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Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, it seems they are nerfing us based on just that. They are cutting down a huge chunk of our DPS and hybridity just because we can speed-run the best.

I was always a bit surprised they even had those two traits in the adept tier to begin with, especially when you have traits like dual-wielding in the master tier already. +12% damage is pretty good for an adept-level trait. I expected they would bump it up to master at some point, but not grandmaster.

However, it’s a better candidate for that grandmaster slot than physical training was. It’s a similar case for DotE and heightened focus as well, although I didn’t toy around with the latter trait when it came in.

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Posted by: Daecollo.9578

Daecollo.9578

Unless Healing Signet procs on something besides Healing Per Second, then it needs to be set to a much higher level, it has no Opportunity Cost.

That is why I suggested a higher cool-down.

6-8k Active with a 30 second cool-down and a 545 passive.


@Yam: Guardians have a 10% damage to burning targets (Forever) as an adept trait. Why was it not moved to grandmaster?

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Posted by: zTales.4392

zTales.4392

I’m making an Axe/Axe + Longbow Warrior for WvW because of the changes, actually. XP

BWAHAHAHA.

Bri Dragonblight – Ranger | Bri Iceblight – Guardian
Northern Shiverpeaks

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Posted by: Daecollo.9578

Daecollo.9578

Healing Skills were improved, in all the wrong ways…

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Posted by: Kain Francois.4328

Kain Francois.4328

I will be VERY disappointed if they nerf my beloved Berserker’s Stance…

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Posted by: Yamsandjams.3267

Yamsandjams.3267

@Yam: Guardians have a 10% damage to burning targets (Forever) as an adept trait. Why was it not moved to grandmaster?

Probably because it relies on a condition being up. You can have good burning uptime on a guardian, but not if you invest absolutely nothing into it, and investing in more burning options or duration locks you into certain weapons or utilities that might not allow you to fully dump everything into direct damage. That would be like making berserker’s power only function if the enemy was bleeding (although that would be more powerful since bleeds are easier to apply). If the condition gets removed, that also takes away your damage. In comparison, an opponent cannot directly mitigate the warrior’s extra damage, the warrior has to give it up himself.

However, if these changes are accurate I think it’s a fair argument to say that something like fiery wrath should get bumped up to the master tier, although I’m not sure what would have to come down instead. Focus recharge, maybe.

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Posted by: Lord Titan.3791

Lord Titan.3791

Warrior Skills:

1) Tremor: Increased projectile velocity by 33%.
- Minor buff the increases mace OH slightly.
2) Axe Chain: Moved the damage more towards the end of the chain without reducing overall DPS.
Chop: Reduced damage by 9%
Double Chop: Reduced damage by 12%.
Triple Chop: Reduced damage of the first two hits by 20%. Increased the damage on the final hit by 75%
- Sounds like a small nerf, although I believe the final hit will be more than what we are expecting. Axe auto was ridiculous as is, no negative comments here.
3) Final Thrust: This skill has been moved to slot #3. Now does more damage and extra damage vs foes below 50%.
Hamstring: This skill has been moved to the end of the skill chain. Cripple reduced to 1s.
- Excellent add, huge Sword MH buff.
4) Savage Leap: This skill now applies 3s of cripple.
- Minor buff, increases swords synergy with Leg Specialist even more.
5) Leg Specialist: This trait now has an internal cooldown of 5 seconds.
- Minor nerf to weapon sets that include combinations of Hammer, GS, Sword, Axe, or Rifle.
6) Skull Crack: Increased stun duration from 1,1.5,2 to 1,2,3; Increased damage by 50%.
- Huge Mace buff.
7) Endure Pain: Recharge reduced from 90 to 60.
- Huge buff, increases our reliance on the skill further though.
8) Stomp: This ability now breaks stuns. Added 1s of stability. Reduced cooldown to 45 seconds.
- Minor buff, chances are it still won’t see any use.
9) Dolyak Signet: This is now an instant Stun Breaker.
- Possible buff depending on if it means the cast time is instant as well.
10) Bolas: Reduced the aftercast by .3 seconds.
- Minor tweak.
11) Kick: Doubled the damage.
- Minor buff, doubt it will see much use still.
12) Berserkers Stance: Increased recharge to 60 seconds. Reduced duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
- Huge buff, unsure if it retains its prior effect as well.
13) Balanced Stance: This now also applies swiftness.
- Imo this is a useless addition.
14) Dual Strike: Aftercast Reduced from .5s to .25s.
- Minor tweak.
15) Whirling Axe: Aftercast reduced by .2 seconds.
- Minor tweak.
16) Rush: Aftercast reduced by .2 seconds. Transition between the run and swing portion smoothed out for hitting moving targets.
- Huge GS fix if it properly hits now.
17) Staggering Blow: Reduced the aftercast by .25 seconds.
Backbreaker: Reduced the aftercast by .25 seconds.
Crushing blow: Reduced the aftercast by .2 seconds.
Brutal Shot(rifle): Reduced the aftercast by .3 seconds.
- Minor tweaks.
18) Healing Signet: 20s→15s
Mending: 25s→20s
Adrenaline Surge: 30s → 25s
- Good buffs, a slow step in the right direction for warrior sustain increase.
19) Rampage: Reduced cooldown to 150 seconds.
- Still useless.
20) Untraited Longbow range updated to 1000 from 900.
- Minor buff, keeps us from being easily out-ranged by other classes.
21) Riposte: If you block an attack from range, it no longer cancels the blocking.
-Moderate buff, slightly increases viability of sword OH. Emphasis on “slightly”.
22) Whirling Axe: Increased damage by 50%.
- Massive buff, expecting to see more of this. Interested in testing a few builds myself that include OH axe after patch. Specifically Sword/Axe – Hammer.
23) Fierce Blow: Reduced weakness duration to 4 seconds.
Pulverize: Reduced weakness duration to 4 seconds.
- Acceptable balanced due to the change of Weakness.

