Condition warrior
2nd problem are the weaphons.
there are only 2 weaphons witch can be used in condi build and this is longbow and 1 handed sword ( main and offhand)
now the problems with this weaphons. sword mainhand is ok but the 3rd hit (Final trust) should not deal so much direkt dmg. the dmg swd hould be normal but give this 3rd hit a special condi (50% change poison and 50% freeze).
the sword in offhand is 50% ok ^^.
the 4th attack is a nice skill with a long time bleed. but the 5th skill is nearly useless. you block 1 attack and hit the target witch will not stand near you…. . there are so many pets illus and other aoe attacks that this skill (Riposte) will nearly never hit a player. and the effekt of this skill is the same like the 4th skill (WTF… realy?)
both skills give 4 stacks bleeding over the same time.
now we see the Flurry skill from warrior. you need full adrenalin to use it perfectly. if you have full adrenalin you stay 2,5 sekends at 1 position like a fool and all enemys will kick your kitten and the joke is in this time you deal not realy much dmg.
i remember a mesmer skill where he is unkillable and a thief skill like this where you got stunned and the thief is dodging.and this are normal weaphon skills with 8 sekend cooldown. so why do the warrior need adrenalin for this and why is he the only idiot who get nuked by other players in this time??? i dont know the sense to use this skill incombat. 2 autoattacks with sword deal nearly same bleeding dmg like this F1 skill and i can move around.
now lets check the longbow.
the longbow is a bit better than the sword but there are 2 attacks witch need a change!!!
first: in my opinion
-F1
-Skill 2
-Skill 4
-Skill 5
are good disigned. but there are 2 problems with the bow. first problem witch i will never understand is why does this condition ( i think this is cndi weaphon) weaphon have a skill like “Arcing Arrow”. its kitten realy strong Power shot without any usefull ability for conditions. the dmg should be a bit lower but there should come 1 or more usefull conditions, like freeze/ cripple/ poison /confusion (because of this strong hit or so).
then lets check the autoattack from bow. its not realy strong for power builds because this enorm fire rate xD. and useless for conditioners. there is nothing. maybe give this bow a change to deal condition dmg like the shortbow from ranger witch is much better because the realy nice firerate. you deal 6-8 bleeding stacks wihle auto attacking with shortbow while the longbow from warrior do nothing just a bit normal dmg.
the warrior is shoting with 2 arrows. so maybe the first arrow deal bleeding and the 2nd arrow gives poison 10% freeze 10% burn10% and 70% nothing.
if some of this changes will come in the next patches there are more that 1 way to play the warrior in future and we will delete most bad thinks from condi warri
1. bad weaphons
2. bad traits
3. warrior have only 2-3 conditions (bleed, bit burn, here and here cripple). the mainproblem was that there is only 1 condi remove needed to delete all the dmg the warri tried to deal with all his attacks.
i think this will help the warriors to have more builds and become more usefull in fights without a greatsword)
please give feedback and sorry for my bad english.
Some good ideas I can see here I tried condition Warrior too and in some situations it was even better than any other build.
Just to point something out: ArenaNet is very very attached to ingame “coherence”. Why should a Warrior apply Chill? There is no reason, he has no magic and he doesn’t carry a tank of liquid nitrogen.
But he may has Poison. A Warrior can envenom his weapons, so you should work around how applying it.
There may be a trait, similar to Thief, that let you apply Poison with your next X attacks.
Sword skill 1 third attack need a rework, I agree. I suggested applying a longer Bleed, or maybe two stacks of shorter Bleed.
There may also be a trait like “33% to apply Poison to bleeding foes”, which will make a great synergy with trait “PRecise Strikes”.
“Blademaster” trait need the 20% cooldown reduction effect. Maybe change the 10% critical rate with “10% to apply 2 s Bleed on hit” (only 2 s because it works on any hit, not just criticals).
Arcing Arrow should not be changed, it has an awesome AOE damage (you can’t pretend that all weapon skills from LB are conditions XD) and it also a combo finisher blast which is very useful.
LB autoattack should not change in my opinion. It has a good damage (as said before, can’t all skills be condition appliers), good range and it is a “2 hit”, which is good for traits that activate on critical hit and has no cooldown.
