Too many boring skills
You just invited every single child on these forums to reply: “Then go play another class!” … just get ready to duck.
In comparison to other classes, the warrior is a very “plain and simple” class. I don’t find him boring but I do think he’s a little lackluster. The banner skills are actually pretty cool, but because of their long cooldown time with little benefit its hard to justify using them if you’re not traited for banners.
I think lots of people feel the warrior is a little on the short end of the stick with regards to uniqueness of class. This is because of his early development syndrome.
Early on, the warrior was hailed as the master of weapons whos sole ability to switch up weapons in-combat was indicative of how he would play. The idea of ‘chain’ skills was also listed as a ‘warrior’ ability which allowed him to have a more diverse line-up than others who used the same weapon types.
These two unique features have since spread over nearly all of the classes. Not only that, but the way traits have been changed from their original system of being chosen on a per-weapon basis to being character-wide choices hurt and further pigeonholed the “weapon master” class.
Not sure what can be done at this point, those systems have been balanced around other classes and are now at the ‘foundation’ level of the game.
I think the banners feel weak, reading the tooltips anyway. I’ve never actually used them though so I don’t know.
I think the shouts and physicals are fine, as are most of the weapon skills. The thing is we’re just not a “flashy” class. Warriors usually never are, we’re just there to pound the crap out of someone with our barehands/weapons with no magic etc.
That’s actually quite interesting to hear. I had no idea about how Warriors and the other classes developed into what they are now.
Basically, I just want more interaction when I’m playing. I feel like I don’t have to do very much and it makes playing my Warrior very uninteresting. The best way for me to put it, I guess, is to say that the class feels very… auto-pilot. I want to have skills that I have to use frequently. I want my skills to encourage decision making. I want the rewarding feeling of making a good decision and the punishing feeling of making a bad one.
I forgot to include the temporary buff skills in with the boring as well. They aren’t fun to use at all.
I think the banners feel weak, reading the tooltips anyway. I’ve never actually used them though so I don’t know.
I think the shouts and physicals are fine, as are most of the weapon skills. The thing is we’re just not a “flashy” class. Warriors usually never are, we’re just there to pound the crap out of someone with our barehands/weapons with no magic etc.
It’s not really about being flashy. That’s not what I rolled a Warrior for either. It’s about how little execution and button pressing is actually involved with the class. It’s very auto-pilot to the point that you can play it following a flowchart. It just isn’t very fun and there isn’t many options available as a Warrior.
I too am a little disappointed in my Warrior so far (level 17). So far there hasn’t been any skills that I particularly enjoy, and I’m not really specifically looking forward to any skills later down the road.
The weapon switching is something that is new to me (my main character is Engineer). I hate to say it but I really don’t like the switch weapons feature. I feel like one of the weapons should be ranged and one should be melee, but I know some people switch from one combo of weapons to another. I just can’t figure out which combo is better for what situation, so I tend to stick to a single weapon. Am I doing it wrong?
Warrior is the most versatile class out there, if you want to get bored, try playing a Necromancer.
I’ll agree with the lackluster comment. For all our variety of weapons, I don’t feel like it really matters, and I generally end up sticking with hammer and sword/sword — these two being the most unique, in my opinion, of all the Warrior’s weapon sets. I understand that Warrior throughout most games ends up being pretty bland thematically, but I’ve struggled with it the most here so far. Asura and armour looks keep me going, though!
And as for auto-pilot, this is exactly how I feel while playing with hammer. I like the hammer, I enjoy the control style of play, but waiting to use cooldowns, either because I need that cooldown specifically for interrupt or because the cooldown is so long (admittedly, for “good” reason), makes me feel like I’m waiting to play, even given GW2’s active gameplay.
It’s not really about being flashy. That’s not what I rolled a Warrior for either. It’s about how little execution and button pressing is actually involved with the class. It’s very auto-pilot to the point that you can play it following a flowchart. It just isn’t very fun and there isn’t many options available as a Warrior.
That’s actually the great thing about the class, its manual simplicity. Leaves you more processing power to focus on positioning, condition management, and spatial awareness. Warriors spend less time mashing buttons and more time playing pressure games. It might not be everyone’s cup of tea, but most FPS games have very few attack options, mostly related to positioning and weapon choice, and they’re widely loved for that. The warrior is less about his spells and more about his tactical sense.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
That’s not great at all if you’re already capable of doing those things while actually playing the game.