Titan/Mr Brains

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Posted by: zTales.4392

zTales.4392

Warrior Skills:

1) Tremor: Increased projectile velocity by 33%.
- Minor buff the increases mace OH slightly.
2) Axe Chain: Moved the damage more towards the end of the chain without reducing overall DPS.
Chop: Reduced damage by 9%
Double Chop: Reduced damage by 12%.
Triple Chop: Reduced damage of the first two hits by 20%. Increased the damage on the final hit by 75%
- Sounds like a small nerf, although I believe the final hit will be more than what we are expecting. Axe auto was ridiculous as is, no negative comments here.
3) Final Thrust: This skill has been moved to slot #3. Now does more damage and extra damage vs foes below 50%.
Hamstring: This skill has been moved to the end of the skill chain. Cripple reduced to 1s.
- Excellent add, huge Sword MH buff.
4) Savage Leap: This skill now applies 3s of cripple.
- Minor buff, increases swords synergy with Leg Specialist even more.
5) Leg Specialist: This trait now has an internal cooldown of 5 seconds.
- Minor nerf to weapon sets that include combinations of Hammer, GS, Sword, Axe, or Rifle.
6) Skull Crack: Increased stun duration from 1,1.5,2 to 1,2,3; Increased damage by 50%.
- Huge Mace buff.
7) Endure Pain: Recharge reduced from 90 to 60.
- Huge buff, increases our reliance on the skill further though.
8) Stomp: This ability now breaks stuns. Added 1s of stability. Reduced cooldown to 45 seconds.
- Minor buff, chances are it still won’t see any use.
9) Dolyak Signet: This is now an instant Stun Breaker.
- Possible buff depending on if it means the cast time is instant as well.
10) Bolas: Reduced the aftercast by .3 seconds.
- Minor tweak.
11) Kick: Doubled the damage.
- Minor buff, doubt it will see much use still.
12) Berserkers Stance: Increased recharge to 60 seconds. Reduced duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
- Huge buff, unsure if it retains its prior effect as well.
13) Balanced Stance: This now also applies swiftness.
- Imo this is a useless addition.
14) Dual Strike: Aftercast Reduced from .5s to .25s.
- Minor tweak.
15) Whirling Axe: Aftercast reduced by .2 seconds.
- Minor tweak.
16) Rush: Aftercast reduced by .2 seconds. Transition between the run and swing portion smoothed out for hitting moving targets.
- Huge GS fix if it properly hits now.
17) Staggering Blow: Reduced the aftercast by .25 seconds.
Backbreaker: Reduced the aftercast by .25 seconds.
Crushing blow: Reduced the aftercast by .2 seconds.
Brutal Shot(rifle): Reduced the aftercast by .3 seconds.
- Minor tweaks.
18) Healing Signet: 20s->15s
Mending: 25s->20s
Adrenaline Surge: 30s -> 25s
- Good buffs, a slow step in the right direction for warrior sustain increase.
19) Rampage: Reduced cooldown to 150 seconds.
- Still useless.
20) Untraited Longbow range updated to 1000 from 900.
- Minor buff, keeps us from being easily out-ranged by other classes.
21) Riposte: If you block an attack from range, it no longer cancels the blocking.
-Moderate buff, slightly increases viability of sword OH. Emphasis on “slightly”.
22) Whirling Axe: Increased damage by 50%.
- Massive buff, expecting to see more of this. Interested in testing a few builds myself that include OH axe after patch. Specifically Sword/Axe – Hammer.
23) Fierce Blow: Reduced weakness duration to 4 seconds.
Pulverize: Reduced weakness duration to 4 seconds.
- Acceptable balanced due to the change of Weakness.

I agree with this.

I’m still figuring out if I want to go Sword/Axe + Longbow or Axe/Axe + Longbow. :I

Axe/Axe would have more kick, but Sword/Axe would have control.

