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Posted by: Doctoris.2675

Doctoris.2675

I didn’t see one of these up yet, and these are some big changes coming in for both the PvE and PvP meta of warriors. Thanks to Dulfy for having the notes already typed out.

Adrenaline

  • We reworked how adrenaline works. Currently, your adrenaline is only consumed if you hit with your skill (i.e. if you miss with Eviscerate, your adrenaline is not consumed). Now if you miss your burst ability, you will lose all of the adrenaline. Additionally, adrenaline will now decay the instant you exit combat, so it is more beneficial for you to use the adrenaline skills rather than carrying them to the next fight. Cleasing ire will not work if your burst skill misses, and you will still lose all of your adrenaline.

Traits

  • Rousing Resilience – Gives you 8 seconds of 1000 bonus toughness upon breaking a stun, an increase from the previous 4 seconds.
    • A reminder that using balanced stance will activate this trait, regardless of whether you broke a stun or not.
  • Brawler’s Recovery – Now remove any single condition on weapon swap instead of only removing blind.

Greatsword

  • Hundred Blades – Damage reduced by 5% for the first 8 strikes. Final strike damage is unchanged.
  • Whirlwind Attack – Also received a 5% damage reduction.
  • Arcing Slice (Greatsword Burst) – This ability has been reworked to an execution skill. It will deal damage to 5 targets in an area and deal bonus damage to enemies below 50% HP. Yes, it still gives fury.
    • In the video, his fully channeled hundred blades did 6.6k damage (4 crits), while the new arcing strike crit for 5.8k.

Rifle

  • Bleeding Shot – This ability no longer applies bleed and has been renamed to Fierce Shot.
    • Fierce Shot’s damage has been increased by 20% and will give extra adrenaline against targets with the vulnerability debuff.

Axe

  • Whirling Axe (Axe Offhand 5) – Damage increased by 17%, cooldown reduced to 15s.

Mace

  • Pulverize – This is the third strike of your mace autoattack. The cast time is reduced by 25%

Sword

  • Impale – This offhand sword skill previously had over 100% uptime on torment. We felt this was too much. We have reduced torment duration from 12s to 8s.

Utilities

  • Signet of Rage – Boon duration of this ability reduced by 5 seconds (might/fury/swiftness will only last for 25 seconds base). The adrenaline gain from the signet’s passive is increased by 50% from 1 strike every 3 seconds to 1.5 strikes.
  • Signet of Might – You now have 6 seconds to deliver as many unblockable attacks as you can instead of only 5 attacks.
  • Berserker Stance – Previously this skill gave just under 5 full bars of adrenaline over 8 seconds which was a lot. Adrenaline gain reduced by 40%. This skill will give you a total of 3 full bars of adrenaline over 8 seconds.
  • Banners – Sprint ability no longer gives an attack. Instead, it will remove crippled/chilled and sprint you forward a short instance.
  • Rampage – We want this elite to make you feel more like a juggernaut when you enter this transform. Reduced the amount of incoming physical damage by 25% meaning that all strikes you take will be reduced. All incoming chilled/crippled/immobilize conditions will be reduced by another 33%. If you have dogged march and this ability you will barely be affected by movement impairing abilities
    • Increased the velocity of Throw Boulder so it is easier for you to stun ranged moving enemies.

tl;dr: Nerfs to passive bonus full-adrenaline builds, dodged burst skills (and thus cleansing ire), offhand sword, signet of rage, and berserker stance. Buffs to two of the new traits, rifle, offhand axe, mace, signet of might, and rampage. Jury’s out on the greatsword changes.

(edited by Doctoris.2675)

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Posted by: Domzz.1260

Domzz.1260

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors knew a hit was coming.

With this adrenaline change you’re gonna have to do a lot more positioning, making sure when you make an adrenaline burst skill that it WILL land — taking advantage of your adrenaline in every fight as best as you possibly can knowing that you got to dump it on the spot.

It makes thematic sense too — in the heat of the moment you gain adrenaline but when you pay attention somewhere else your adrenaline subsides

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Brawler’s Recovery removes a random condition in addition to removing blind

– The Baconnaire

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Posted by: Diba.4682

Diba.4682

Just made a post focusing on GS, basically I said I liked all the changes but I am concern that about the 5% 100B. The only way I feel it will be balanced is if the new arcing slice will make up for the lost damage. Thus it will be more of a damage shift rather than just a damage nerf.

