https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Currently, Adrenal Health favors “holding your adrenaline.” which a defensive warrior no longer does, we are constantly spending it. It used to be favorable because I could go 10/0/15/0/10 and build for “Holding my Adrenaline.” However now that the traits are 30/0/0/0/30, I can no longer put 15 points defensively to do that.
With the new trait “Cleansing Ire” I also need to constantly spend my adrenaline, which makes Adrenal Health heal for very very low unfavorable amounts, so here is my solution.
Change it to:
Adrenal Health
Gain health when you gain a strike of adrenaline. Gain health for every bar of adrenaline spent with a melee weapon.
Healing: X (0.15) when you gain a strike of adrenaline.
Healing: X (0.75) per bar spent.
This would add a lot new synergy with our current traits and put us more on-par with current bunkers. This would be very offensive sustain, compared to other classes defensive sustain.
However it would also add a lot more counter-play with classes using blinds/ways to make us miss our burst skills so we can’t dump and heal.
This would give us a way to reduce damage without boons like protection/regeneration/vigor, however it has a limit (can only get 30 strikes before you need to dump, and people can prevent you from dumping with CC/Blind/Stun/Daze.)
(edited by Daecollo.9578)
Agreed, Adrenal health is a mechanic that is counter productive to the mechanics of the class, but with this suggestion i think that this is going to benefit everyone it can mantain the same healing power scaling just changing the mechanic so you no longer need to hold your adrenaline.
You should post this on the suggestions and the post where the devs are answering questions about warriors.
Hell no, that will nerf my build to hell, making warrior bunkers unviable again, with full andreanline and signet of healing thingie, i heal up to 900 in spvp pr second, which is very nice, if you add this the best bunker in the game gets nerfed, it currently overbunkers guard, yes i mean it
worst idea ever, nerfs the best warrior build warrior got right now in pvp, only viable in my opinon
It’s actually a nice tradeoff and not as counter-intuitive as the 10 point traits, which got moved to grandmaster for that exact reason.
It’s a choice of “dealing more damage/cc” vs “having more sustain”, which is unlike the stupid “dealing more damage by holding back” mechanic, those other traits provided.
Also, it is not meant to be some sort of faceroll sustain. Your proposed change would probably move it to a 30 point slot. Right now, it’s a clear tradeoff between having sustain and getting to use that burst skill, which is great.
It’s actually a nice tradeoff and not as counter-intuitive as the 10 point traits, which got moved to grandmaster for that exact reason.
It’s a choice of “dealing more damage/cc” vs “having more sustain”, which is unlike the stupid “dealing more damage by holding back” mechanic, those other traits provided.
Also, it is not meant to be some sort of faceroll sustain. Your proposed change would probably move it to a 30 point slot. Right now, it’s a clear tradeoff between having sustain and getting to use that burst skill, which is great.
It’s currently a 15 point trait, so it would likely be moved to 25.
Just a nitpick
worst idea ever, nerfs the best warrior build warrior got right now in pvp, only viable in my opinon
Why did you need to post 2 times in a row?.
Share you allmighty bunker warrior build that “outshines” guardians…
You realize that right now you are not using the class the way is meant to be played just because you are holding on your adrenaline?, you realize that even with that you cant bunker like a real bunker?, you dont have protection so, where is your bunkering?, you can bunker what?, 1 guy? (another warrior probably), really a warrior cant bunker.
Not another one of these suggestions…
How about burst mastery, furious, whatever to get your 3 bars of adrenaline back in no time? 30/x/x/x/30 builds with main hand axe still eviscerate and don’t complain all the time. This QQing needs to stop. You can’t have everything at once. I think the devs are finally heading into the right direction.
This would be awfully powerful to be honest. With Ire trait (in same tree) this would mean that everytime you take a hit you are also healed for 240 and when you hit something you get 240.