Bri Dragonblight – Ranger | Bri Iceblight – Guardian
Northern Shiverpeaks

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Healing Skills were improved, in all the wrong ways…

Well, we don’t know for sure how they’re improved yet, but how is a CD reduction the wrong way? That’s a direct buff to all of the healing skills, and puts it more on par with what other professions have available. It can become especially significant in a drawn-out fight, and is especially good for mending since it means for frequent condition curing (potentially 6-7 conditions removed every 20 seconds).

I thought they had mentioned they were looking at how healing surge was going to function, but we’ll have to see if that gets changed or not.

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Posted by: Kain Francois.4328

Kain Francois.4328

Really, really praying they don’t nerf my Berserker’s stance. I use it to spam burst skills and give myself extra Vigor…

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Posted by: Viking Jorun.5413

Viking Jorun.5413

Well, it seems they are nerfing us based on just that. They are cutting down a huge chunk of our DPS and hybridity just because we can speed-run the best.

I still don’t get how they’re merging our DPS at all. If you land every hit in the axe chain we’re actually getting a 14% damage buff, and they didn’t touch greatsword. So please, tell me how this is a nerf?

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Well, it seems they are nerfing us based on just that. They are cutting down a huge chunk of our DPS and hybridity just because we can speed-run the best.

I still don’t get how they’re merging our DPS at all. If you land every hit in the axe chain we’re actually getting a 14% damage buff, and they didn’t touch greatsword. So please, tell me how this is a nerf?

He’s talking about the berserker’s power and heightened focus traits. Builds that relied on both of those traits likely won’t have them available anymore, unless they already had 30 in strength and discipline. Some of them were only 10-dippers though, so they will lose at least one.

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Posted by: Lord Titan.3791

Lord Titan.3791

Warrior Traits:

Arms:
24) Deep Strike: This trait now scales with level rather than granting a flat bonus.
- Prevents overpowered leveling, possible buff if it is increased at level 80.
25) Furious Speed: Gain 10 seconds of swiftness on critical hits. This effect can only occur once every 15 seconds.
- Minor buff, allows crit builds to retain near permanent Swiftness in combination with SoR. Still won’t see much use.
26) Opportunist: This trait grants 10 seconds of fury when you immobilize a target. This effect can only occur once every 10 seconds.
- Huge buff, allows for permanent fury in combination with Leg Specialist.
27) Furious: This trait has been updated to indicate that triple adrenaline is rewarded on critical attacks.
- Unsure on previous amount, possible buff from double to triple.
28) Last Chance: This trait’s recharge has been reduced to 45 seconds, down from 60.
- Minor buff, allows for 30% more usage over the course of 1 1/2 minutes.

Defense:
29) Defy Pain. The cooldown of this trait has been reduced from 90 seconds to 60. This trait will have a 4 second duration, 5 seconds when traited with Sure-Footed
- Good buff, similar to the utility buff.
30) Vigorous Return: This trait now grants an additional 100% endurance when you rally.
- Minor buff/rework, doubt it will see much usage.
31) Sundering Mace: Fixed a bug causing this trait to apply weakness on mace critical strikes.
- Bug fix/nerf, fun while it lasted.
32) Cleansing Ire: New Master tier trait with the following effects. Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.
- Great addition, hopefully conditions are cleansed before the burst skills action goes through. Thus allowing us to burst through chill, cripple, immobilize without the chance of not reaching our target.
33) Shield Master: This trait has been moved to Adept tier.
- Buff and nerf all in one, forces you to choose Shield Master of Reflect Projectiles.

Discipline:
34) Warrior’s Sprint: Movement speed has been increased from 10% to 25%.
- Good buff, a possible pickup due to the loss of Heightened Focus in builds that don’t have perma-swiftness.
35) Sharpened Axes: This trait also reduces axe skills by 20% in addition to increasing adrenaline with axe critical hits.
- Large axe buff, furthering the promotion of Axes this patch.
36) Vigorous Focus. This trait has been moved to the Adept tier.
- Possible pick up as well, in stance builds, with the loss of Heightened Focus.
37) Destruction of the Empowered: This trait has been moved to the Master tier.
- Good for builds that utilize Burst Mastery as well. Harsh on builds that rely on Mobile Strikes.
38) Heightened Focus: This trait has been moved into the Grandmaster tier and grants 5%, 10%, and 15% critical chance based on adrenaline level.
- Minor buff to a class that is know for their already high dps. Not a big deal imo.

Strength:
39) Physical Training: This trait has been moved to the Master tier.
- Good buff, lacks usage until Physical utilities are properly buffed though.
40) Dual Wielding: This trait has been moved to the Adept tier.
- Possible pick up due to the loss of Berserker’s Power for Dual Wield builds. (Sword/Axe or Axe/Axe buff)
41) Berserker’s Power: This trait has been moved into the Grandmaster tier. Damage bonus has been increased to 5%, 10%, and 15% based on adrenaline level.
- Minor nerf for some builds, again I feel warriors damage is not their problem. Actually increases the dps of Axe dual wield builds that go 30 in Strength.
42) Berserker’s Might: This trait now passively builds 2 strikes of adrenaline every three seconds, while they are in combat.
- Awesome buff.
43) Distracting Strikes: This trait now applies 4 stacks of confusion for 8 seconds upon interrupting an enemy.
- Minor buff, possible pick up in heavy cc balanced/condition builds.

