that nowadays a lot of Warrior WvW/PvP builds go at least 20 down Defense, which gets you Adrenal Health.
Having your adrenaline fade away when OOC is a nerf to Adrenal Health, and as such a bit of a nerf to Warrior’s overall sustain.
#allisvain
i am okay with adrenaline start dropping out of combat. But i think drop rate is what matters. if a flat drop rate it should be slow than current drop rate. Otherwise it should be drop faster at max adrenaline, a lot slower at 2 bar, very slow at 1 bar.
I think it should be the opposite slower at the start and faster at the end.
Either way it should take 10-12 seconds to lose a full 3 bar of adrenaline. How it was in the video was much too fast.
They aren’t as creative as they think they are. Kinda obvious copy of WoW, not to mention a kitten change.
*eyes suspiciously * are… you implying that Rage in WoW was unique or original?
Also, rage interacted with abilities much differently then how adrenaline does. As someone else mentioned, more akin to GW1.I think they just want adrenaline to be more precious in general. No more keeping it when you miss. No more carrying it around the battle field. You build it and use it in combat, and it’s contained to that encounter.
If it’s their intent to make adrenaline more precious then they’ve failed. All they’ve done is make it frustrating to use.
The majority of burst skills are terrible, telegraphed easy to dodge skills. And if you’re likely to miss and not proc cleansing ire then there is even less reason to spend it or to use that trait.
If it’s their intent to make adrenaline more precious then they’ve failed. All they’ve done is make it frustrating to use.
The majority of burst skills are terrible, telegraphed easy to dodge skills. And if you’re likely to miss and not proc cleansing ire then there is even less reason to spend it or to use that trait.
Earthshaker, Eviscerate and SkullCrack all have builds that put them to good use, and each have had their time in the spotlight.
Flurry is useful in general, imob→cancel/swap→ damage in power build and it’s good in condi builds.
Combustive Shot doesn’t even need mentioning, it’s obviously sitting in a good position right now.
So that leaves Kill Shot and Arcing Slice which are “bad”. Kill Shot is used in some trolly builds, and has also seen limited use in high-end tournaments though. Arcing Slice is getting reworked/significantly buffed in this patch.
So you’ve got one mediocre skill in the bunch.They aren’t “terrible”. And “telegraphed”/“easy to dodge” are the same thing. And the Burst Skill aren’t particularly more telegraphed then other warrior abilities. The warrior profession as a whole is just one who’s abilities are quite telegraphed for the most part.
Warrior Burst skills have significant effects on very short cooldowns. 3 sec stun, 2 sec aoe stun, damage nuke, 4 sec imob, huge fire field. If they weren’t burst skills, these effect would usually be on longer cooldowns then 10 seconds. Th resource (adrenaline) is a balancing tool, and by making it more easily wasted (either by expending it on a miss, or by draining it OOC) they are, in effect, making it more precious.
So what’s the problem exactly? That they made 3+ condis removal per 10 seconds on a Master trait that also gives you adrenaline on (being) hit require some work to land?
So far as I’m concerned, the only problem is that they didn’t nerf Combustive Shot’s interaction with Cleansing Ire so that it’s on par with other Burst skills.
The issue is that it will (in general) now take longer than 10 seconds to generate the required adrenaline. As it stands now you can weapon swap and burn the adrenaline on a different burst skill. Since blinds and dodge are prevalent it means that although you might not get the exact effect you wanted there’s still a silver lining to the miss.
Under this change you’d get nothing at all. Eviscerate specs would lose out on what could be a 7.5k crit on a zerker. Even if you didn’t weapon swap the 10s CD meant you could sustain until CD expiration and then drop eviscerate or whatever burst skill had missed. Perhaps I don’t watch adrenaline generation closely, but I believe it would take longer than 10s to generate a full bar with most warrior weapons. This seems to make the CD redundant.
How is the adrenaline gain rate slowing down with Signet of Rage generating it 50% faster and some attack speeds getting buffed (with no nerfs on that front)? However long it takes now to generate 3 bars of adrenaline, it will take just as long or less time after these changes hit.
Consider how long it takes to build up stage 3 Combustive shot. You should be pretty familiar with the timing, and that works nicely with showing how always losing adrenaline on your burst skill (whether or not you hit something) actually is.
well if signet of rage is Activated you loose the passive right, so you’ll gain much combat prowess , inplace of using it to build Adrenaline.
the pic had 38’s of might on a 60sec cooldown (thats not signet 20% off traited)
thats still kitten -60% uptime on Adrenaline build up time before the signet can be Activated again, and can be used in rotation to build Adrenaline after one f1 > signet of rage(is charging adrenaline still)
it’ll be way faster than using the natural adrenaline gain , and shortens the gap between f1 bursts ,due to the 50% gain if the signet isn’t activated.
the trade off now is Build Adrenaline , to Rage at your target in return you Recivive boons that improve your melee pressure , like long term fury, might , swiftness that also keep a 50% uptime.
but now its much more important to use signet of rage to manage Adrenaline rather than using it every 60secs , and using it too early or late in a fight just for the boons could hurt your Adrenaline and combos later on after a attack chain.
simple answer to the adrenaline loss, is how can you get Fustrated or gain Adrenaline if your doing nothing and not hitting stuff.
just how it was in gw1 and it is more Precious since you can’t spend it Wildly anymore.