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Posted by: Doctoris.2675

Doctoris.2675

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors know a hit was coming, I think this one was fairly reasonable in that it’s gonna force warriors to stop sleeping while playing.

I agree as well.

I’m particularly interested in the new Arcing strike skill for greatsword. During the stream, his fully channeled hundred blades did 6k damage on 2.6k toughness golems, while the arcing strike crit for 5.6k. If that skill hits anywhere near a fully channeled hundred blades, it’ll be a monster. Even so, I think axe might still be taken over greatsword for PvP.

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Posted by: Domzz.1260

Domzz.1260

Just made a post focusing on GS, basically I said I liked all the changes but I am concern that about the 5% 100B. The only way I feel it will be balanced is if the new arcing slice will make up for the lost damage.

+1.
100b is one of the things that makes playing warrior so enjoyable to me

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Posted by: Domzz.1260

Domzz.1260

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors know a hit was coming, I think this one was fairly reasonable in that it’s gonna force warriors to stop sleeping while playing.

I agree as well.

I’m particularly interested in the new Arcing strike skill for greatsword. During the stream, his fully channeled hundred blades did 6k damage on 2.6k toughness golems, while the arcing strike crit for 5.6k. If that skill hits anywhere near a fully channeled hundred blades, it’ll be a monster. Even so, I think axe might still be taken over greatsword for PvP.

REALLY? 5.6k? Wow.. that is gonna be good!

I think this is a good change anyway because in PvP how often do you really get a full 100b off? Takes just the perfect situation — but this way the warrior will have more burst options in the event that one thing fails.

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Posted by: Zefrost.3425

Zefrost.3425

Just made a post focusing on GS, basically I said I liked all the changes but I am concern that about the 5% 100B. The only way I feel it will be balanced is if the new arcing slice will make up for the lost damage.

+1.
100b is one of the things that makes playing warrior so enjoyable to me

The damage with greatsword, overall, will be almost exactly the same. You’ll just look way more awesome doing it with the new burst ability.

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Posted by: Adrian Guardian.9480

Adrian Guardian.9480

9% more DPS from mace!

The new arching slice will be fun (final strike is enjoyable after all), though I wonder if they’ve buffed the greatsword a bit much.

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Posted by: Doctoris.2675

Doctoris.2675

Will this be enough to make you consider taking Rampage?

Signet of rage is getting a 5 second nerf on all of its boons. Rampage now gives you essentially a non-strippable permanent protection, a stacking 33% duration reduction on movement impairing abilities, on top of stability, fury, and swiftness. The skills themselves have never been that bad, and now there’s additional survivability and movement in the skill. Definitely worth considering.

Brawler’s Recovery removes a random condition in addition to removing blind

I rewatched the video. The wording heavily implies that it still removes a single condition, and the change is that it can be any condition now instead of just blind. Honestly, this might be worth considering, especially with the adrenaline rework directly nerfing cleansing ire as well. It’s essentially a 5 second condition removal that isn’t affected by chill.

(edited by Doctoris.2675)

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Posted by: IvanTheGrey.2941

IvanTheGrey.2941

It would be nice if they balanced for PvP and PvE separately. I’m sure these things are great for PvP players, but it kinda sucks for PvE, and there’s no real reason behind it.

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Posted by: Serophous.9085

Serophous.9085

I didn’t get to see the stream, but if what I am hearing correctly is true, then moving dome DMG from 100b to the arc attack is OK to me. I felt bad that I would ignore my f1 the whole time with a gs.

Though with no change to the 4 attack to offhand Axe, it looks like Axe/Axe is still a no go.

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

  • Signet of Might – You now have 6 seconds to deliver as many unblockable attacks as you can instead of only 5 attacks.

Holy crapola! I dub this “Signet of Wreck-a-Guardian.”

“Be like water” – Bruce Lee

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Posted by: Doctoris.2675

Doctoris.2675

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors know a hit was coming, I think this one was fairly reasonable in that it’s gonna force warriors to stop sleeping while playing.

I agree as well.