Tactics:
44) Burning Arrows: This trait now reduces the recharge of longbow abilities by 20% in addition to dealing 10% bonus damage against burning foes.
- Strong longbow buff.
45) Desperate Power: The threshold of this trait has been increased, dealing 20% additional damage while you are below 50% health instead of below 25%.
- Massive buff, expect to see some usage in balanced/ high vitality builds.
46) Empower Allies: This trait has been increased to 150 points of power.
- Strong buff.

All in all I think A-net is definitely aiming in the right direction. Although I feel they are being too cautious of tweaking warriors, in fear of making them OP.

Titan/Mr Brains

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Posted by: Lighter.5631

Lighter.5631

Well, it seems they are nerfing us based on just that. They are cutting down a huge chunk of our DPS and hybridity just because we can speed-run the best.

I still don’t get how they’re merging our DPS at all. If you land every hit in the axe chain we’re actually getting a 14% damage buff, and they didn’t touch greatsword. So please, tell me how this is a nerf?

how is that not touching GS at all, ICD for leg specialist, GS needed baldetrail boomerang immobilize to land hundred blades, now that combo just got destroyed now all we got are CCs, yet they are spraying stunbreaks across all builds. as off traits now we will be limited by alot and missing alot of things, it would be difficult to choosewhich trait should we get, DOTE might helo tho but its situational. and it has always been a pain in the kitten to land the final hit

“i think it’s an underserved nerf. now we have to slot a stun breaker??”
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748

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Posted by: Daecollo.9578

Daecollo.9578

@Lord Titan:

I respect your builds and your opinions, however the Healing Signet buff is absolutely horrible if you actually use it as an ability, they also did exactly what they said they weren’t going to do, not bring the passive up dramatically like it needs to be.

We were promised a sustain increase and so far I simply have not seen it, it doesn’t matter if Healing Signet has a lower CD, because its meant to be used as a passive, not its active.

If the patch notes are true, I will lose faith in the balance developers and probably move to another game.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

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Posted by: Lord Titan.3791

Lord Titan.3791

@Lord Titan:

I respect your builds and your opinions, however the Healing Signet buff is absolutely horrible if you actually use it as an ability, they also did exactly what they said they weren’t going to do, not bring the passive up dramatically like it needs to be.

Completely agree that Healing Signet needs a buff. The passive and active need some work.

Titan/Mr Brains

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Posted by: Forestgreen.7981

Forestgreen.7981

I have to point this out as it seems people are missing the big picture. EVERY OTHER CLASS HAD BIG BUFFS ALSO. They upped the warrior along with every other classes. You people are only looking at on side of the coin. Our only trait that now helps with with the new condition torment is good on paper only (Cleansing Ire) because you have to land the burst while they nerfed our overall dps, see my previous post if you wanted to know which ones.
Also berserkers’ stance is so poorly worked out, as it only stops damage from conditions but doesn’t stop the stupid mobility issues you have and sits at a long 60s CD for 4 measely seconds to stop a few ticks of bleed.

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Posted by: redslion.9675

redslion.9675

Sword/axe, Axe/sword, for instance:

Flurry -cancel
Whirling Axe
Final thrust
Impale
Eviscerate
Rip

Just an example, not even the best. You might just want to use eviscerate first and then change on Final thrust. Or go sword/sword, Axe/Axe

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

(edited by redslion.9675)

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Posted by: Scoobaniec.9561

Scoobaniec.9561

Flurry -cancel

Do u think its well designed skill if u using that for immo olny?

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Posted by: Daecollo.9578

Daecollo.9578

Flurry -cancel

Do u think its well designed skill if u using that for immo olny?

Yeah… its actually kind of sad.

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Posted by: redslion.9675

redslion.9675

Flurry -cancel

Do u think its well designed skill if u using that for immo olny?

Not at all. Even condition damage is not so great.

But I’m not the guy deciding what is cool and what is not. And if it helps me make some kitten eat an axe whirling, so be it!

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: killahmayne.9518

killahmayne.9518

Agreed with LordTitan 100%. All in all if these updates are true it is an overall buff to warriors. Hardly any DPS loss at all (except for PvE, even then, not so much), it will create new and interesting build combinations. Going 30 into strength is actually a possibility now.

Mace/Greatsword Video (Sept Patch)

https://www.youtube.com/watch?v=MoAjKtD6MLY

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Posted by: FieserMoep.5497

FieserMoep.5497

What me annoys most is this new Axe-Chain… not that I will have trouble to even hit with all attacks in PvP I am also crippled to not break the chain by myself for using another skill that interrupts it and hence leading to a huge dps loss.