Basically I support your idea of strengthening the condition Warrior and I agree that it should has Poison. But Chill is out of question, ArenaNet won’t add that :/
I’m not fond of rifle builds, I prefer my longbow for ranged on my sylvari warrior, so I tested, but didn’t stick, with a condition build but…
1. The gear is dirt cheap. No one in heavy armor wants condition damage.
2. You need to build a balanced character. All rabid gear will leave you lacking in survivability.
3. With the regen from banners, warriors can heal a ton.
So what I’m getting at is, a warrior with a rifle, stacking bleeds, while having decent +healing, and a banner build, is very viable.
Use the +healing/boons and the +power/condition banners, get the Adrenal Health trait as well as the piercing rifle shots and 50% bleed duration.
Use the healing signet and food that gives regen. Get 3k armor and use runes of the undead.
So after all that I basically made my warrior the greatest scepter necro in the history of GW2. My mix of rabid clerics and apothocary gear left me with decent direct damage, about 100 damage bleed ticks and tons of group support.
I don’t do spvp, but in WvW I was a zerg supporting death machine.
Playing the engineer “as intended” is simply not viable.
(edited by Ezeriel.9574)
I’m not fond of rifle builds, I prefer my longbow for ranged on my sylvari warrior, so I tested, but didn’t stick, with a condition build but…
1. The gear is dirt cheap. No one in heavy armor wants condition damage.
2. You need to build a balanced character. All rabid gear will leave you lacking in survivability.
3. With the regen from banners, warriors can heal a ton.
So what I’m getting at is, a warrior with a rifle, stacking bleeds, while having decent +healing, and a banner build, is very viable.
Use the +healing/boons and the +power/condition banners, get the Adrenal Health trait as well as the piercing rifle shots and 50% bleed duration.
Use the healing signet and food that gives regen. Get 3k armor and use runes of the undead.
So after all that I basically made my warrior the greatest scepter necro in the history of GW2. My mix of rabid clerics and apothocary gear left me with decent direct damage, about 100 damage bleed ticks and tons of group support.
I don’t do spvp, but in WvW I was a zerg supporting death machine.
No no and no. You only speaking from a pve perspective and not Spvp. Thanks for sharing your view, but you can’t compare Spvp with WvW because they do not share the same gear and racial skills. Banner regen doesn’t heal a ton with warriors not with those numbers. I am speaking from a Spvp perspective and I know the pros and cons between them while having almost up 4k armor. It doesn’t help much that I can tell you for sure.
Overall in pvp and pve healing power doesn’t scale well with warriors as, but it’s not as bad Guardians with 2handed sword healing trait.
sry but why do all WvWler think its PVP?realy i play much WvW and still have over 10000 kills so i know a bit over WvW.
wvw is running in zerg and getting much hp and much heal skill syou can take. than the bigger group will win the fight.there is no skill neded.
in wvw i can run into 50 enemys with full berserker set and still survive this because 90% of players are just spaming aoe to front having lags or running away.
and now
1. yea sPVPler want more playstyles. bunker candi and roamer. just because you wanna play your wvw frontline TP bunker it doesent says other want it to
2 what? why not realy
3 banners to great heal? do we play the same game? 260er ticks are not a great heal when you must spend 30 points ffor this. 260er heals are many in GW1 but not in GW2 …..
Just for general information:
Healing Signet is currently absolutely useless. It base HPS is 200.
Mending base heal 5560, cooldown 25 s → 5560 / 25 = 222 HPS.
Healing Signet healing power ratio is 0,033 so 1000 healing power →33 increased HPS
Mending healing power ratio is 1,0 so 1000 healing power → 1000 / 25 = 40 increased HPS
So HPS speaking Mending is better than Healing Signet both for base HPS and healing ratio PLUS it removes two conditions too.
Healing Surge has an even higher HPS with full adrenaline.
Conclusion: do not even consider Healing Signet. It does not exist.
sry but why do all WvWler think its PVP?
I’m sorry, but if your question only applies to spvp, maybe you should post it there.
Playing the engineer “as intended” is simply not viable.