Also – The reason people go 5 signet with the class is because of the Arms trait that increases precision per unused signet. Warriors are so heavily dependent on their autoattacks that boosting them up is always a plus, and even if you stack Power gear with not a hint of precision at low levels, the trait will give you over 116% crit chance by itself. There’s no reason NOT to use a 5 signet build while leveling. At level cap, people just get too used to the playstyle to switch, even though it’s no longer anywhere near as good. It turns the warrior into an autoattacker, which is already what they’re the best at doing.
That’s not great at all if you’re already capable of doing those things while actually playing the game.
The difference is that warriors have higher numbers than everyone else. So if you can manage these things despite the weaknesses of the class, the reward is immense. It focuses less on comboes, less on having an answer to everything, and more on simple twitch.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
There is no twitch though. Everything about the class is so slow and uninvolved that every decision is essentially made for you.
Warrior just isn’t a fun class to play if you actually like having to think. Which is very discouraging because I love the theme of a Warrior.
If you want “twitch” use the mace MH and sword OH. Give you 2 parries and an interrupt. Of course, this game has no cast bars so interrupting something important is…difficult. Also get yourself a single target stun, link that in with an axe/shield or something for more interrupting with shield bash and some damage from an eviscerate. Hammer would be more control but it’s slow and wouldn’t fit a “twitch” playstyle.
There is no twitch though. Everything about the class is so slow and uninvolved that every decision is essentially made for you.
Warrior just isn’t a fun class to play if you actually like having to think. Which is very discouraging because I love the theme of a Warrior.
There is, actually. The warrior is most rewarded for doing well, and most penalized for being countered. Missing even a single critical dodge will set you back a long way because the options just aren’t there. Everything about the warrior is stacked with offense, leaving few true options for avoidance beyond that simple twitch. Making the right decision is more important than doing so on an elementalist because there’s room for error on the elementalist. If you like to think, the elementalist will suit you, it’s a class requiring quite a bit of that. But if you like to react, if the only thoughts going through your mind are “Sprint, Dodge, Kill”, then the warrior caters to that playstyle.
It’s a definite playstyle, just one that isn’t going to be compatible with someone like you. It requires a perfectionist’s touch, the realization that any mistakes will result in death, and the drive to continuously perfect your attack-defense timing.
I agree that if you like having to think, another class will suit you better. But honestly, playing an Elementalist is so boring because regardless of how badly I screw up, I feel like I always have an out, always have an option to exploit, always have a cooldown ready.
It’s too easy.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
A class can be difficult and still require a great deal of execution. In fact, execution is typically something that bars less skilled players from being able to compete on the same level.
You can’t say that Warrior requires a perfectionist’s touch when there is very little difference between a skilled player and an amateur using a warrior. This is entirely due to the lack of options and required input from the player.
As I said before, the class is extremely auto-pilot with nearly every decision already made for you because of the arsenal they have at their disposal, or lack thereof. I want the class to be engaging.
You can’t say that Warrior requires a perfectionist’s touch when there is very little difference between a skilled player and an amateur using a warrior. This is entirely due to the lack of options and required input from the player.
I can actually because while I feel you’re too focused on Skill usage and combo execution, I mastered DAOC and know the value of positioning and tactics. If you look at a combat log between a skilled player and an amateur, they are likely hitting the same buttons. But when one warrior ends the fight with more health than the other, it’s because of a different kind of skill… one I don’t think you’re fully aware of.
If the class is lacking for you, by all means switch to a more skill spammy one. But personally, the class feels just right where it’s at. There really wasn’t much skill variation in WAR, WoW, or AoC… but we still found ways to compare skill levels. There’s a deeper metagame for strong melee classes than simply what skill you use and when.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
Insta-kick to 5 signet warriors in my party. Try it, you will never have to wait for the vote to kick
Ive rerolled warrior 3 or 4 times, so I definitely feel you. That being said, I wanted to like Warrior so i kept trying aha. Eventually (so far), I hit my stride and am having a blast. I started with dual axes and found it really fun, and when coupled with my hammer and phys utility skills, I expect to be knocking things around for the lulz.