Every warrior skill is frigging easy to spot and now people have just count to 4, press dodge and most of the auto-attack damage is gone. That is the problem with linking most of the damage to one attack out of 5…

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Posted by: AlBundy.7851

AlBundy.7851

Has anyone here actually done any sort of pvp with mainhand axe outside of using it as a secondary set for the evis gib holy crap it is a terrible weapon.

No defensive options and super slow mo combat isn’t that slow that you can use such a crap weapon. It’s not even going to improve itself in the cookie cutter gs/axe/sh builds.

But then again we are basing opinions off of notes created by a disgruntled pve player with too much time on his/her hands.

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Posted by: redslion.9675

redslion.9675

Has anyone here actually done any sort of pvp with mainhand axe outside of using it as a secondary set for the evis gib holy crap it is a terrible weapon.

No defensive options and super slow mo combat isn’t that slow that you can use such a crap weapon. It’s not even going to improve itself in the cookie cutter gs/axe/sh builds.

But then again we are basing opinions off of notes created by a disgruntled pve player with too much time on his/her hands.

That may be the reason why I always felt like I was taking more damage while wielding axe…

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Furajir.3815

Furajir.3815

Who the kitten even cares about healing signet, you think making healing signet on par with anything else any other class has would fix Warrs? You’d just find something else to kitten about Daecollo, no wonder you have such negative outlook on Warriors, you probably play like kitten based on what you kitten about.

Tupro-Ranger- “The Great White Hype”
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch

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Posted by: Daecollo.9578

Daecollo.9578

Who the kitten even cares about healing signet, you think making healing signet on par with anything else any other class has would fix Warrs? You’d just find something else to kitten about Daecollo, no wonder you have such negative outlook on Warriors, you probably play like kitten based on what you kitten about.

Lets ignore a skill because I don’t like it

That is the reason why nothing gets fixed.

Hero {} Roleplayer {} Friend {} Professional Princess Saver
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Posted by: Forestgreen.7981

Forestgreen.7981

Has anyone here actually done any sort of pvp with mainhand axe outside of using it as a secondary set for the evis gib holy crap it is a terrible weapon.

No defensive options and super slow mo combat isn’t that slow that you can use such a crap weapon. It’s not even going to improve itself in the cookie cutter gs/axe/sh builds.

But then again we are basing opinions off of notes created by a disgruntled pve player with too much time on his/her hands.

That may be the reason why I always felt like I was taking more damage while wielding axe…

I have, main axe autoattack is actually rather weak if you do not eviserate. Main reason why I stopped using it all together. It’s just too susceptable to retaliation and since sticking to people nonstop makes this just autoattacking not worthwhile 9/10 times.

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Posted by: redslion.9675

redslion.9675

If it’s true the whole chain lasts 3.6 seconds, yeah, it’s weaker than sword’s autoattack.

Source:

http://wiki.guildwars2.com/wiki/Chop

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

(edited by redslion.9675)

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Posted by: xev.9476

xev.9476

Coming to the warrior forums is like entering bizarro world. What WvW and dungeon guilds overwhelming agree is one of the best, most useful classes, the forum warriors here think is terribly underpowered. Are we even playing the same game? A lackluster Healing Signet doesn’t negate a warrior’s effectiveness… And axe auto attack is weak? Lol!

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Posted by: Vegito.3048

Vegito.3048

The axe main hand auto attack was powerful. But it just got nerfed to the ground considering a lot of damage comes from one hit that is difficult to land as triple chop is dumb. They should have changed the auto attack of the axe to do simple attacks like first chop, second chop, final chop, instead of one chop, two chops, three chops if they are going to implement this. This is coming from a wvw/pvp perspective as your enemies can now evade a lot of your damage, blind, block, etc. It was spread out nicely before and the fact that the auto attack chain was made up of a lot of hits wasn’t bad.

Healing signet should be made into an instant cast.

Off hand axe was complete crap and I’m pretty sure it still will be.

Rantev [Warrior]

(edited by Vegito.3048)

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Posted by: Vegito.3048

Vegito.3048

Warrior Traits:
42) Berserker’s Might: This trait now passively builds 2 strikes of adrenaline every three seconds, while they are in combat.
- Awesome buff.

Unless they kept the original function of berserker’s might, which is to grant berserker’s stance, this is a painful nerf. Let’s do the math.

Berserker’s might granted berserker’s stance, which gave 40 strikes of adrenaline (four full adrenaline bars) over 8 seconds. The new berserker’s might grants 2 strikes of adrenaline every 3 seconds. That means that you get 40 strikes of adrenaline over the span of a minute instead of 8 seconds. Lol anybody?

Rantev [Warrior]

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Posted by: Veritas.6071

Veritas.6071

Warrior Traits:
42) Berserker’s Might: This trait now passively builds 2 strikes of adrenaline every three seconds, while they are in combat.
- Awesome buff.

Unless they kept the original function of berserker’s might, which is to grant berserker’s stance, this is a painful nerf. Let’s do the math.

Berserker’s might granted berserker’s stance, which gave 40 strikes of adrenaline (four full adrenaline bars) over 8 seconds. The new berserker’s might grants 2 strikes of adrenaline every 3 seconds. That means that you get 40 strikes of adrenaline over the span of a minute instead of 8 seconds. Lol anybody?