GS whirlwind could heal you for over 1-2k easily if you roll it through multiple people. The precision signet would become a heal that heals for 30*240 = 7200. (if you had empty adrenaline bar that is)
Combine the precision signet with well placed usage of adrenaline it would be 3*625 = 1875 if you used all of your adrenaline, pop signet for 7200 heal and burn them again for another 1875 heal. All that becomes a 10950 heal
Ofcourse if you made it so that if you get multiple strikes at once, it only triggers once, but the coding behind it could be really hard. Or if maybe if it healed only when you gain a bar of adrenaline, but then the 240 heal would be lame and useless.
Sounds cool idea, but it needs to be handled carefully not to make it overpowered. Its like omnomnom berries were back when they didnt have ICD, but this time you get healed if you get damaged as well.
You can run Cleansing Ire and Brust Mastery and have adrenaline even after using your burst, swaping weapon, getting hit, hell if you run shout take adrenaline after shout, or if you run axe take more adrenaline from axe critical hits, or take Berserker Stance, or Signet of Fury…
Burst Mastery = all benefits from using and having adrenaline are easier to get.
Make adrenal health healing on burst. Simple as that
No, don’t make it heal on burst. It’s in a good state right now. This trait is a trade off trait, you can have more sustain or have burst. If every single skill of warriors are tied to a single burst they would be godkitten awful to play as a class.
Adrenal Health
Gain health when you gain a strike of adrenaline. Gain health for every bar of adrenaline spent with a melee weapon.
Healing: 240 (0.15) when you gain a strike of adrenaline.
Healing: 625 (0.75) per bar spent.
To me this just looks like you want to give us a trait that wouldn’t be much different from the pre-nerf Omnomberry Ghost. Heck, this would actually be worse, since you trait for Furious and/or Sharpened Axes and make Whirling Axe heal for up to 7,200.
No, don’t make it heal on burst. It’s in a good state right now. This trait is a trade off trait, you can have more sustain or have burst. If every single skill of warriors are tied to a single burst they would be godkitten awful to play as a class.
In this case move Berserker power and heightened focus to minor 15, bc it is a good tradeoff. Inst it?
Just realized something else:
With this trait, Healing Surge will heal for MORE with no adrenaline than at full adren.
Talk about bad design lol
No, don’t make it heal on burst. It’s in a good state right now. This trait is a trade off trait, you can have more sustain or have burst. If every single skill of warriors are tied to a single burst they would be godkitten awful to play as a class.
In this case move Berserker power and heightened focus to minor 15, bc it is a good tradeoff. Inst it?
So you want Fast Hands to be a Grandmaster Trait? You can bet it would kitten off much more people than when they moved Heightened Focus and Berserker’s Power to Grandmaster.
No, don’t make it heal on burst. It’s in a good state right now. This trait is a trade off trait, you can have more sustain or have burst. If every single skill of warriors are tied to a single burst they would be godkitten awful to play as a class.
In this case move Berserker power and heightened focus to minor 15, bc it is a good tradeoff. Inst it?
So you want Fast Hands to be a Grandmaster Trait? You can bet it would kitten off much more people than when they moved Heightened Focus and Berserker’s Power to Grandmaster.
Its was just an example, not something i want to see.
Actually having Fast Hands as a grandmaster minor would make perfect sense. Versatile Power is close to useless.
Currently, Adrenal Health favors “holding your adrenaline.” which a defensive warrior no longer does, we are constantly spending it. It used to be favorable because I could go 10/0/15/0/10 and build for “Holding my Adrenaline.” However now that the traits are 30/0/0/0/30, I can no longer put 15 points defensively to do that.
With the new trait “Cleansing Ire” I also need to constantly spend my adrenaline, which makes Adrenal Health heal for very very low unfavorable amounts, so here is my solution.
Change it to:
Adrenal Health
Gain health when you gain a strike of adrenaline. Gain health for every bar of adrenaline spent with a melee weapon.
Healing: 240 (0.15) when you gain a strike of adrenaline.
Healing: 625 (0.75) per bar spent.This would add a lot new synergy with our current traits and put us more on-par with current bunkers. This would be very offensive sustain, compared to other classes defensive sustain.
