Defiant Stance discussion
Idkl .Seems like meh to me because really high cooldown AGAIN .Other classes can benefit better from theirs i believe since they already have other healing means and warrior has none except if he runs shouts but that would be counterproductive with the new jheal being a stance.
Guard benefits from lower cd,fury and aditional heal because a meditation
Signets ,well signets in general.
My opinion on the top of my head but will have to see how much exactly do these skills heal.
Pretty sure 3sec of not taking direct damage is usable in PvE. Turn a boss’s highly telegraphed 1shot into a heal.
I think its will have it own heal +bonus on receiving a hit.
yeah, from what I understand, you get a base heal + every attack heals you for 3 secs. Depending on how good it heals at lvl80 it could prove to be very useful. I can definitely see zerg warriors using it. Since it is a stance it has 0 cast time, and you can trait for it.
“…let us eat and drink, for tomorrow we shall die;.”
yeah, from what I understand, you get a base heal + every attack heals you for 3 secs. Depending on how good it heals at lvl80 it could prove to be very useful. I can definitely see zerg warriors using it. Since it is a stance it has 0 cast time, and you can trait for it.
Chatlinked in-game, it has a cast time of one second. It’s probably got a very telling animation, as well – I want to say it’s this but that character is pretty obviously wearing light or medium armor.
Aside from the 1 sec casting time, anybody else getting Healing Hands flashbacks from this? XD
I agree that the main use will most likely be in WvW, but I still don’t think it will be game changing. People will try it and some will revert back to their normal heal skill and some will keep it.
Honestly, the most interesting part of the skill that I can see is people using it as another block skill when trying to run through something. With endure pain, shield stance and balanced stance we can already have 7 seconds of damage immunity. This will bring us up to 10 (11.75 if traited), and another 4-5 sec if defy pain kicks in. Doesn’t really have much practical purposes, but it is a curiosity.
The second most interesting part is that everyone else thinks the trait is going to be broken and way too strong.
yeah, from what I understand, you get a base heal + every attack heals you for 3 secs. Depending on how good it heals at lvl80 it could prove to be very useful. I can definitely see zerg warriors using it. Since it is a stance it has 0 cast time, and you can trait for it.
Chatlinked in-game, it has a cast time of one second. It’s probably got a very telling animation, as well – I want to say it’s this but that character is pretty obviously wearing light or medium armor.
That kind of sucks, it would make it the only stance with a cast time. What I really liked about it was getting an insta-heal (even if it heals for less) that you can’t really interrupt.
“…let us eat and drink, for tomorrow we shall die;.”
(edited by Julie Yann.5379)
Defiant stance need to lose the cast time and become instant.
This way, it will be a great burst heal.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
While it would make sense to be instant, I don’t see why you’re complaining about getting yet another invulnerability skill.
Okay, you can still be CC’d, but it’s a guaranteed period of survival. It needs an opportunity for your opponent to interrupt it for balance. Against a condition damage build, it’s effectively 6 seconds that you negate because they can’t stop their conditions from ticking on you in the stance.
It’s interesting, could combo with Retaliation. I’ll reserve judgement until I see how it scales with healing power, but I’ll definitely experiment with it!
Uhm guys, you have the healing signet, noone will use this healing skill anyways, so why even bother to discuss?
“uh, i have the most unbalanced and OP skill in game, but the other skill aint that good, I think im gonna complain”.
[NO] ~ Ponys Will Never Die
Uhm guys, you have the healing signet, noone will use this healing skill anyways, so why even bother to discuss?
“uh, i have the most unbalanced and OP skill in game, but the other skill aint that good, I think im gonna complain”.
Actually, the most unbalanced OP skill in the game is stealth. Signet isn’t that great, it’s weak against burst and weak against poison and only really effective on high toughness builds. Also, using the active =death. Healing Surge is still the better option for most of my builds with Signet coming in second. Defiant Stance sounds interesting but it also sounds very situational.
“…let us eat and drink, for tomorrow we shall die;.”
base heal is around 1.8-2k
stance is instant
traited stance is 3.75 seconds
the skill convert all damage (condition and direct) into health
does not negate agony/falling
using endure pain and this skill at same time is bad idea
i dig this skill i dunno about the rest of ye, its warrior’s first skill that deals with both condition and damage at the same time, i can see all sorts of use for this
also, the zerkier you are the better, a very nice skill for high end dungeons such as Arah/Coe where you take damages that would instant kill you but you would be healed full for it
also watch hotw1 butcher and AC Koher spin you to full health
another counter play could be that protection would kitten this skill
using frenzy would make your heal more powerful and vuln stacks might actually help you out
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
base heal is around 1.8-2k
stance is instant
traited stance is 3.75 seconds
the skill convert all damage (condition and direct) into health
does not negate agony/fallingusing endure pain and this skill at same time is bad idea
i dig this skill i dunno about the rest of ye, its warrior’s first skill that deals with both condition and damage at the same time, i can see all sorts of use for this
also, the zerkier you are the better, a very nice skill for high end dungeons such as Arah/Coe where you take damages that would instant kill you but you would be healed full for it
also watch hotw1 butcher and AC Koher spin you to full health
another counter play could be that protection would kitten this skill
using frenzy would make your heal more powerful and vuln stacks might actually help you out
It’s not instant cast.