I was disappointed to see this and the change to Berserker’s Stance utility. They could have created another build when they moved Vigorous Focus to Adept, but they killed it by hi-jacking our short CD stance and Berserker’s Might Grandmaster trait.

Ve·ri·tas [English ver-i-tahs] A Latin noun meaning Truth.

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Posted by: Leo G.4501

Leo G.4501

Probably because it relies on a condition being up. You can have good burning uptime on a guardian, but not if you invest absolutely nothing into it, and investing in more burning options or duration locks you into certain weapons or utilities that might not allow you to fully dump everything into direct damage. That would be like making berserker’s power only function if the enemy was bleeding (although that would be more powerful since bleeds are easier to apply). If the condition gets removed, that also takes away your damage. In comparison, an opponent cannot directly mitigate the warrior’s extra damage, the warrior has to give it up himself.

Falling into his ploy.

I wouldn’t make direct comparison between traits across professions because it’s really the overall availablility and uses a profession has across all traits. We can compare traits like Power of the Virtuous and the changes to Bountiful Power (both will grant 1% damage per boon one at Master level the other at Grandmaster) to Empowered (twice the damage buff for an adept trait) and scream OP. Doesn’t make it right though.

That’s how you can boil down most of Daecollo’s complaints.

And because I do like reading opinions on changes and discussing them…

11) Kick: Doubled the damage.
- Minor buff, doubt it will see much use still.

21) Riposte: If you block an attack from range, it no longer cancels the blocking.
-Moderate buff, slightly increases viability of sword OH. Emphasis on “slightly”.
22) Whirling Axe: Increased damage by 50%.
- Massive buff, expecting to see more of this. Interested in testing a few builds myself that include OH axe after patch. Specifically Sword/Axe – Hammer.

Curious how you’d consider the kick buff minor but whirling axe massive. I never found WA to be that good for what you sacrificed (GS or shield or warhorn offhand) and a 50% dmg buff feels like only a minor compensation.

On the other hand, Kick doing pretty 200% damage with less trait points seems like a good set-up. It’s a utility slot, yeah, but it’ll be be a Fierce Blow level skill that also interrupts. Only thing left to fix is making Kick into a movement skill.

Also, the changes to sword OH seem really nice considering one of the main draws to Ranger GS was its leap (sword does that too) and it’s shield-like blocking. Riposte will be like Counterattack but you can pair it with other weapons.

However, if these changes are accurate I think it’s a fair argument to say that something like fiery wrath should get bumped up to the master tier, although I’m not sure what would have to come down instead. Focus recharge, maybe.[/quote]

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Posted by: Daecollo.9578

Daecollo.9578

Probably because it relies on a condition being up. You can have good burning uptime on a guardian, but not if you invest absolutely nothing into it, and investing in more burning options or duration locks you into certain weapons or utilities that might not allow you to fully dump everything into direct damage. That would be like making berserker’s power only function if the enemy was bleeding (although that would be more powerful since bleeds are easier to apply). If the condition gets removed, that also takes away your damage. In comparison, an opponent cannot directly mitigate the warrior’s extra damage, the warrior has to give it up himself.

Falling into his ploy.

I wouldn’t make direct comparison between traits across professions because it’s really the overall availablility and uses a profession has across all traits. We can compare traits like Power of the Virtuous and the changes to Bountiful Power (both will grant 1% damage per boon one at Master level the other at Grandmaster) to Empowered (twice the damage buff for an adept trait) and scream OP. Doesn’t make it right though.

That’s how you can boil down most of Daecollo’s complaints.

And because I do like reading opinions on changes and discussing them…

11) Kick: Doubled the damage.
- Minor buff, doubt it will see much use still.

21) Riposte: If you block an attack from range, it no longer cancels the blocking.
-Moderate buff, slightly increases viability of sword OH. Emphasis on “slightly”.
22) Whirling Axe: Increased damage by 50%.
- Massive buff, expecting to see more of this. Interested in testing a few builds myself that include OH axe after patch. Specifically Sword/Axe – Hammer.

Curious how you’d consider the kick buff minor but whirling axe massive. I never found WA to be that good for what you sacrificed (GS or shield or warhorn offhand) and a 50% dmg buff feels like only a minor compensation.

On the other hand, Kick doing pretty 200% damage with less trait points seems like a good set-up. It’s a utility slot, yeah, but it’ll be be a Fierce Blow level skill that also interrupts. Only thing left to fix is making Kick into a movement skill.

Also, the changes to sword OH seem really nice considering one of the main draws to Ranger GS was its leap (sword does that too) and it’s shield-like blocking. Riposte will be like Counterattack but you can pair it with other weapons.

However, if these changes are accurate I think it’s a fair argument to say that something like fiery wrath should get bumped up to the master tier, although I’m not sure what would have to come down instead. Focus recharge, maybe.