However it would also add a lot more counter-play with classes using blinds/ways to make us miss our burst skills so we can’t dump and heal.
This would give us a way to reduce damage without boons like protection/regeneration/vigor, however it has a limit (can only get 30 strikes before you need to dump, and people can prevent you from dumping with CC/Blind/Stun/Daze.)
Adrenal Health
Gain health when you gain a strike of adrenaline. Gain health for every bar of adrenaline spent with a melee weapon.
Healing: 240 (0.15) when you gain a strike of adrenaline. = 7200 on use of signet of fury, healing surge (10000 + 7200) or berserker stance (7200 or 9600). Also makes several traits regen health very fast In this case the heal per stack could be lesser.
Healing: 625 (0.75) per bar spent. = Looks good, but the heal could be higher, too much higher.
Another good idea are Adrenal Health heal every 1 second instead every 3. The lost will be less.
^ i actually think that fast hands should be baseline, we are promoted as master of weapons.
Guys, plz!
Don’t put your hands in fast hands, plz.
Move to grandmaster? lol
this looks troll post to destroy warriors :/
Versatle rage and fast hands are ok. The only one that could be changed are versatle power that could grants 50% endurance instead might.
I like the idea, and it kind of makes sense. But the healing amount you have per strike of adrenaline is way too high.
I think it would be good at 90 health per adrenaline strike gained via attack. Healing for 500 per adrenaline bar spent. But neither are effected by Healing Power
Also this change would make mace (main hand) and hammer more attractive, because of their traits in Defense trait line. I really like both mace and hammer burst skill, but current Adrenal Health is encouraging me not to use burst skills for my “bunker” builds.
This. Also looking from pve side its does not worth using our adrenaline at all.
I removed the healing amount from it because honestly its insignificant, the developers would make the healing, when I added it I put down the max I would make it, not what I wanted it to be.
I replaced it with X so the idea would get more attention then the heal amount itself.
I also wanted to fix some misconceptions to the idea as well, when I said “Gain health when you gain a strike of adrenaline” It doesn’t exactly have an internal cool-down, but signet of precision and Healing Surge will only heal for one proc, not 30 of them, that would just be silly and go against the idea of actually taking traits that give you strikes of adrenaline.
I removed the healing amount from it because honestly its insignificant, the developers would make the healing, when I added it I put down the max I would make it, not what I wanted it to be.
I replaced it with X so the idea would get more attention then the heal amount itself.
I also wanted to fix some misconceptions to the idea as well, when I said “Gain health when you gain a strike of adrenaline” It doesn’t exactly have an internal cool-down, but signet of precision and Healing Surge will only heal for one proc, not 30 of them, that would just be silly and go against the idea of actually taking traits that give you strikes of adrenaline.
The biggest issue I see is that there’s just too big of a gap between the lowest and highest amount of adrenaline usage.
For example, some people prefer not to use their adrenaline and rather take bonuses from Heightened Focus or Berserker’s Power. For those kind of people, this change would be massive, as they wouldn’t be able to benefit from Adrenal Health at all.
On the other side of the spectrum are people like myself. I have 76% crit rate, I run with both Sharpened Axes and Furious. On a typical boss, it takes me about 4 seconds to go from Eviscerating all of my adrenaline to having a full bar again. If it stopped here, it would be all good. But I can just as easily swap my weapon to, for example, Sword/Axe, where I could use Flurry and Whirling Axe, going again from maxed adrenaline to 0 to maxed within seconds. And by the time all of this is done, I can swap weapons again, restarting the cycle.
We’re talking spending and gaining 3 bars of adrenaline once every 5 seconds as the other opposite of the spectrum.
You just cannot balance it properly with the options that we have. Either the extreme adrenaline gain builds get overpowered or you end up with a trait that is too weak without such a setup.
Adrenal Health is a minor trait. I think it’s fine as is.