I’m particularly interested in the new Arcing strike skill for greatsword. During the stream, his fully channeled hundred blades did 6k damage on 2.6k toughness golems, while the arcing strike crit for 5.6k. If that skill hits anywhere near a fully channeled hundred blades, it’ll be a monster. Even so, I think axe might still be taken over greatsword for PvP.

REALLY? 5.6k? Wow.. that is gonna be good!

I think this is a good change anyway because in PvP how often do you really get a full 100b off? Takes just the perfect situation — but this way the warrior will have more burst options in the event that one thing fails.

I rewatched it. The hundred blades hit for 6.6k, and arcing strike crit for 5.8k. The animation’s pretty freakin’ fast, and it’s an AoE. Seriously seems like a very useful skill.

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Posted by: Yukiatsuruko.3784

Yukiatsuruko.3784

The new Arcing Slice does more damage to targets below 50% health. Were the golems below 50% health?

Two in harmony surpasses one in perfection.

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Posted by: Doctoris.2675

Doctoris.2675

The new Arcing Slice does more damage to targets below 50% health. Were the golems below 50% health?

Yep. They were. Even as an execution skill, to do almost the full damage of the (nerfed) hundred blades in a fast-casting AoE once an enemy is below 50% (on a potentially 7 second cooldown!) is definitely something to watch out for.

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Posted by: Warlord.9074

Warlord.9074

This is gonna make playing warrior a lot more strategic and skill-based — I think the biggest hit here is the adrenaline rework.

I don’t think it’s all too bad warriors know a hit was coming, I think this one was fairly reasonable in that it’s gonna force warriors to stop sleeping while playing.

I agree as well.

I’m particularly interested in the new Arcing strike skill for greatsword. During the stream, his fully channeled hundred blades did 6k damage on 2.6k toughness golems, while the arcing strike crit for 5.6k. If that skill hits anywhere near a fully channeled hundred blades, it’ll be a monster. Even so, I think axe might still be taken over greatsword for PvP.

REALLY? 5.6k? Wow.. that is gonna be good!

I think this is a good change anyway because in PvP how often do you really get a full 100b off? Takes just the perfect situation — but this way the warrior will have more burst options in the event that one thing fails.

I rewatched it. The hundred blades hit for 6.6k, and arcing strike crit for 5.8k. The animation’s pretty freakin’ fast, and it’s an AoE. Seriously seems like a very useful skill.

Ya I was surprised to see this looked like ANET may have read our posts. Someone Awile back proposed adding 2 handed axes to the game and the burst skill was called executioner. However the penalty for missing a burst skills are too severe because the tells are already too obvious with some sort of wonky issues with some burst skills working to begin with coupled with already past damage nerfs of those skills.

So now not only is it easy to dodge or kite but your skill goes on CD like any other skill in the game and use lose all adrenaline doesn’t seem fair some of the burst skills dont do more damage than normal skills that everyone has already with added tells that a lot of these other skills dont have.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

(edited by Warlord.9074)

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Posted by: Assassin X.8573

Assassin X.8573

love all the changes! cant wait! new gs burst looks great!

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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Posted by: Assassin X.8573

Assassin X.8573

Huge mobility nerf to hammer warriors. No longer able to leap with earthshaker and keep your adrenaline….

i approve of this change!

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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Posted by: Doctoris.2675

Doctoris.2675

It’s doing 260% more damage. If my maths is correct 260% is more than 50%.

Nobody said that the bonus damage was only 50%. o_o
Sweet pause though. It looks like the damage is akin to a final autoattack swing if the target is above 50% health, so it isn’t quite worth using then unless you really need cleansing ire.

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Posted by: Renny.6571

Renny.6571

It’s doing 260% more damage. If my maths is correct 260% is more than 50%.

Nobody said that the bonus damage was only 50%. o_o

I.. You.. You’re right. I’m tired.

elite specs ruined pvp.

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Posted by: Doctoris.2675

Doctoris.2675

It’s doing 260% more damage. If my maths is correct 260% is more than 50%.

Nobody said that the bonus damage was only 50%. o_o

I.. You.. You’re right. I’m tired.

It’s cool! Harmless mistake! You should put that image back up. It was really good for getting a sense of the new arcing swing’s numbers!

Also, I like that we run the same main classes.