[/quote]

Kick right now does 122 damage.
With a buff, it now does 244…
With the trait, it now does 488.

Hammer Auto Attack: 333, can be used every second. Kick has a 20 second cooldown. 16 if Traited and knocks the target away from you…

Nobody uses kick, because it kicks the target away from us…

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

(edited by Daecollo.9578)

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Posted by: Dolan.3071

Dolan.3071

Best of luck with anyone landing Whirling Axe in PvP/WvW. I’ll give it two hits before they barrel roll and calmly walk away until you’re done, it’s a non-dagger-throwing-non-projectile-reflecting version of Dagger Storm, A.K.A useless.
However I imagine it will be the offhand counterpart to whatever alt set goes along with the Greatsword in PvE, what the MH will be I just don’t know yet. With the MH Axe nerf it will either be kept but much harder to use, now making both DPS cycles uninterruptible to maintain damage (100b and axe auto chain.) I’d suggest Sword but crippling a mob is usually pointless, so until patch and we start crunching the numbers, I really don’t know.

Uriel Asther ~ Warrior | Kaya Lereau ~ Elementalist | Natalie Fox ~ Thief
Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]

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Posted by: Leo G.4501

Leo G.4501

Warrior Traits:

33) Shield Master: This trait has been moved to Adept tier.
- Buff and nerf all in one, forces you to choose Shield Master of Reflect Projectiles.

35) Sharpened Axes: This trait also reduces axe skills by 20% in addition to increasing adrenaline with axe critical hits.
- Large axe buff, furthering the promotion of Axes this patch.

39) Physical Training: This trait has been moved to the Master tier.
- Good buff, lacks usage until Physical utilities are properly buffed though.

43) Distracting Strikes: This trait now applies 4 stacks of confusion for 8 seconds upon interrupting an enemy.
- Minor buff, possible pick up in heavy cc balanced/condition builds.

All in all I think A-net is definitely aiming in the right direction. Although I feel they are being too cautious of tweaking warriors, in fear of making them OP.

Huh, I didn’t even catch that buff to Axes cooldown there…But the change to Shield Master feels either neutral or a buff. Missile Deflection was usually a choice you pick to get you to Shield Master…but with the changes like Dogged March, that felt more painful than this change. All in all, I feel the defense adept traits are getting a bit bloated with this swap because of those two (DM and SM).

I’m kind of curious about the distracting strikes change in combination with physical training and mace changes. Wondering if a harassment/condition build might be a bit more viable with high condition duration and loads of interrupts. Combo with straight power, damage buff and condition damage means you should do decent balanced damage while crippling/immobilizing/weakening foes.

Kick right now does 122 damage.
With a buff, it now does 244…
With the trait, it now does 488.

Hammer Auto Attack: 333, can be used every second. Kick has a 20 second cooldown. 16 if Traited and knocks the target away from you…

Nobody uses kick, because it kicks the target away from us…

Read: Staggering Blow.

They’d have their uses.

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Posted by: AlBundy.7851

AlBundy.7851

great now we have leo wetawd g here

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Posted by: GSSBlunaspike.4153

GSSBlunaspike.4153

Wait, you guys are still trying to pvp with warriors?

Actually in wvw Warrior is an amazing class. In spvp I haven’t had much luck with it, mostly because it has obvious counters and those are pretty common.

In wvw though warriors are a must have for small groups/tower defense. Anyone who doesn’t run warbanner in wvw should just quit playing warrior though.

Most people complain about thieves, but I can easily counter them. All I’m seeing with the changes is more ways to easily win. Maybe it’s hugely different in tpvp, but in wvw we are getting so many buffs.

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Posted by: BlueprintLFE.2358

BlueprintLFE.2358

Daecello’ quote

Kick right now does 122 damage.
With a buff, it now does 244…
With the trait, it now does 488.

Hammer Auto Attack: 333, can be used every second. Kick has a 20 second cooldown. 16 if Traited and knocks the target away from you…

Nobody uses kick, because it kicks the target away from us…[/quote]

NOBODY USES KICK BECAUSE IT KICKS THE TARGET AWAY FROM US

^^^^^^^^^^ THIS 18374019274674927;027! Times this.

I just spent 4 mins getting crippled, chilled, immobilized, and blinded, losing at LEAST half of my life just getting to my target Why in the kitten would I want to Kick that target away!?!?

USMC 1st Battalion 10th Marines
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW

(edited by BlueprintLFE.2358)

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Posted by: Tru Reptile.6058

Tru Reptile.6058

Kind of odd we don’t have a pull ability. Guards, Thieves, and now Rangers have one.

scratches head

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Posted by: Demon.5082

Demon.5082

Kind of odd we don’t have a pull ability. Guards, Thieves, and now Rangers have one.

scratches head

Its been weird that warriors dont have protection yet mesmers/eles have it (agreed an ele has weak hp so its a compensation).

Its been weird that warriors utility gap closers are on longer cooldowns than other classes gap openers.