I actually came up with a slight variation of this idea, prior to the recent heal buff.
But now our sustain has been improved, exactly like we had asked for.
Let the dust settle, let the meta evolve, let people adapt, before you starting asking for MORE sustain.
I actually came up with a slight variation of this idea, prior to the recent heal buff.
But now our sustain has been improved, exactly like we had asked for.
Let the dust settle, let the meta evolve, let people adapt, before you starting asking for MORE sustain.
We have poor sustain still, a lot of our traits have been moved and changed and are not very good.
I would like our healing traits to have synergy, like the Guardian/Elementalist/Ranger’s healing abilities do.
We have poor sustain still, a lot of our traits have been moved and changed and are not very good.
I would like our healing traits to have synergy, like the Guardian/Elementalist/Ranger’s healing abilities do.
I didn’t say we were perfect and should never be adjusted again forever!
What I said was, we need to settle down and see how this latest adjustment plays out. Give it some time. See how the meta evolves. It’s an 8 person game of RPS.
See, everyone was throwing Paper (evade thief/mes) for so long, that eventually some Scissors (condi necro/engi) players came along and started cleaning up. But sure enough, it’s time for us Wars to show up with a friggan Rock, and Pain on their parade. Not a typo
We asked for Sustain.
The devs increased our sustain.
Was the increase too little? Too much? Who knows?!?
It’ has not been long enough yet to make a fair assessment, not by you, or me or even the devs.
I actually came up with a slight variation of this idea, prior to the recent heal buff.
But now our sustain has been improved, exactly like we had asked for.
Let the dust settle, let the meta evolve, let people adapt, before you starting asking for MORE sustain.
Well, that’s true, but just this improvement would make a lot of builds better. We would actually use burst skills a lot more and not sit on pile of adrenalin to get that extra sustain out of Adrenal Health
I could understand if Adrenal Health was a ‘5’ point trait and not a 15 (then I could go 30/0/5/0/30 and sit on my adrenaline. However its not.
It currently has no synergy with cleansing ire, in fact its counter productive to use it at all with it. Honestly it should be moved to another tree entirely and replaced with something else or changed to something like I suggested above.
I would rather Adrenal Health help us. However it would be a great ‘5’ point minor trait in defense or tactics tree.
(edited by Daecollo.9578)
Obviously the number will be changed so it will stay in the same spot of the defense line.
But also it could just changed to do something i said a long time ago:
When we use burst, let the effect of adrenal health stay and fade over time, like 5 seconds stays the same then it starts to fade a little, then when you gain adrenaline it starts to go up again.
But i like more the Daecollo idea, is better for the mechanics of the class to have better synergy.
I support this idea. This change would continue the recent idea of making the Warrior’s adrenaline mesh with certain builds. As it is right now in the defensive tree it works against Cleansing Ire which is another trait used for staying alive.
Daecollo – your idea is somewhat bad and i’m going to tell you exactly why.
1.The idea that you’re proposing is to change this skill to have synergy with YOUR build. Other people run different builds. I find it amusing how players call out for " rework this skill or that trait so it works better in MY build".
2.The trait as it is intended forces you to make a choice between healing and burst. This is as it should be and goes hand in hand with the idea of a burst warrior. You want to burst? by all means do it but don’t expect to have everything handed on a plate to you because you just hit F1.
3.Some players want to sit on adrenaline while others don’t. The choice is theirs.
The Nerf to Berserker’s Power and Heightened Focus in the last patch was done so that warriors’ only viable option wasn’t to just sit on their adrenaline bar. Right now there’s a good amount of balance between staying on it or spending it. What you propose means there’s not going to be a reason to stay on you adrenaline and just forces you to spend it.
See the problem? it breaks the balance. The player should have to choose between using it or not. And both solutions should be effective.
4.You spoke about synergy. You mentioned Cleansing Ire specifically and how the two don’t have synergy. Well what about Berserker’s Power? It has synergy with that as is. So why is it that it should have synergy with what YOU use, but not with what others use?