(edited by Doctoris.2675)

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Posted by: Brigg.6189

Brigg.6189

Overall I like the changes, but I’m concerned about the following collateral damage:
- Healing surge is pretty much trash now. Precasting surge for adrenaline was about the only reason left to take this as a heal. Suggest decreasing the CD.
- Using mace for the burst ability is going to be really kitten tough. I hate to say this but maybe it should be reverted back to instant cast…

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Posted by: Guanglai Kangyi.4318

Guanglai Kangyi.4318

So basically warriors are back to being a PvP-only class.

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Posted by: Zagerus.8675

Zagerus.8675

Pretty stoked for the changes, and I agree with the above comments about adrenaline – not to speak so soon but it will definitely take better adrenaline management to play Warrior’s efficiently. Normally you could get to a second point in PvP at Full Adren, so pretty stark contrast there. The GS changes took me by surprise too and AS looks like beast mode. Can’t wait!

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Posted by: killahmayne.9518

killahmayne.9518

Keep in mind that the hundred blade only crit 4 times, and the Arcing Slice did crit. The Arcing Slice will basically be a slightly weaker version of Final Thrust, and the range of it is 150.

I now would actually consider Brawler’s recovery for my hammer build and I think it would compete with Burst Mastery and Heightened Focus if one is in need of more condition removal. Probably good for getting rid of nasty lingering conditions. Rousing resilience could be a possibility for non-hammer builds.

I like the change to signet of might, however, still very much a situational utility, especially with stances being almost essential for a warrior atm aside from a very few builds.

Mace/Greatsword Video (Sept Patch)

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

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Posted by: Straegen.2938

Straegen.2938

They just took a giant dump on my build… ouch. I was sort of excited about the Adrenal change since a weakness in my build is being constantly blinded. However if I lose adrenal and fail to trigger Ire that is a considerable nerf.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: Crossaber.8934

Crossaber.8934

i am happy with the adrenaline change and arcing slice.

Finally some fun out of GS. Especially i noticed better ai of enemy since LS2, 100b is rarely able to hit full duration at champs in dry top. The AS buff is well needed.

There is also a big reason for me to trait shout to gain adrenaline instead of signet mastery too.

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Posted by: Pregnantman.8259

Pregnantman.8259

So basically warriors are back to being a PvP-only class.

I’d say the changes are fair. If anything Warriors now can use more than 2 attacks and have a more dynamic class mechanic. Should be fun.

On a side note, is it me or was that new greatsword burst a little bit too fast for others to react?

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Posted by: Daniel Warren.4968

Daniel Warren.4968

As someone who already loves offhand axe, 17%?! Please and thank you!

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Posted by: silentnight warrior.2714

silentnight warrior.2714

This changes to adrenaline management will make warriors way more weak to conditions.
People asked a strong counter, they give one to them.

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Posted by: ittoujuu.3076

ittoujuu.3076

Looking at the Warrior update, the big story is obviously the adrenaline rework, and I’m…sort of torn on it. On one hand, from a general fairness standpoint, getting to keep adrenaline if we whiffed our F1 attack felt kind of cheap, and though I’m sad to see it go, I totally understand why it’s going.

On the other hand, there are grandmaster traits in two trees that tie into keeping your adrenaline bar full, and so I think having the bar rapidly deplete the instant you’re out of combat is too much. I agree that the time out of combat before it starts to decrease could be shortened up a bit, but it should be able to be kept up a little between fights, otherwise those traits’ usefulness outside of boss fights drops considerably. Mirroring “real action”, you don’t relax the moment your physical activity stops – your heart’s beating fast and your senses are sharpened for the next couple minutes. I think maybe halving the time out of combat before adrenaline starts to go down would be an okay compromise there.

To swing back to the F1 skill whiffing, I’m trying to think what other changes one would make to help ease warriors into that. Making them telegraph less has been suggested, or faster windup. Would keeping the adrenaline but having a doubled cooldown be a sufficient punishment? I’m more of an “adrenaline keeper” myself, so I’m not really sure.

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Posted by: Harper.4173

Harper.4173

So basically warriors are back to being a PvP-only class.

Why do you think that’ll be the case?

That aside- some of the changes are good and some of them I can’t really understand.