Sword skill 1 third attack need a rework, I agree. I suggested applying a longer Bleed, or maybe two stacks of shorter Bleed.
FYI, the sword auto-attack skills (sever artery, gash, and final thrust) are a reference to a basic skill chain in GW1 that used the sword. It went like this:
1. Hit your foe to bleed them
2. Hit your foe and wound them if they’re bleeding (the “deep wound” condition doesn’t exist in GW2)
3. Do big damage to your foe if they have low health
The GW2 are modeled in a similar fashion. The first two skills apply conditions, and the third one hits for large direct damage. As such, they’ll probably stay that way in thematic terms.
As far as balance goes, I think this is actually a good thing. If all three had their damage based on condition damage, they would be even more vulnerable to condition removal. Having the large direct damage on final thrust can complement the long duration bleeds on the first two skills very well since it will both allow you to take chunks off your opponent immediately in addition to maintaining condition pressure.
“Blademaster” trait need the 20% cooldown reduction effect. Maybe change the 10% critical rate with “10% to apply 2 s Bleed on hit” (only 2 s because it works on any hit, not just criticals).
I think adding the 20% CD reduction would be a decent way to buff the sword, especially since a lot of other weapons have this sort of CD reduction option. However, the critical hit chance increase is quite useful for at least two reasons:
1. This trait is in the arms tree, which means you will already have a naturally higher precision by investing trait points here. The +10% crit-chance can help you get very frequent critical hits.
2. A number of abilities function “on-crit”. For instance, the first minor trait in the arms tree is precise strikes (you get this by default with 5 points in the tree). This gives you a 33% chance to inflict bleeding on critical hits. So if you have a higher critical hit chance, you are more likely to inflict a critical hit, and therefore more likely to inflict an extra bleed stack.
There are a number of other traits that work in this way (i.e. rending strikes, furious), as well as sigils (i.e. sigil of earth), so the +10% critical chance can be very useful for a condition build.
@yasmand
gw1 and gw2 is a bit different. i think its bad if you try to play a waarior on condi AND direkt dmg. if you try this you will die instant. if you dont do this an djust playing condi warrior the 3rd hit on swort isnt very strong. you still have not enought power to deal high dmg with it and there are no traits witch say Sword skills deal 20% more dmg if ……
this traits only existing for GS axe Mace Hammer. only 1 trait says 10% more dmg to bleeding foes but this is not enought to deal heavy dmg with a direkt sword when still having 0 power.
@yasmand
gw1 and gw2 is a bit different. i think its bad if you try to play a waarior on condi AND direkt dmg. if you try this you will die instant. if you dont do this an djust playing condi warrior the 3rd hit on swort isnt very strong. you still have not enought power to deal high dmg with it and there are no traits witch say Sword skills deal 20% more dmg if ……
this traits only existing for GS axe Mace Hammer. only 1 trait says 10% more dmg to bleeding foes but this is not enought to deal heavy dmg with a direkt sword when still having 0 power.
It’s not black and white though. The first two sword attacks also do direct damage, and that is not a trivial thing. If you took away the direct damage from all your sword attacks and had it all converted to bleed damage, it would likely be a weaker weapon because everything you do would be based on one thing. An enemy could negate absolutely all your damage with a single condition removal, enemies with very high vitality would be inherently more resistant to the damage, and any traits for condition immunity (engineer has one) would make you literally useless. The direct damage will complement the bleed damage, allowing you to burn down your foe both immediately and over time, which can end up being more efficient in some cases.
You can still specialize in condition damage, the extra direct damage is just a bonus. It’s the opposite case for people who specialize in direct damage. Any condition damage for them is just a bonus on top of their direct damage, but it’s not something that can be completely ignored.
This becomes especially important if you build might stacks, which boost both condition and direct damage at the same time. If you look at HGH engineers, they are often specialized in condition damage, but the direct damage they are capable of inflicting is significant as well.
However, the skill design is done more as a reference than anything, so I’m not sure how much thought they put into the balance of it. I am a bit surprised they didn’t add anything additional to final thrust though, especially the way the skill was in GW1. It would be more accurate if it did additional damage to bleeding foes or foes at low HP.
Totally ignored all the walls of text above.