Daecollo – your idea is somewhat bad and i’m going to tell you exactly why.
1.The idea that you’re proposing is to change this skill to have synergy with YOUR build. Other people run different builds. I find it amusing how players call out for " rework this skill or that trait so it works better in MY build".
2.The trait as it is intended forces you to make a choice between healing and burst. This is as it should be and goes hand in hand with the idea of a burst warrior. You want to burst? by all means do it but don’t expect to have everything handed on a plate to you because you just hit F1.
3.Some players want to sit on adrenaline while others don’t. The choice is theirs.
The Nerf to Berserker’s Power and Heightened Focus in the last patch was done so that warriors’ only viable option wasn’t to just sit on their adrenaline bar. Right now there’s a good amount of balance between staying on it or spending it. What you propose means there’s not going to be a reason to stay on you adrenaline and just forces you to spend it.
See the problem? it breaks the balance. The player should have to choose between using it or not. And both solutions should be effective.4.You spoke about synergy. You mentioned Cleansing Ire specifically and how the two don’t have synergy. Well what about Berserker’s Power? It has synergy with that as is. So why is it that it should have synergy with what YOU use, but not with what others use?
If you have Berserker’s Power and you don’t have 30 discipline, then why bother getting Berserker’s Power in the first place?
You would get more damage just by getting 30 discipline alone.
I don’t care about the way you play, since it does less damage then the way I play and barely has any synergy.
However I understand why you would be mad. Whatever weird build you actually play? (Link please.)
Berserker’s Power is ONLY good if you have 30/0/0/0/30, otherwise its simply not worth investing. If your 30/0/15/0/0, then your .. well in a pretty weird low damage build… I mean more power to you, but you would be getting a lot more going 30/0/0/0/30, just sayin’.
(edited by Daecollo.9578)
Daecollo – your idea is somewhat bad and i’m going to tell you exactly why.
1.The idea that you’re proposing is to change this skill to have synergy with YOUR build. Other people run different builds. I find it amusing how players call out for " rework this skill or that trait so it works better in MY build".
2.The trait as it is intended forces you to make a choice between healing and burst. This is as it should be and goes hand in hand with the idea of a burst warrior. You want to burst? by all means do it but don’t expect to have everything handed on a plate to you because you just hit F1.
3.Some players want to sit on adrenaline while others don’t. The choice is theirs.
The Nerf to Berserker’s Power and Heightened Focus in the last patch was done so that warriors’ only viable option wasn’t to just sit on their adrenaline bar. Right now there’s a good amount of balance between staying on it or spending it. What you propose means there’s not going to be a reason to stay on you adrenaline and just forces you to spend it.
See the problem? it breaks the balance. The player should have to choose between using it or not. And both solutions should be effective.4.You spoke about synergy. You mentioned Cleansing Ire specifically and how the two don’t have synergy. Well what about Berserker’s Power? It has synergy with that as is. So why is it that it should have synergy with what YOU use, but not with what others use?
If you dont like to burst roll a guardian, if i dont like ranged combat i dont play a ranger or an engi, is simple as that, you people can not keep holding the warrior back because you in first place are playing the warrior wrong.
How can you use berserker’s power without getting heightened focus and the 30% critical damage? It makes absolutely no sense to me to go that far into power. You would gain more damage from just going 0 into power and 30 into discipline.
Daecollo doesn’t understand balance or making choices on the warrior. He feels that whatever way he plays he should have access to everything and anything.
Harper is right. The devs have these options for us and allow us to make the choice on how we play rather than already having predetermined cookie cutter builds. The only thing that doesn’t make sense is Heightened Focus in the Burst tree when it’s obviously a sustained damage ability and would be much better suited in the Arms tree. Swap Last Chance and Heightened Focus is my personal opinion. Adrenal Health is fine as is and Cleansing Ire is fine as well, though, I do wish Cleansing Ire cleansed 1 condition per adrenaline bar and would only work if we gained that adrenaline through dealing or receiving direct damage. That would negate the abilities that give us insta full adrenaline or swapping weapons or inspiring shouts.