I get that they had to shave off 5% off the 100b and Whirlwind in order to compensate for Arcing Slice being improved. 5% isn’t that much and I feel it won’t create much of an issue but the real issues is * when will they fix Rush?*

I can understand some of the Adrenaline rework – but the “decay the moment you leave combat” isn’t something I fully get – they already fixed the skill spam with you losing it whenever you cast your F1 regardless of whether it hits or not and if it doesn’t you don’t proc CI either.
So why the decay when leaving combat? To counter Adrenal Healing? Just doesn’t make sense.

And here’s the last part – Signet of Rage – I’ve never heard anybody complain about it – ever.
I’ve never considered the skill to be that great – I just don’t see why they nerfed the boon duration by 16.6% which is a pretty substantial nerf.

How was it necessary and what is it fixing exactly? It just seems to make no sense to me.

If here they fall they shall live on when ever you cry “For Ascalon!”

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Posted by: McWolfy.5924

McWolfy.5924

sword f1—>swap to gs, press something what charge adrenaline—>100b—→arc slice
monster

WSR→Piken→Deso→Piken→FSP→Deso
Just the WvW
R3200+

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Posted by: fellyn.5083

fellyn.5083

So basically warriors are back to being a PvP-only class.

I’d say the changes are fair. If anything Warriors now can use more than 2 attacks and have a more dynamic class mechanic. Should be fun.

On a side note, is it me or was that new greatsword burst a little bit too fast for others to react?

And by dynamic you mean less useful and more punishing if you miss (which happens more often than not)?

A lot of huge nerfs for little to no gain.

(edited by fellyn.5083)

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Posted by: Arewn.2368

Arewn.2368

Off-hand axe, main-hand mace, and riffle all got some nice changes/buffs. Combined with the nerf/damage shift to GS, I feel this will open up more options to us.
The GS changes make the weapon more interesting to use in general.
Brawlers recovery really needed the change, and might actually be usable now. Potential 1condi per 5 seconds, which is more in line with what other classes have. Considering the adrenaline nerfs, Brawlers Recovery might actually compete against the alternatives GM traits (Burst Mastery and Heightened Focus).

Utilities are a mix bag. I’m quite happy about Rampage though. It’s an ability I always try to fit into my build, but never really works because it’s underwhelming.

Adrenaline changes/nerf will obviously hurt, but I’m more concerned by the fact that they didn’t address Longbow’s inconstant behavior (relative to other burst skills) when interacting with Cleansing Ire. LB was already the most “useable” burst skill, since even if you somehow mucked it up, you still removed conditions and got a fire field out of it. With the nerfs to adrenaline, it just got an even bigger lead.

Rousing Resilience is… eh? I don’t know. Could be good? 1000 toughness is pretty nifty, and it last as long as Balance Stance now, kind of turning Balance Stance into a defense steroid.

Pretty happy with the changes over all.

Edit: I don’t see why they don’t make it so that you only proc Cleansing Ire if the initial hit from Combustive Shot lands.

(edited by Arewn.2368)

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Posted by: wads.5730

wads.5730

wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?

this just means that every warrior in pvp will still be using longbow.

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

So basically warriors are back to being a PvP-only class.

http://gw2skills.net/editor/?fJAQNAR3ZjMdU7ZfHWewJaAggy4BEAnThMIpV2GdBA-ThRBABXt/o8DPdDLcQAA4JAQp6PmpEkUARsMC-e

I’ll have to see the patch to be sure but I’m not seeing how they will become PvP only. Very similar to current rotation with GS/axe BUT GS F1 instead of 1 GS auto attack and also work in Axe F1. 5 adrenaline on weapon swap, 4 adrenaline on axe crit and 2 on non-axe crits with 100% crit chance is able to keep those up no problem. No spotter required although the signet can be changed to power. GS F1 dps only requires 1 bar as more bars = more fury which is unneeded.

15% loss and 100 less power but that GS F1 hit harder than 100b in the live stream and executioner strike isn’t bad either. Also 50 ferocity.

For PvP, it’s definitely a nerf but I look forward to trying it out. A few traits above in the “PvE” build might become more relevant again for PvP.

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Posted by: arkealia.2713

arkealia.2713

Little blow to dungeon warriors. Adrenaline decay between combat and less damages on GS skills will reduce the overall DPS a bit. Arcing Slice means sacrifing 15% damages (Berserker’s Power) so it’s probably not worth using. The meta might go back to GS/Axe.