cool its 1/4. close enough http://imgur.com/a/XJLiX
edit:
its either 1/4 or 3/4
this does make sure you cant get benefit of it being instant
but hay its still fun to troll lupi for dropping down all that circles
not that cast time’s stopping you for getting a nice 10k+ heal form a kill shot
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
(edited by Zantmar.5406)
Definitely 1/4 second cast time.
Each time you are struck, you earn 1853/35 = 53 hps.
In order to equal signet, you have to be struck 392/53=7.44 times. That means Stance will be better than signet if you can manage to get struck 8 times during 3 seconds. Or 3.75. Might be doable, depending on the fight.
On one hand I’m not counting the fact you don’t start healing since the beginning of a fight. On the other hand, I’m not counting the gain from mitigating damage.
because he doesn’t know it himself
You need to get hit around 75 times in that 3s window to get close to what adrenal surge heals now. Assuming the tooltip I saw earlier is correct and each hit heals you for 125.
So I don’t think it is worth it and it is definitely not OP, and my god that cooldown.
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You need to get hit around 75 times in that 3s window to get close to what adrenal surge heals now. Assuming the tooltip I saw earlier is correct and each hit heals you for 125.
So I don’t think it is worth it and it is definitely not OP, and my god that cooldown.
Assuming this tooltip is correct
You’ll have to get hit 7 times to outheal surge. 8 to outheal signet.
because he doesn’t know it himself
It says initial self heal. You use it and bam, 1.8k heal. And everytime you get hit by something, you are healed for the amount of damage it negated.
Therefore you can’t compare it to the signet. It depends entirely on the situation.
It is situational- you should use it when you’re being hit XD
Seriously though, consider this : Defiant Stance will be doing 2 things at once. It’s going to be healing you AND negating damage.
While it may be to some people just another invulnerability in the warrior’s repetoire, its usefulness will probably be in zerg fights exclusively or if you are a full glass cannon that isn’t supposed to get hit anyway but in the case that you do you are immune to damage and conditions and can heal w/e you lost.
This heal is situational at best, you sacrifice so much sustainability from healing surge or healing signet for a skill that only has the potential to burst heal you for a large amount. 3 second invulnerable is nice but I would not sacrifice sustainability for it. And I couldn’t imagine this skill being that effective for those who wear PVT gear b/c they don’t get hit that hard even in zergs.
Could be 5s up. 6s with sure footed.
They already showed it in the preview video and its the exact same thing as Borrowed Time on Abaddon in DoTA. It has a 1/4 second cast and heals you for 1800 and then for the next 3 seconds all damage heals you for the amount of damage it did showing as green numbers to the enemies damage indicators.
Aside from the 1 sec casting time, anybody else getting Healing Hands flashbacks from this? XD
No, Mark Of Protection
Sounds like a skill that needs your enemies to be either stupid or just unobservant to work, because you are screwed if you are not hit. That conditions heal for a few seconds could be nice though. Really hard to say if it will be worth using, maybe with a lower cooldown.
By the way: Is anyone else irritated that this skill is not named DEFY PAIN?
And need be instant cast, without cast time.
Defiant Stance is a horrible skill. The enemy just defends for 3 seconds while the warrior is low on health. Then resumes attacking afterwards. Using this stance is simply a delayed warrior death for 3 seconds. It’s too unreliable to be useful.
Isn’t it good to have a situational skill for zergs…? Lots of people run builds for teams/zergs and having a heal to go with the rest of it doesn’t sound so horrible to me. Plus it looks like it could be a life saver if you pop it in the middle of a zerg fight while you’re lagging and you can’t get out of the aoes etc.
It seems to me this will be similar to Vengeance in that once the enemy sees you pop the skill, they’ll just kite you til it’s over and continue to kill you, making your 2k heal irrelevant.
Ashes, even then it’s only 3 seconds of heal/invuln. Once that’s up, you’re at full HP again and then you get murdered. The only difference between using this stance and Endure Pain is that you’re negating condition damage as well. So I guess this stance is kind of like rolling Berserker Stance and Endure Pain into one skill with a shorter CD? Doesn’t feel like it’s bringing much to the table.
