Does warhorn damage matter at all?
yea the damage on offhand weapons only factors into strikes with said weapons so the warhorn among certain other weapon/class combinations will only ever matter for their stats.
I completely agree. Something here seems odd.
yes and what about effects example( 60% bleed on crit or the chance for stuff ones) since it doesnt do dmg will those even work?
Yeah unfortunately since there is nothing offensive in attack it’s a pointless stat on the weapon for warriors
Yea, nothing. But stats do matter, and higher damage means higher stats. But you’re only getting a few extra points for it, so I wouldn’t break your bank to get a lvl 80 exotic over an 80 rare.
That said, I wish they would do something with the 5 skill. AoE vigor and weakness is “ok”, but not great, and definitely not for the longish cooldown and the cast time. I wish they’d either buff the weakness duration or give it some other effect. AoE damage? daze? 3stack might? fury? I dunno, just something else.
I’d rather they just bake warhorn into the warrior class. I love the weakness debuff/vigor buff, but they are both way to short in duration. I also hate having to waste a weapon slot on warhorn just to get that. Warhorn should be an extra slot in our character sheet and just work like vulnerability…a weapon proc effect.
Warhorn is just a swap weapon to use when your real skills are on cooldown. The area weakness and the area swiftness can be kind of useful, although honestly you should always have swiftness up anyway (SoR) and you can mitigate a lot more damage with disruption or defensive skills from mace, hammer or shield.
I imagine warhorn will have to be buffed eventually. You can tell they meant for it to be a weakness/support set meant to keep enemies weak while you beat them with maces, but it’s just nowhere near as effective as it should be.
I guess its place is mainly in WvW, although usually there are so many people chaining IRSs you don’t really need it there either. The recharge on the skills is so high you can’t reliably use it as a counter to cripples and such. That basically leaves it as a chasing weapon for increasing speed and applying weakness, which again, are things done five times as well by other skills. It’s not a bad weapon; it’s just severely outclassed for what it intends to do. In small fights you can do the same things with other weapons and skills, and in large fights (WvW) it becomes irrelevant because you’re obviously not going to be in enemy formations to weaken them.
I think the #5 slot needs to apply its AoE onto the target you’ve selected, rather than around you, and have its recharge reduced. Adding some light damage wouldn’t hurt it either. The #4 skill is fine for the most part, just in applying Swiftness. The ability to remove some conditions honestly seems more like a cute trick, since you can’t really use it reliably as a counter.
yes and what about effects example( 60% bleed on crit or the chance for stuff ones) since it doesnt do dmg will those even work?
Don’t worry. Sigils in the off-hand weapon can still be activated by attacks with the main hand.
For example, my sword crits are made of lightning thanks to the sigil of air in my shield.