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Posted by: Caedmon.6798

Caedmon.6798

wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?

this just means that every warrior in pvp will still be using longbow.

We have a winner !!!!
This will only push more people to go hambow.

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Posted by: Dirame.8521

Dirame.8521

wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?

this just means that every warrior in pvp will still be using longbow.

We have a winner !!!!
This will only push more people to go hambow.

This is true but there’s a bright side. People usually switch weapons when they miss a burst skill, this change should give us more downtime between burst skills when they miss.

I actually thought they would give Longbow the same treatment they gave Thief’s choking gas where they have to land that initial hit to get the benefit of the cleanse. I guess that might be harder to program.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
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Posted by: Dirame.8521

Dirame.8521

So basically warriors are back to being a PvP-only class.

Why do you think that’ll be the case?

That aside- some of the changes are good and some of them I can’t really understand.

I get that they had to shave off 5% off the 100b and Whirlwind in order to compensate for Arcing Slice being improved. 5% isn’t that much and I feel it won’t create much of an issue but the real issues is * when will they fix Rush?*

I can understand some of the Adrenaline rework – but the “decay the moment you leave combat” isn’t something I fully get – they already fixed the skill spam with you losing it whenever you cast your F1 regardless of whether it hits or not and if it doesn’t you don’t proc CI either.
So why the decay when leaving combat? To counter Adrenal Healing? Just doesn’t make sense.

And here’s the last part – Signet of Rage – I’ve never heard anybody complain about it – ever.
I’ve never considered the skill to be that great – I just don’t see why they nerfed the boon duration by 16.6% which is a pretty substantial nerf.

How was it necessary and what is it fixing exactly? It just seems to make no sense to me.

Might stacking? The length at which you hold on to might stacks as a Warrior?

I make guides to builds you may not have heard of;
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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

Lets just say when gw1 was out Warroirs couldn’t keep there Adrenaline out of combat it Gradualy degraded as you need to attack stuff to gain Adrenaline.
(just like a human body you need to hit stuff and get fustrated to build adrenaline)

i like these changes because thats pretty much how most of the f1 skills went and axe f1 was a huge culprit with the semi heartseeking attacking , after a few dodges (one for the f1 , and then some more dodge for random Aoes ect) it would drain any charaters dodge/vigor very quickly , and could just be consistanly used till it hit.

this adrenaline change adds much needed Tactics to a warroir , out of just Sprinting away and re-engaging, or spamming Main hand axe followed by f1.

love at AS got a Boost, you can now spike!, half a hundred blades with an Adrenaline trait could charge up that spike bar. by the looks of it hundred blades should have enough power to do quite a bit of damage still but the AS changes means you can Utlilies the hundred blades (half channel) into a spike attack.

and just running isn’t enough to build that momentum

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?

this just means that every warrior in pvp will still be using longbow.

We have a winner !!!!
This will only push more people to go hambow.

This is true but there’s a bright side. People usually switch weapons when they miss a burst skill, this change should give us more downtime between burst skills when they miss.

I actually thought they would give Longbow the same treatment they gave Thief’s choking gas where they have to land that initial hit to get the benefit of the cleanse. I guess that might be harder to program.

i think it did passively lower the spam ability of the Arching shot, its still got that long animation ,its still big it’ll hit somthing.

but vs 1 target that knows how big the aoe is it’ll proberly miss and that won’t be good news.

in the case of ham/bow pvp cappers, they use to just f1 the cap point run up and smash without any risk ,even if it missed.
now the f1 might put a firefield down but misses the target draining you of Adrenaline stopping the follow up of earthshaker unless you use Beserker stance, no longer a instant cap clear.

so now you’ll need 2-3 targets to make sure it does hit and still provide the IC conditions removals , no damage nurf but looks like they added more Risk .

i really hope this don’t hurt ham/bows too much both weapons take ages to build Adernaline from 0 , you’ll need traits and or maybe stance to provide for that weapon set up now.

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Posted by: mPascoal.4258

mPascoal.4258

I’ve been trying Warrior in PvP and I love the GS so far. I think this changes will make me love it even more and it will make GS more useful since Burst skill was a skill that was allways a bit useless.