You have to find a playstyle that suits you and never worry about what is effective. I am of the firm belief that it is effective if there is a player who can make it effective. I am sure out of all the weapons a warrior has, there are a couple you enjoy using. Use those, and forget about synergy and all that junk. In time, you might find a kind of synergy that has been overlooked, and it could turn out to be really effective.
My main recommendation is to just play whatever aspect of the warrior you enjoy. If there’s absolutely nothing, just move on with your life lol.
I feel like I’m talking to a wall. You aren’t actually addressing the issue(s) I presented. You just keep sidestepping it.
@Mister Kitty – There is no deeper metagame. The only “skill” in MMOs is the decisions you make with what you have available to you. Warriors are lacking in the decision making department. Therefore, there is very little involvement for both types players, which leads to it being difficult to distinguish a good Warrior from a bad Warrior.
You can’t, for example, attribute being “aware” enough to not run into a group of people by yourself as skill and herald it as feature of the Warrior class. This is something that every class has to deal with.
Unfortunately, I’m the one talking to a wall. Skill usage is a single element of PVP skill. Being incapable of understanding that there’s more to the game than that will be your downfall. Warriors are rewarded greatly for mastery over the other aspects of PVP, possessing some of the strongest and most class defining skills of any class. I encourage you to roll a different class if you feel this one is lacking, but will not consent to the notion that it is indeed deficient. The warrior does not suit your playstyle.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
Unfortunately, I’m the one talking to a wall. Skill usage is a single element of PVP skill. Being incapable of understanding that there’s more to the game than that will be your downfall. Warriors are rewarded greatly for mastery over the other aspects of PVP, possessing some of the strongest and most class defining skills of any class. I encourage you to roll a different class if you feel this one is lacking, but will not consent to the notion that it is indeed deficient. The warrior does not suit your playstyle.
What is the Warrior playstyle? I really want to like Warrior, but I just can’t figure out the best way to play him.
Please, tell me, what are these “other aspects” of PvP? You continue to mention them yet you never actually say what they are which leads me to believe that you’re either delusional or stroking your own ego.
I’ve made legitimate points and I’ve backed them up. You continue to parade around this false notion of the simplicity being deep.
The same ones I stated in my original post, along with the following posts I made. Positioning, spatial awareness, condition management, tactics (environment). Mobility. All classes use the same elements, but the warrior is most rewarded for mastery over them and most punished by failures. There’s less room for error with a lack of options, and a greater payout for being flawless — our skills just plain hit harder. Timing is critical to warrior play, squandering a skill is not an option while doing so for a class with more skill selection such as an elementalist leaves alternate methods of recovery still open to you. Elementalists spam skills to force an opening, warriors look for openings to exploit. I find the elementalist to be far too easy because of this, while the warrior’s playstyle is much more twitch-oriented, fast-paced, position-based, and timing critical.
Tea Time, your playstyle is proactive. Warriors are reactive. Play another class.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
Exactly and those apply to every other class in the game. You cannot possibly attribute that to being a feature of the Warrior class.
You even mentioning tactics and the environment is laughable considering how many of our skills are made worthless simply by being on slightly more elevated terrain. It’s even more hilarious when you consider the fact that line of sight is equally useful and necessary for other classes.
Positioning is rather trivial for a melee class as well, seeing as how they should want to be withing melee range the majority of the time. Rolling covers any possible positioning flaws and it’s available to every class. You should always be aware of your surroundings, regardless of which class you’re playing so again, this is not worth bringing up.
Also, condition management? Really? Most of your conditions as a Warrior are maintained passively. Condition management is one of the easiest aspects of the class.
So, here we are again. Warriors bring nothing interesting to the table. Yet you’re trying to tout that as a feature because it makes you more invested in the fundamentals when they apply equally to every class. It’s like saying you don’t have to worry about fundamentals when playing a rushdown character in a fighting game, which is entirely untrue. Fundamentals are something you should have regardless of what role you are playing and they are entirely possible to maintain while playing as something that requires a greater amount of execution.
(edited by Tea Time.3980)
I see that when you made this topic clearly asking whether any one else felt the same as you do, you weren’t actually looking for opinions, you were looking for an argument.