I like the direction they are going and a few more slight changes would be great and maybe some traits in the right trees making more sense but the devs have their own idea of what they want.
Artemis and Harper don’t understand synergy at all. Why should a defensive trait be more beneficial when used in combination with offensive traits rather than the other clear defensive trait Cleansing Ire?
Daecollo doesn’t understand balance or making choices on the warrior. He feels that whatever way he plays he should have access to everything and anything.
Harper is right. The devs have these options for us and allow us to make the choice on how we play rather than already having predetermined cookie cutter builds. The only thing that doesn’t make sense is Heightened Focus in the Burst tree when it’s obviously a sustained damage ability and would be much better suited in the Arms tree. Swap Last Chance and Heightened Focus is my personal opinion. Adrenal Health is fine as is and Cleansing Ire is fine as well, though, I do wish Cleansing Ire cleansed 1 condition per adrenaline bar and would only work if we gained that adrenaline through dealing or receiving direct damage. That would negate the abilities that give us insta full adrenaline or swapping weapons or inspiring shouts.
I like the direction they are going and a few more slight changes would be great and maybe some traits in the right trees making more sense but the devs have their own idea of what they want.
Actually I think the intent of heightened focus to be in discipline tree is to allow trees other then arms to increase crit chance as well in order to increase build doversity
Artemis and Harper don’t understand synergy at all. Why should a defensive trait be more beneficial when used in combination with offensive traits rather than the other clear defensive trait Cleansing Ire?
Why is heightened focus in a trait line which reduces recharge of burst skills!? OMG, IT MAKES NO SENSE!! Every skill must synergize perfectly with every other skill, even though we HAVE TO MAKE CHOICES!
The only reason this is coming up now is because all the “pro” PvPers want their Cleansing Ire and think they should get some kind of magical free healing trait that works perfectly with it, despite the fact that a) it’s a minor trait and b) it’s been around long before the CI kitten DPS bandwagon.
Good suggestion but I think Adrenal Health works nicely as it is. It’s one of the few really good minor traits.
The best way to supplement Adrenal Health is to have traits that increase your Adrenaline flow. Cleansing Ire, Sharpened Axes, Furious, Berserkers Might, and Burst Mastery. In PvP I use Cleansing Ire, Furious, and Berserker’s Stance, and I regain my Adrenaline very quickly.
The function of AH is fine. The function of Berserkers Power/Heightened Focus is not fine.
Good suggestion but I think Adrenal Health works nicely as it is. It’s one of the few really good minor traits.
The best way to supplement Adrenal Health is to have traits that increase your Adrenaline flow. Cleansing Ire, Sharpened Axes, Furious, Berserkers Might, and Burst Mastery. In PvP I use Cleansing Ire, Furious, and Berserker’s Stance, and I regain my Adrenaline very quickly.
The function of AH is fine. The function of Berserkers Power/Heightened Focus is not fine.
I agree, I love Adrenal Health, however it doesn’t really go well with our current abilities.
You get more healing from going full offensive and less healing going defensive… it makes no sense.
If it was a ‘5’ point trait I would be fine with it, because I could go 30/0/5/0/30, however it isn’t.
What i’m suggesting is to change its function, so its better with our current tree. We should be rewarded for using our burst, not punished.
Good suggestion but I think Adrenal Health works nicely as it is. It’s one of the few really good minor traits.
The best way to supplement Adrenal Health is to have traits that increase your Adrenaline flow. Cleansing Ire, Sharpened Axes, Furious, Berserkers Might, and Burst Mastery. In PvP I use Cleansing Ire, Furious, and Berserker’s Stance, and I regain my Adrenaline very quickly.
The function of AH is fine. The function of Berserkers Power/Heightened Focus is not fine.
I agree, I love Adrenal Health, however it doesn’t really go well with our current abilities.
You get more healing from going full offensive and less healing going defensive… it makes no sense.
