Post patch discussion
I had played a mace+shield/GS prior to the patch; I didn’t realize how much losing unsuspecting foe would hurt! My dps is too inconsistent now to rely on the mace stun.
This means that I’ll likely drop burst mastery and either pick up furious or unsuspecting foe. I’ll give it a shot for a few days, but I think this build has run its course.
The new heal seems useless for roaming.
Yes I can understand mace/shield with the greatsword would depend on unsuspecting foe. Definately a problem for your build, and I commend you for suggesting an adaption. Remember though, especially in PvP, you are not constrained in your builds! Try anything you can imagine! I decided to do physical training and use dual maces with my utilities all physical and I had a blast. What so many people forget in PvP is that this is a game. Games are meant to be played for fun. Should you lose that competative edge? Please don’t! But to take the game too seriously brings more stress to you and those you play with. Everyone! Please have fun and experiment! I know I enjoyed my time experimenting with random assortment of stuff.
It’s true, I’ll be experimenting a lot. The only real “game changer” for warrior is rifle being moved to adept tier — that may or may not open rifle/greatsword as a meta build, though I don’t feel comfortable playing in such a constrained play style.
Unfortunately, and I have said this before, rifle is a fairly unusable weapon in PvP. It is not effective when going against 1-3 people. The only really effective way to use the rifle is in WvW or in larger fights in PvP. Standing at the edge and shooting unaware opponents with kill shot or volley is the most effective way to use the rifle. I suggest a complete rehaul of the warriors rifle, and also the thieves pistol since they are very similar.
- Unsuspecting Foe – Moved to Master Tier
Well, thanks, now I can’t take Unsuspecting Foe and Blademaster without taking 30 points in Arms and being unable to take the new Last Chance which doesn’t look terrible.
I just hate how I have to completely change my gear and runes every update, even though I don’t use the cookie cutter specs that the nerfs are intended for.
Every patch day is collateral damage for warriors.
peasants had no bread and who responded: “Let them eat brioche.”
I tried to make a glass cannon might stacking war.
Last Chance is awesome.
http://gw2skills.net/editor/?fIAQNAR3ejkOFvJPqQMxBEjijAIOPoCmoJUKsjNE-TsAg0CnI0RFkLIjOycs5MEZJyGCA
You go up to 3k crits. With autoattack. Near 5k dps.
Staying alive is kinda tricky (maybe using Valkyrie Amulet?), thieves are a problem.
But anything else you can reliably hit is going down. Unless you get focused. This is probably the ultimate risk/reward build. Compared to this, frenzy+hundred blades might be easy: no burst for you this time.
Probably axe should be swapped for longbow.
because he doesn’t know it himself
They should nerf the warrior, but they keep nerfing the wrong thing.
*Healing signet still heals way too much to be balanced without any healing power. They should half the healing base and up the HP effect on it till a point where it’s worth it to take healing power gear and balance it so you have to sacrifice other stats for it. Not too much or too little.
That’s the biggest problem with the warrior atm I think. It just feels like they hear “Nerf warrior” and then they say okay good lets nerf this a bit and see. Feels like they lack knowledge.
I actually made a suggestion on another post about healing signet. I may put up a completely different post about this. In my opinion, healing signets passive is simply too much compared to its active. There is simply NO reason to activate it. I think if you reduced the passive heal, and changed the active effect to something similar to Rangers Troll Ungent. Increase the cool down and you have a fairly balanced skill (in terms of usability). Maybe 270-300 healing per second with a total of 7-8K massive regen in a few seconds? Give it a 30-35 cooldown and you have a pretty good skill. I am far from an expert in statistics but I think this would be a good change to Healing Signet.
I actually made a suggestion on another post about healing signet. I may put up a completely different post about this. In my opinion, healing signets passive is simply too much compared to its active. There is simply NO reason to activate it. I think if you reduced the passive heal, and changed the active effect to something similar to Rangers Troll Ungent. Increase the cool down and you have a fairly balanced skill (in terms of usability). Maybe 270-300 healing per second with a total of 7-8K massive regen in a few seconds? Give it a 30-35 cooldown and you have a pretty good skill. I am far from an expert in statistics but I think this would be a good change to Healing Signet.
That’s also a solution I think. I havn’t used my healing button for months lol. If it heals 250 and you can get it to 300 with swapping a few bits out for healing power I would still use it. I like the idea of burst healing over a few seconds. maybe 8K health over 5 seconds, or a shorter duration. Too long would make the ticks too small. The idea of the signet is that unlike other healing skills that you use when you are about to die, it’s job is to keep you from those situations where you have to heal. So it would still need to be enough to make that place and not become UP.