At the stream they explained all incoming damage will be absorbed. So the heals depend on the damage you received, including conditions
point of this skill shines in wvw zerging
especially with the defy pain trait
simply go into the heart of a zerg and bash them with your hammer, watch as u go down to 25% health and your auto endure pain expire
right before it expire pop defiant stance and chanced are you are back to full health assuming the zerg is dense enough
get out of the fighting before u get zerged down again
with the amount chaos of Aoes and stuff on the ground chanced are not many opponent can notice you popint defiant stance and kite you carefully while you use the heal
that is of course assuming you dont get a 90 radius giant red glow on you while its active
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
(edited by Zantmar.5406)
point of this skill shines in wvw zerging
especially with the defy pain trait
simply go into the heart of a zerg and bash them with your hammer, watch as u go down to 25% health and your auto endure pain expire
right before it expire pop defiant stance and chanced are you are back to full health assuming the zerg is dense enough
get out of the fighting before u get zerged down againwith the amount chaos of Aoes and stuff on the ground chanced are not many opponent can notice you popint defiant stance and kite you carefully while you use the heal
that is of course assuming you dont get a 90 radius giant red glow on you while its active
I can’t even imagine how hilarious that will be to do….it’ll be like having the guardian block heal + invuln ultimate combo. There’s going to be tons of rage tears with this heal I’ll bet
it is 35 second CD, which means in between that time you will either have to rely on shouts or your team heavily to heal you.
its only 5 seconds more than healing surge, its also not Adrenalin defendant, activation time is 4times faster than healing surge and mending
you essentially have if comparing to surge:
35-3+0.25=32.25 seconds not being healed because you ahve 3 seconds where you cant be damaged
where for healing surge you have 30+1 because you have 1 second of channeling time
mending wontsave you in a zerg fight if you dont ast longer than 20 seconds
healing signlet wont save you cause u get Aoed to death before you can regen for crap
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
There’s no reason to use anything but Healing Signet currently.
Each time you are struck, you earn 1853/35 = 53 hps.
In order to equal signet, you have to be struck 392/53=7.44 times. That means Stance will be better than signet if you can manage to get struck 8 times during 3 seconds. Or 3.75. Might be doable, depending on the fight.
On one hand I’m not counting the fact you don’t start healing since the beginning of a fight. On the other hand, I’m not counting the gain from mitigating damage.
Wouldn’t the damage you negated factored in? If you think about it you are also technically healing the damge you would have taken. It was the reason why skills like reversal of fortune in GW1 was so strong.
If you negated 100 damage and healed for 100 then that skill essentially did 200 points of healing.
Well, you might use it in spvp group fights and run in front of enemies to body block and make them hit you.
But then, you’d be less useful if you fight 1v1 on a side node.
because he doesn’t know it himself
Guys, guys, guys…. guys… Imagine this in a Lupicus fight. If it absorbs damage and heals that same amount, I’d use it simply to laugh at that undead loot-hater.
try it in WvW zerg, and laugh at your foes……
guys get this straight
for people who thought you would get get like 100 hp from being struck? no it dont work dat way
u get condition damage and physical damage CONVERTED to health during dat 3 seconds
If Rocket Charge is only 2 leaps then it should look like 2 leaps
True Shot should be cast on the move
Wona try this heal out!
First troll to receive 10/10
Best golem driver EU
(edited by MiLkZz.4789)
Aside from the 1 sec casting time, anybody else getting Healing Hands flashbacks from this? XD
No, Mark Of Protection
Oh God, those freaking annoying Stone Summit Dolyak Monks in GW1… >.< And if you didn’t have an Enchant strip, heaven help you when the henchies heal the boss back up to full via their attacks…
Enemy see green number when you pop this. Once again warr get easy telegraphed/easy to counter stuff.
Thank you everyone who gave insightful comments concerning this potentially useful skill for the warrior. Ultimately, like every new change that is presented to the community, reserving total judgement on the skill in question is a priority. We simply do not know how this skill will function in the game, only speculate as to its usefulness in the myriad of situations warriors face in Guild Wars 2. Again thank you for your comments and we shall see how this skill pans out. Have a nice day
I’m in agreement with the cast time being changed to instant. I also think a good change for this ability would be to make it scale with healing power. Basically, any damage taken heals you for 100% of that amount, but with more healing power, it could change to any damage taken heals you for 150% of that amount. Just something that would make healing power more useful for us with that ability, is all.
The cooldown seems fairly appropriate, considering your traits can affect this heal, and on top of that a good warrior will be able to tell when he’s going to be bursted (be it pve or pvp) and it could amount to a pretty ridiculous heal.
Overall, it will take some balancing, but I think ANet is on the right track with this heal.
Enemy see green number when you pop this. Once again warr get easy telegraphed/easy to counter stuff.
If its true, that skill is completely useless
Enemy see green number when you pop this. Once again warr get easy telegraphed/easy to counter stuff.
If its true, that skill is completely useless
in any sort of roaming or small scale fights, but in zergs it is a different story.