If it was a ‘5’ point trait I would be fine with it, because I could go 30/0/5/0/30, however it isn’t.
What i’m suggesting is to change its function, so its better with our current tree. We should be rewarded for using our burst, not punished.
Come on.
Adrenal Health is a minor trait. It’s not supposed to be a build defining trait, so stop trying to make it into one.
Adrenal Health does go well with our abilities, assuming that you’re actually going to take it. After all, if it doesn’t go well with Warriors, then neither do Berserker’s Power and Heightened Focus, but those are currently part of the “meta” PvE build.
If you want to reward Warriors for using adrenaline, you need to start from reworking Berserker’s Power and Heightened Focus, which are god kitten meta defining traits instead of dillydallying around trying to bully your way into free health regen for your current meta build.
There .. are many minor traits in the game that are build defining.
It goes against our defensive traits to hold adrenaline, most of our traits in defensive are used to make burst stronger or cure us of conditions. Adrenal Health goes against using your burst because you heal for a lot less when you do.
Here’s the thing amigos.
Fenrir and Daecollo. Before explaining to me that I’m playing the class wrong I’m going to explain to you that you’ve got pvp or wvw in mind and that’s not my main focus. Never did I say this was my pvp build.
If you’re going to lecture me on how to play my class – 1000 hours spent on class at least try to figure things out for yourself.
I play 30 25 15. This is my PVE build and it has less damage than the suggested 30 0 0 10 30 build you guys run but that is beside the point. The class I’m running has very good sustain and that’s why I like it.
It heals for a LOT. and when you’re out there with toughness gear – taking hits as any champion’s preferred punchbag you’ll figure out why.
And before you ask " why do you Knight in pve, you should full zerker" i’m going to counter with – if you want full zerker you want a run team. When i get those i get my zerker and change my build BUT – most of the times when I just run around people have NO idea what they’re doing and i like to be more self sufficient.
I understand synergy – what you said makes sense from that point of view but what you don’t understand is that not everyone plays or even wants to play your build. You want people to agree with you? Change the meta – make your build the proven way to go and sure enough people will be agreeing with you left and right.
But you haven’t done that have you? Instead of leading by example you’re running around considering all things from ONE point of view: yours.
It’s people like you that have made GW2 a pale shadow of what GW1 was. If people want to use what they want let them. If it’s not effective- let them. If people really need holding hands ( looking at you 5 skill / weapon) then that’s sad really.
Let people figure things out for themselves.
Oh and Fenrir – what made you think i was even remotely interested in your hypothetical guardian?
Oh – i forgot Cryspytoast – because synergy transcends trait lines. Before HF and BP were moved to the 30 slots you had synergy between them and AH. If they got moved then that synergy at least in part is STILL there.
If i trait for a defensive trait it doesn’t mean i’m going full defense. If I trait for an offensive one it doesn’t mean I’m going full offense. There are situations for those but they’re …you guessed it SITUATIONAL. Most of the time I roll an in between build that does most of the stuff – so i don’t have to bother with people not doing their jobs.
(edited by Harper.4173)
Here’s the thing amigos.
Fenrir and Daecollo. Before explaining to me that I’m playing the class wrong I’m going to explain to you that you’ve got pvp or wvw in mind and that’s not my main focus. Never did I say this was my pvp build.
If you’re going to lecture me on how to play my class – 1000 hours spent on class at least try to figure things out for yourself.
I play 30 25 15. This is my PVE build and it has less damage than the suggested 30 0 0 10 30 build you guys run but that is beside the point. The class I’m running has very good sustain and that’s why I like it.
It heals for a LOT. and when you’re out there with toughness gear – taking hits as any champion’s preferred punchbag you’ll figure out why.
And before you ask " why do you Knight in pve, you should full zerker" i’m going to counter with – if you want full zerker you want a run team. When i get those i get my zerker and change my build BUT – most of the times when I just run around people have NO idea what they’re doing and i like to be more self sufficient.I understand synergy – what you said makes sense from that point of view but what you don’t understand is that not everyone plays or even wants to play your build. You want people to agree with you? Change the meta – make your build the proven way to go and sure enough people will be agreeing with you left and right.