Its been weird that warriors sustained passive healing is minuscule compared to thieves/eles (though eles did get a nerf on their signet, its still better than warriors signet)

To summarize, the whole class has been weird. Funny story, I actually made a warrior to run a bunker style condition build in pvp and tank stuff in pve. That day I got a nice little bi**h slap from Anet lol.

PS: All you guys complaining about damage nerfs, you seriously did not expect that???
50k screenshots in the forums for finishers do not help your case :-D

Cevinian (elementalist), Gesmia Romirr (mesmer), Zerkarr (warrior) Devona’s Rest – US.
Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists

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Posted by: Forestgreen.7981

Forestgreen.7981

Kinda like how A-Net goes on and on about how warriors is in a bad spot then buffs them, and in turn nerfs some of the popular builds to compensate. Then buffs every other classes to make sure warriors remain in the same state as they are.

Seriously what the heck is A-Net thinking?

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Posted by: Nike.2631

Nike.2631

Best of luck with anyone landing Whirling Axe in PvP/WvW. I’ll give it two hits before they barrel roll and calmly walk away until you’re done, it’s a non-dagger-throwing-non-projectile-reflecting version of Dagger Storm, A.K.A useless.

I am fairly certain a button 5 should come out pretty weak when being compared to a 30 point button 0…

Its excellent in PvE and there are always moments in WvW where position is everything. Stand in front of a sally port ant watch every character trying to crawl back inside (and being pelted by your allies cripples and immobilizes), and button 5 is the same as on a blender – “liquidate”…

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Nike.2631

Nike.2631

Seriously what the heck is A-Net thinking?

Is it really so hard to tell what they are thinking? They are thinking pure DPS warriors are significantly above the target values, and in no small part because they are able to pin opponents long enough to deliver 1,000 blades with absolutely overwhelming regularity. The central nerf was less cripple and therefore less automatic success of long, immobile damage cycles. Associated nerfs deal with easy maxing out the adrenal pool at the open of the fight to again deliver 1kB as the core gambit of every encounter for those builds.

They poked a couple high damage, bursty builds in the eye with a sharp stick, and buffed dang near every other aspect of warriors. What they think pretty much speaks for itself when looking at the game as a whole rather than championing 1-2 specific builds that are popular precisely because they are over-performers. Warriors get to be a bit better overall, but that mode of play is getting a boot on its neck, and believe me every single player at the receiving end of it is breathing a sigh of relief. Being immobilized and then ground to nothing by 1kB is simply NOT FUN.

Sorry if you were running what got the hammer. Adapt or move on. But the reasons those things are getting nerfed aren’t exactly a mystery.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Daecollo.9578

Daecollo.9578

haha

Now we are forced 10 in vitality for banner of discipline…

Hero {} Roleplayer {} Friend {} Professional Princess Saver
https://twitter.com/TalathionEQ2

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I’d use kick if I had a 4th utility slot… I really would..

If nothing else it’s handy at burning down defiant stacks off boss mobs.

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Posted by: MiLkZz.4789

MiLkZz.4789

I love the changes, went through all of them and this will increase my builds damage with around 20% and give me more condition cleaning and andrenaline control.

No, at fist I didn’t like the changes. But they actually fit really well in my build.

Daecello’ quote

Kick right now does 122 damage.
With a buff, it now does 244…
With the trait, it now does 488.

Hammer Auto Attack: 333, can be used every second. Kick has a 20 second cooldown. 16 if Traited and knocks the target away from you…

Nobody uses kick, because it kicks the target away from us…

NOBODY USES KICK BECAUSE IT KICKS THE TARGET AWAY FROM US

^^^^^^^^^^ THIS 18374019274674927;027! Times this.

I just spent 4 mins getting crippled, chilled, immobilized, and blinded, losing at LEAST half of my life just getting to my target Why in the kitten would I want to Kick that target away!?!?

That it doesn’t fit in your build doesn’t mean it is useless, there are plenty of ranger warriors out there that like to keep their distance. This will be pretty good for them, kick target away, followed up by longbow snare and the mini bomb. Switch to riffle and unload and smack em back again. You see, kiting kiting kiting.

Warrior of [VcY], guild from Seafarer’s Rest
First troll to receive 10/10
Best golem driver EU

(edited by MiLkZz.4789)

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Posted by: Copenhagen.7015

Copenhagen.7015

I’d use kick to knock people off of Clock tower, but i’d rather use something else. By the way we have no idea if these patch notes are real, and even if they are, they’re still good changes over all.

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Posted by: Ajaxx.3157

Ajaxx.3157

That it doesn’t fit in your build doesn’t mean it is useless, there are plenty of ranger warriors out there that like to keep their distance. .

Don’t be silly, if it isn’t used by some build expert on the forums its bad… OK :P …. jk

.. you’d think people would understand that not everything works for every build. But that’s what you get on the warrior forums, ignorant 1 build warriors that haven’t tried anything outside of a build used on the first forum thread they checked.

Ajaxx – Warrior – [JuG] – Desolation [eu]

http://www.twitch.tv/irajaxx