I put up a separate thread just now about my suggestion for healing signet. I hope that this topic gets more comments, as I feel all classes should come together, and think long and hard about their skills. With the developers working at releasing new stuff every 2 weeks. We should, as humans, feel compassionate for their hard work. And help them with their jobs as much as we are able. What does not help, however, is complaining, or bickering at each other like little children. I appreciate everyone who has posted on this thread so far. And wish everyone a good day.
My current warrior build is power-oriented and it uses Axe/Mace (or Warhorn) plus Longbow. Despite a lot of people claiming that LB is for condition builds, I was having very good success with longbow in my power-oriented setup. My build had the ability to build adrenaline fast and it could spam F1 with full adrenaline about as fast it could recharge. In fact, in the recent weeks, I was having so much success with it, that I’d found I was using bow as much or sometimes even more than my melee weapons.
However, after the patch, I immediately noticed a significant drop off in the damage output from Combustive Shot. It’s still useful to setup fire fields, but as an attack skill it no longer seems to be worthy of getting spammed the moment adrenaline is maxed like it used to be. In addition, it doesn’t seem to be charging quite as fast now, which may be due to the slower pulses not triggering my Furious trait as often, or it may be due to some other nerf that I overlooked.
Despite this, longbow still seems to be the best ranged option for warriors. However, it’s burst skill isn’t nearly as useful as it was. At this point, I’ll probably have to give up on making a build that tries to spam Combustive Shot. It was fun while it lasted.
Can somebody test if defy pain is still activating at 25% health rather than the intended 50%? Tooltip says 25% still but figured it was an error, however I’m seeing it at 25%.
No big loss to me. Yeah hammer damage was nerfed, but it hit like a kittening truck as well as had big CC. Mace animation is a little too much however. It’s too obvious now
And to the people still moaning about healing signet. Get over it. The healing is fine. Use poison or swap your build for burst. Because, you know, it’s ok to swap skills once in a while
Warrior
Far Shiverpeaks
(edited by KarlusDavius.1024)
I still kitten with hammer. Sorry you guys aren’t having any success.
I’m also Gs/Hammer
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch
I’m still unsure of my WvW group build traits now & whether to go mostly damage (0,20,20,0,30), semi tank (0,0,20,20,30) or mostly tank (0,0,30,20,20). Will have to test more to see how useful it is to sacrifice survival traits for damage traits now that Burst Mastery & Earthshaker are weaker and UF is 10 more trait points.
I switched from hammer – mace/shield to greatsword – sword/shield for WvW solo roaming a while back so am pretty unaffected by the changes in that respect.
[TCHU]
Gandara
I prefer to play a more support role on most of my characters and I feel that is reflected in my build:
I did not notice any significant changes to my build. I did get a slight damage increase from the conversion of 5% to 10% toughness to power from Armored Attack. I also noticed a slight buff to Spiked Armor, which now has a 10 second cool down versus the previous 15 seconds. The new Spiked Armor really adds some stopping power when fighting a thief who has crit coming out his ears.
Other than the previously mentioned issues with Healing Signet, I feel like this patch was a buff for me lol.
EDIT: Also note that the build editor does not display the new values on the traits as they have not yet updated their information from this last patch.
(edited by Shuyins.5832)
I still kitten with hammer. Sorry you guys aren’t having any success.
I’m also Gs/Hammer
Glad to see that you still use the weapon even though most people think its worthless now. The hammer still fills its roll just fine. Keep crunching up those light armored folk.
I prefer to play a more support role on most of my characters and I feel that is reflected in my build:
I did not notice any significant changes to my build. I did get a slight damage increase from the conversion of 5% to 10% toughness to power from Armored Attack. I also noticed a slight buff to Spiked Armor, which now has a 10 second cool down versus the previous 15 seconds. The new Spiked Armor really adds some stopping power when fighting a thief who has crit coming out his ears.
Other than the previously mentioned issues with Healing Signet, I feel like this patch was a buff for me lol.
EDIT: Also note that the build editor does not display the new values on the traits as they have not yet updated their information from this last patch.
Very nice build! but I would suggets “Empower Allies” in place of “Empowered” as it will provide a bigger bonus damage wise for you and your allies than Empowered will as you have access to limited buffs.
I do swap those around depending on what I am doing. I actually like to run Empowered and Empower Allies at times.