But you haven’t done that have you? Instead of leading by example you’re running around considering all things from ONE point of view: yours.It’s people like you that have made GW2 a pale shadow of what GW1 was. If people want to use what they want let them. If it’s not effective- let them. If people really need holding hands ( looking at you 5 skill / weapon) then that’s sad really.
Let people figure things out for themselves.Oh and Fenrir – what made you think i was even remotely interested in your hypothetical guardian?
I don’t want to say to you how to play your character, but I have about 1400 played on my warrior. I know what i’m talking about.
I also use Knight’s gear with full ascended cavalier’s.
I WvWvW, SPVP, And I play quite a bit.
I run 30 in defense and I use my burst quite a bit, but explain to me. Why should I be healed for less when I use my burst when almost all my traits want me to use it.. besides my main healing one?
Merciless Hammer favors using my burst.
Cleansing Ire favors using my burst.
These are two of the most used traits in the tree, and they make Adrenal Health (the ability I rely on to keep myself alive in the tree when I spec for it.) WEAKER!
You can’t say that for any other tree in the game, for example for thief, Meld in Shadow’s increases time in stealth by 1 second, improving all the traits that rely on stealth for the thief in that tree. Its synergy that makes the other classes better then the warrior, and this is the start of that!
^ Saladhead
To counter your question i will add my own.
If they rework the trait as you intend why should i receive NO healing while my other trait wants me to keep adrenaline?
The problem – is that you’re not getting you want synergy for YOUR build. The build that goes 30 in defense.
I’m trying really hard to explain to you that synergy is a concept that goes beyond trait tree. It is a class concept.
Your bursting is your choice. It might be a good or a bad one but it is YOURS. You want to change the game around based on that.
My not bursting is MY choice – and I’m saying the way the skill works now you lose some and get some. I gain health for NOT bursting but LOSE trait points because i have to skill up to 15 defense. It is balanced in a sense. Since you have it traited but lose healing when you burst.
It’s as simple as :
Heal = no burst and loss of trait points.
Burst = no heal and gain of trait points.
you want Burst and heal – thus making what you want a situation in which there’s only ONE way to play.
If you want to improve the warrior you need to rework its mechanics entirely.
First of all BP and HF should be different. I don’t know how exactly but different.
In the end i feel that warrior should be given some form of reward for NOT bursting as long as two of its core grandmaster traits are designed around the idea of NOT bursting.
If they change those – either way – it might be worth doing what you said – but with with the current meta you’re just buffing your build and killing others.
Unrelated – can you give me the number you get for effective power if you punch your build correctly and accurately here ? Also damage reduction. I’ve been thinking of knights/cavalier and was curious. If you don’t want it public you can PM me. If not you can just not share it if you’re not comfortable with it
I would completely get rid of all these sit on adrenaline traits personally. Be happy that 2 of them was moved to GM, if u want a passive crap stuff roll a guardian.
I would completely get rid of all these sit on adrenaline traits personally. Be happy that 2 of them was moved to GM, if u want a passive crap stuff roll a guardian.
I was going to write – but you posted.
As long as those stay like that there’s no rational reason to change since the majority of warriors prefer to SIT on adrenaline rather than use it.
I’m not happy they moved it to GM. They should either make it good(as good as it was pre-nerf). As good as using it or take it out. Not kitten it as it is now.
Sitting on adrenaline caters to the casual player – the one that needs 5 skills to come with his weapon so he doesn’t wreck his own build. Like it or not GW2 caters to that player and there you have it.
IMHO the BP and HF nerf shouldn’t have happened. They should have just made BURSTS equally good.
See I favor the – make everything good(or just as good) and let players choose what’s good, comfortable and effective for them.
Then the main difference would be skill not gear and cookie cutter builds.
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