Can’t wait for the changes on Adrenaline, was about time. I play Thief, Guardian and Engi more on off hand right now, and in those I fail a Fx skill I have to wait full cd, Warriors missing it would have to wait full CD (wich is below 10 sec so not a big deal) but they would still have full adrenaline which makes the procs of having full adrelaline bar still up. This way Warriors will have to be more careful when using this skill to make sure it lands so that they just don’t waste full adrenaline bar

I really think I will main Warrior after this changes

Phask - Guardian/DH | Phaskk - Warrior | Phaask - Revenant

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Posted by: Doctoris.2675

Doctoris.2675

-The problem?
*Cleasing Ire is the greatest source of condition removal that a warrior has (rune of the troopers being the exception with shouts or traits in warhorn).
*When you did miss the burst skill, you at least had a little bonus from being full adrenaline (see here Adrenal health, Heightened focus or Berserker power).
*Missing it would mean that you had to wait another 8 seconds (survive that) before landing this blow that could turn the tide of the battle.
-Now you lose those bonus and you have to work your way up to the 30 adrenaline bar while surviving without those bonus. Let me tell you one thing. In a duel, you don’t spam buttons and the hits flies to your target. You work your hits, the other guy wont stand still for you to recharge your adrenaline.

-Conclusion? The recharge time will most likely be higher than the time it takes for a mesmer to get back his shatter combo, higher than an ele to turn back to dps phase, higher than a thief to turn back to aggressive mode after taking a few hits before going invis and healing up in shadow, higher than… you get the point? >_>

Sorry for my QQ. Its just that I was ready for the removal of the 100% crit chance on burst skill and even would have preferred a cooldown of 15 seconds or something like that (the average time it takes for any other class to come back with their big guns). This patch wont hurt warrior in PVE since they never use burst skill or nearly never do. In SPvP… Ham/Bow will still be the only thing we see. In WvW with the zerg… Earthshaker will still land and you should do fine(unless you clearly have no aim). So in the end… this adrenaline rework… was it aimed as us? The old school duelers?

I get what you mean, as I run a build that’s pretty centered around eviscerate as well, but I honestly think the mechanic is just waaay too forgiving as it is right now, especially with eviscerate. Whiffing a burst skill right now means that adrenal health is still pumping and I can try again in 7 seconds (I run burst mastery) or swap to the alternate weapon set and immediately try again for the 3x condition clear.

I disagree that building up adrenaline is difficult right now. We have a multitude of ways to rebuild it quickly. 30 adrenaline for a full bar.

  • Cleansing ire builds up 1 adrenaline each time when hit.
  • The adept trait in discipline gives 5 adrenaline on weapon swap (5/10 seconds).
  • Berserker’s stance (which is still 8/10 seconds of condition immunity) gives 30 adrenaline.
  • Any hit we connect builds 1 adrenaline.

Honestly, if you’re so inclined, you can even take advantage of the new offhand axe 5’s shorter cooldown to build up adrenaline quickly (the skill gives you 1 full bar for each target you get a full channel off on). And if it truly becomes bad, you can slot in healing surge for the instant full adrenaline bar (though healing signet is still undoubtedly the best heal in the entire game for PvP).

I’m not going to lie— this is definitely a nerf, but I’m also going to say that I like this change. Adrenaline and burst skills as they are now is just too forgiving. Now, we’ll need to bait and count dodges to reliably land burst skills, which is something every other class already needs to do, and missing a burst skill means we miss out on a pretty significant chunk of health from adrenal healing and condition clears from cleansing ire.

As an aside, I’m not surprised the 100% crit chance on burst wasn’t touched. I don’t think it’s a great trait for a grandmaster, considering sigil of intelligence does pretty much the exact same thing (+2 guaranteed crit on 2 other hits).

I’m also less of the mind that conditions are going to be a problem. Considering I already disagree with you that adrenaline build-up is a large issue, I don’t think this is any sort of death sentence for cleansing ire. Especially considering the new change to brawler’s recovery that can be taken alongside cleansing ire for a condition clear every 5 seconds that can’t be slowed down by chill. Without a doubt, I believe conditions will still not be a big issue for us.