Mix of Carrion, Soldier, Rampager, and Rabid gear got me 3k ap and 1.3k condi dmg and 30% crit before bonuses.
Damage is good, not 100b good but good. Flurry shines when you have 70%+ condi duration.
I use physical utilities because staying on target is DW swords biggest problem. Even if you aren’t able to kill your enemy, being able to chain immobilize a enemy for 10-15 seconds in wvw is essentially a death sentence. Very good at catching retreating zergs. You can rush through their ranks spamming cripple and flurry and bolas…
A;so Your bleeds keep doing dmg after you attack, you can dodge roll, line of sight or kite while they do their thing. Run in and out of melee range, timing it to your swings. Don’t stand around or you will die lots. If your endurance bar is always empty you are doing good c:
Disclaimer: Condi warrior is not a kill everyone build. Some ppl are kitten retentive about condi removal and those are the ones you run from. Its more about CC and pressure.
FYI, the sword auto-attack skills (sever artery, gash, and final thrust) are a reference to a basic skill chain in GW1 that used the sword. It went like this:
1. Hit your foe to bleed them
2. Hit your foe and wound them if they’re bleeding (the “deep wound” condition doesn’t exist in GW2)
3. Do big damage to your foe if they have low healthThe GW2 are modeled in a similar fashion. The first two skills apply conditions, and the third one hits for large direct damage. As such, they’ll probably stay that way in thematic terms.
As far as balance goes, I think this is actually a good thing. If all three had their damage based on condition damage, they would be even more vulnerable to condition removal. Having the large direct damage on final thrust can complement the long duration bleeds on the first two skills very well since it will both allow you to take chunks off your opponent immediately in addition to maintaining condition pressure.
I’ve never play GW1 so I didn’t know that. Anyway the addiction of Bleed to Final Thrust was not connected to a decrease of raw damage, it should stay the same. The addiction is just a “bonus” for being able to land 3 consecutive hits on an enemy.
I think adding the 20% CD reduction would be a decent way to buff the sword, especially since a lot of other weapons have this sort of CD reduction option. However, the critical hit chance increase is quite useful for at least two reasons:
1. This trait is in the arms tree, which means you will already have a naturally higher precision by investing trait points here. The +10% crit-chance can help you get very frequent critical hits.
2. A number of abilities function “on-crit”. For instance, the first minor trait in the arms tree is precise strikes (you get this by default with 5 points in the tree). This gives you a 33% chance to inflict bleeding on critical hits. So if you have a higher critical hit chance, you are more likely to inflict a critical hit, and therefore more likely to inflict an extra bleed stack.
There are a number of other traits that work in this way (i.e. rending strikes, furious), as well as sigils (i.e. sigil of earth), so the +10% critical chance can be very useful for a condition build.
You misunderstood, I’m not supporting the change to 10% critical rate. Mine was just a suggestion to one who doesn’t like it, it was a debate, but personally I like the critical rate increase, especially because probably the sword will have Sigil of Earth on it (and Precise Strikes will benefit from it too).
This is the closest i’ve come to any sort of condition build for the warrior:
http://gw2skills.net/editor/?fIAQRAsc8ejcOxwtO2QMxBizjkQFyre0m6EnUBxA-TwAg1CnIGTNmbMzYyxsjNIYBx+gZHA
This is a dirty build but it mauls people down fast, if you pop it in the middle of a crowd and roll balanced stance + Frenzy + Flurry it will mow down everyone you touch.
The only way to run condition builds with warrior is to run a true Hybrid build IMHO, power, condition and crit.
The vulnerability on crit and poison swap are a must, you want to stack these to protect your bleeds from condition removal.
It’s fun.
Open up with a Impale, Savage leap, Hamstring, -Swap- Shield bash, Bola’s – By now you should be able to use flurry, even if it’s only the minimum.
Weapon swap again, and continue.
Use Frenzy when you have them on the ropes, use your heal before you get into an engagement to supercharge your adrenaline so you can roll into a Flurry right off the bat.
Great 1v1, and can be really mean in groups if your not the one being focused.
95% crit chance when at full adrenaline which makes that flurry super nice.
(edited by Carrioncrow.6872)