4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
Adrenaline when hit should be baseline!
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
If Adrenaline on hit was baseline, I’d consider using Brawler’s Recovery over it when the patch hits. Cleaning a condition every 5 seconds is pretty darn good. And rather than Cleaning Ire I would pick the new Last Stand..Because quite frankly, it will be a powerful trait. Unfortunately, it has to compete with Cleaning Ire wich is essential to almost every build.
Adrenaline on hit could reasonably be defined as baseline, yes.
You seem pretty upset with the meta, but I think you might give it too much importance. Certainly, meta builds are strong, but they’re not the only ones being strong. Players are actually not forced into meta builds, they force themselves into them, believing nothing else is viable, because everyone say so (usual group-think effect found in any community).
I beg to differ. In my experience, berserker warriors are perfectly playable in serious games, it’s first and foremost a matter of team composition, what roles the team wants in, and which member should fulfill which role. I’ve been called “cheese” or “noob” for playing condition or celestial meta builds; but I’ve been called “OP” and “cheater” when playing berserker builds.
I recently played against a team of 5 berserkers (incl. 3 coordinated Fresh Air elem), we got wiped cleanly with all our celestial meta things. Of course: there’s some basic investment in condition management, which was completely wasted in that occurrence – plus they had good rotations for their composition.
Granted, berserker builds couldn’t do without the Discipline line. I also play mine using Defense, mostly because I soloQ and consider that my teammates may not be experienced enough, and that I might need to carry (so ability to 1v2). In coordinated teams though, I’d have no problem staying away from Defense, and burst anything in group fights, as needed. As a matter of fact, I’ve already played 6/x/x/x/6 and x/6/x/x/6 builds, with interesting results.
So, don’t hesitate to stray from the mainstream theory, discuss possible team comps with your team, experiment them, and I’m pretty sure you’ll have plenty of success and fun. Innovation often brings that.
It doesn’t matter.
Cleansing Ire is staple for all pvp builds.
That doesn’t mean gaining adrenaline by getting hit shouldn’t be baseline though. Considering they’re going to power creep so hard anyways, they may as well do this.
Schwahrheit, #1 Fuhrer NA, Just your everyday typical rager
yes, make embrace the pain baseline please.
https://wiki.guildwars2.com/wiki/Embrace_the_Pain
then make cleansing ire grandmaster trait, but change it such that:
“Remove a condition for every bar of adrenaline spent.”
then we’re good.
It doesn’t matter.
Cleansing Ire is staple for all pvp builds.
Adrenaline on hit is actually a big reason for that. Condi cleanse is crucial, but may become less so with the introduction of Resilience, Mending become more viable etc.
I’m actually in favour of this.
The old embrace the pain trait was nice, but it was difficult to fit when you needed to take other options on that line. I always remembered thinking back then that they should just make it a baseline effect since adrenaline is exclusive to warriors anyways.
I guess it was a little odd also since you gained adrenaline when being hit by default in GW1, so I was just used to that sort of mechanic being there. Mind you, adrenaline works a lot differently now, but it’s a bit odd to be getting beat on and not gaining adrenaline from a thematic point of view.
Having spent most of my warrior hours running hammer builds, having the adrenaline on being hit can be really important to ensuring you have an appropriate means of actually building up adrenaline in the first place, outside of quick or multi-hitting weapon attacks like greatsword and longbow have.
I think cleansing ire will still be an attractive option since it’s a source of condi clearing, but if they made the adrenaline part of it baseline it would at least allow warriors to venture away from cleansing ire without losing an irreplaceable mechanic. There’s other ways to compensate for the condition clearing (healing/utility skills, runes, sigils), but no other means aside from taking other traits to make up for the adrenaline gain loss.
I mean, just try running a hammer/mace build without the adrenaline on being hit from CI and then try and tell me you’re having a good day.
YES!! Someone else gets it!!
The problem I have with the upcoming changes is that we will be force into taking both defense and discipline leaving only free1 trait line for build diversity. I don’t mind having 1 mandatory trait line but not 2. Discipline is the trait line directly associated with our core mechanic. It only makes sense that every warrior be running it.
We are getting some nice healing/cleansing options so CI will still be good but won’t have a monopoly over our cleanse.
Another option would be to combine versatile rage and versatile power into GM minor and put “embrace pain” as discipline adept minor. I never understood why an adrenaline gaining trait ever got a spot in the defense line in the first place. It belongs in the discipline line.
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
Rather than baseline, I’d be fine with it being a minor trait in Discipline or Defense.
Rather than baseline, I’d be fine with it being a minor trait in Discipline or Defense.
Maby a replacement for “Thick skin” ?
With that we can take something else besides CI.. but many builds are still forced into defensive/discipline. but this will atleast give us more options yes.
Or rather, just tack it on to thick skin. That way, you still have thick skin in addition to the adrenaline on hit, so you don’t lose anything.