I also disagree with your idea that it won’t affect PvE builds. This patch is hitting PvE warriors who just try to keep up their adrenaline pretty hard. The adrenaline is dropping down extremely quickly the instant combat ends, which means they can’t enter the next fight a short while after a previous one with their adrenaline full anymore. This is a pretty big deal (though they might just start packing the offhand axe as well to quickly build up adrenaline again).

(edited by Doctoris.2675)

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Posted by: Flitzie.6082

Flitzie.6082

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

You touched the shiny, didn’t you?

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Posted by: Zenos Osgorma.2936

Zenos Osgorma.2936

in onther thread i posted.

well if signet of rage is Activated you loose the passive right, so you’ll gain much combat prowess , inplace of using it to build Adrenaline.

the pic had 38’s of might on a 60sec cooldown (thats not signet 20% off traited)
thats still kitten -60% uptime on Adrenaline build up time before the signet can be Activated again, and can be used in rotation to build Adrenaline after one f1 > signet of rage(is charging adrenaline still)

it’ll be way faster than using the natural adrenaline gain , and shortens the gap between f1 bursts ,due to the 50% gain if the signet isn’t activated.

the trade off now is Build Adrenaline , to Rage at your target in return you Recivive boons that improve your melee pressure , like long term fury, might , swiftness that also keep a 50% uptime.

but now its much more important to use signet of rage to manage Adrenaline rather than using it every 60secs , and using it too early or late in a fight just for the boons could hurt your Adrenaline and combos later on after a attack chain.

its still a 50% uptime on boons and adrenaline , it’ll be up to you to know when to use it , rather than trying to get perm everything consistantly.

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Posted by: Doctoris.2675

Doctoris.2675

in onther thread i posted.

well if signet of rage is Activated you loose the passive right, so you’ll gain much combat prowess , inplace of using it to build Adrenaline.

the pic had 38’s of might on a 60sec cooldown (thats not signet 20% off traited)
thats still kitten -60% uptime on Adrenaline build up time before the signet can be Activated again, and can be used in rotation to build Adrenaline after one f1 > signet of rage(is charging adrenaline still)

it’ll be way faster than using the natural adrenaline gain , and shortens the gap between f1 bursts ,due to the 50% gain if the signet isn’t activated.

the trade off now is Build Adrenaline , to Rage at your target in return you Recivive boons that improve your melee pressure , like long term fury, might , swiftness that also keep a 50% uptime.

but now its much more important to use signet of rage to manage Adrenaline rather than using it every 60secs , and using it too early or late in a fight just for the boons could hurt your Adrenaline and combos later on after a attack chain.

its still a 50% uptime on boons and adrenaline , it’ll be up to you to know when to use it , rather than trying to get perm everything consistantly.

I disagree that Signet of Rage will be important in building adrenaline in a passive state. In any situation I can think of, popping the active at the beginning of a fight for might/fury/swiftness will be more important.

The reason is that the passive generation of adrenaline on signet of rage is abysmally low. Right now, it gives 1 strike of adrenaline every 3 seconds. In other words, it is the equivalent of landing 1 autoattack every three seconds and would take a minute and a half to generate a full 3 adrenaline bars on its own. Buffing this to 1.5 strikes per 3 seconds is not an impactful (or even needed) gain at all in comparison to all of the other adrenaline building abilities we have.

Holding onto the signet passive and losing out on the fury is a poor trade— yes, over the course of a fight, you might get an additional bar of adrenaline to make one burst skill do slightly more damage or remove 1 extra condition. The cost is that the fury would’ve caused you to do more damage regardless of that slightly-harder hitting burst skill (that might miss regardless). Is it even worth thinking about that 1 extra condition that you might remove? I personally don’t think it is, and I’m heavily doubtful that the buff to the passive on signet of rage will be utilized at all. If it will be, it’ll only be because the player neglected to notice that it was off cooldown.

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Posted by: mPascoal.4258

mPascoal.4258

If Signet of Rage would generate adrenaline outside of combat now all the changes would be justifed, but as it stands right now conditions are going to be hell.
They already are hard to deal with.

I mean, having 50% higher adrenaline regenration with this signet is a nice addition to the overall nerf on paper. But in a practical scenario you would want to use it for its boons so the passive is useless…

Get Adrenaline outside of combat?
I … I ……… are ….
I can’t coment this, is too bad

Phask - Guardian/DH | Phaskk - Warrior | Phaask - Revenant