It’s so wars can’t start a fight with adrenaline ever.
Makes sense now.
Warriors will still be top tier. These are long overdo and highly welcomed changes.
If you are good, they are only a minor nerd. If bad, well. . . So much for being the noob class to play!
Warriors are not top tier and wont be anywhere close to it. Some of these are long overdo and welcomed changes.
If you are good, they are a major nerf. If bad, well. . . re roll a ranger
Fixed 15 char
warrior and we’re the best class” Eugene
Warriors are not top tier and wont be anywhere close to it. Some of these are long overdo and welcomed changes.
If you are good, they are a major nerf. If bad, well. . . shut the kitten up and deal with itFixed 15 char
fixed that for you and don’t drag rangers into this . this is a Warroir thread.
It’s so wars can’t start a fight with adrenaline ever.
Makes sense now.
Why is it that necro’s death shroud doesn’t drain when leaving combat then?
It’s so wars can’t start a fight with adrenaline ever.
Makes sense now.
Why is it that necro’s death shroud doesn’t drain when leaving combat then?
Different mechanics are different.
Adrenaline has always drained when out of combat. All that is being changed is how soon after leaving combat the decay starts (and possibly the rate, though it’s tough to say due to how inconsistent it currently is). Life Force has never decayed when out of combat, but it always decays whenever the necro is in death shroud.
Life Force also builds much slower than Adrenaline, so having it decay out of combat would ensure necros never get a full bar.
It’s so wars can’t start a fight with adrenaline ever.
Makes sense now.
Why is it that necro’s death shroud doesn’t drain when leaving combat then?
Death shroud is incredibly difficult to build and is a large part of the only damage mitigation they have.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Chasing down a target AFTER A DISENGAGE will now hurt warrior more. Warrior have to waste skills and utility to chase down a target. Now warrior is further placed in a disadvantage because adrenaline will drop while chasing is in progress losing HP regen and possibly Crit% and/or Damage bonus
Chasing down a target AFTER A DISENGAGE will now hurt warrior more. Warrior have to waste skills and utility to chase down a target. Now warrior is further placed in a disadvantage because adrenaline will drop while chasing is in progress losing HP regen and possibly Crit% and/or Damage bonus
Im no really sure how thisl hurt in this situation. If youve completely disengaged or they have then BOTH players health should start regenning as the combat between the two is negated unless your in combat with another person. Still theyd have to create quite a large gap to create the “true” disengage that would cause your adrenaline to decay and if you were in combat with another person and he was out of combat your adrenaline wouldnt drain anyway. So I dont think this change will effect that situation too much.
It’s so wars can’t start a fight with adrenaline ever.
There is the option of http://wiki.guildwars2.com/wiki/Signet_of_Fury, but that would require making a choice… wait that is what building is all about.
Like the option or not, use the option or not doesn’t mean that it does not exist.
My issue with the update is what this does for Warriors leveling from 1-80. Those players are going to either switch classes or leave the game (or best case scenario, never learn what Adrenaline can do from 1-80).
The change would make more sense if the Adrenaline strikes (full bar 30) was lessened by ~33% per bar. In solo PvE (and especially at lower levels) a full bar of Adrenaline doesn’t even happen in a single one-on-one with a Warrior because Adrenaline strike is too slow from Warrior attacks alone.
What’s kind of a funny consequence out of this whole matter is that every single Warrior will now be forced into taking Cleansing Ire (if they have not already done so) but for the Adrenaline gain … the whining will commence even more.
This is a massive class mechanic change and will have severe consequences on all Warrior builds. It’s frankly too late in the game cycle to do this level of change without a complete class (trait/utility) overhaul as well. This will likely alienate a massive amount of players in GW2.
(edited by Artaz.3819)
It’s so wars can’t start a fight with adrenaline ever.
There is the option of http://wiki.guildwars2.com/wiki/Signet_of_Fury, but that would require making a choice… wait that is what building is all about.
Like the option or not, use the option or not doesn’t mean that it does not exist.
I use the signet currently, but a full bar of adren is not worth losing the utility slot for the full cooldown, plus it having a cast time. It is a weak skill that is only good because you can precast it (much like ranger traps) and get a small bonus when it’s off cd.
Most definitely being replaced by a stance, or possibly might signet, when changes hit