Welcome to warriors, they’ve been like this in multiple MMOs. Fundamentals are what define them, their attack rotations tend to be faceroll worthy, not the complex rotation of a Rift Necromancer or WoW Warlock. EverQuest actually had autoattack being a primary form of damage. Warrior types in MOBA games are similar, autoattackers with a few utility powers or burst finishes, much simpler to play than your standard mage and more easily punished by errors.
I do not “tout” fundamentals as a feature of the Warrior class, I stated they were applicable to all. But just as how skill rotations and combos are not a “feature” of the elementalist class, they’re certainly more dependent on them than a class with half as many skills. Playing a warrior, the fundamentals are what’s critical. If this type of playstyle does not appeal to you, or if your fundamentals are shoddy, then a class that approaches combat with more variety will suit you better.
Nothing is trivial with warriors. Condition management applies to conditions on you, and sporting some of the worst condition removal options short of the thief should strike the importance of it. Conditions also hamper your next assignment, positioning. Keeping mobile and avoiding AOEs in your path becomes more and more about the crunch the closer you get to a target, with less time to react and more to avoid. This is not a thief with an limitless supply of endurance, dodge is not the universal answer to positioning for a melee class. Some things you have to eat, others get avoided by -actual- positioning… being out of position is a flaw of bad players in Mobas, and it should be plainly obvious what results from it.
The Fighter analogy is a good one, but for an alternate reason. There are power characters and there are speed characters, fundamentals are important to both, but the speed characters rely more on technique. The technique of power characters is more limited, but the reactive punishment they can inflict makes up for it. You might have mastered fundamentals on a more technique oriented character, but just because you executed that 32 hit combo doesn’t mean you dealt more damage than a hulking brute’s 6-hitter.
Think what you will, but my original post stands. The warrior is less about his spells and more about his tactical sense.
Completer of the World, Wielder of the Charrzooka Rifle, Master of Weapon and Armorsmithing
… also makes a mean truffle stew.
I don’t have time to offer a full response at the moment but I would like to say that I didn’t intend to argue when I originally created the topic. It just happened to be the result.
Basically, I just want more interaction when I’m playing. I feel like I don’t have to do very much and it makes playing my Warrior very uninteresting. The best way for me to put it, I guess, is to say that the class feels very… auto-pilot. I want to have skills that I have to use frequently. I want my skills to encourage decision making. I want the rewarding feeling of making a good decision and the punishing feeling of making a bad one.
I forgot to include the temporary buff skills in with the boring as well. They aren’t fun to use at all.
Gonna have to agree with this.
I saw Mr.kitty try to say that Warriors were the same as this in WoW, when really they wern’t. I’m a 4 year WoW Warrior, and I gotta say that the the Warrior class was waaaaaay more involved then in this game.
You were constantly on your feet in terms of decision making and skill usage. You had to know your kitten and use things accordingly in order to survive be it tanking or dpsing or pvping.
You had rows of skills to learn, abilities to memorize the effects of, and it pushed your situational awareness pretty hard if you wanted to be good. and it was FUN.
In this game.. It really does feel like a faceroll with little to no skill needed or intended.
Gets pretty boring real fast too with the dual wielding animations being broken and only using one wep to attack instead of both.
Tea Time, I’d like to add that I agree with your points wholeheartedly, and I dissent from Mister Kitty and don’t understand what his perspective is, nor what his argument is.
There is a severe lack of compelling combat. The Warrior’s arsenal is limited to his weapons; his talents give almost no variety. Signets, Shouts, Banners, Summoning & Transforming add almost nothing to combat.
Shouts, Banners and Summoning specifically are terrible. You activate them pre-engagement or during a specific need, but they do not improve the “combat” mechanics whatsoever.
One would assume that Transforming would modify combat; in the case of my Norn Warrior, taking the form of a Werewolf, Werebear, Wereraven, Were-Snow Leopard or a Juggernaut should reward me with 30 seconds of awesomeness. Instead, I take on one of 5 very similar forms, all of which remove my other traits from use, and give me mediocre (at best!) abilities that sometimes don’t even do as much damage as my primary weapon. Why even bother?
Signets can be used in specific times of need to bolster combat, so to be fair, they do contribute a small amount. Other abilities, like Fury and Ignore Pain, do indeed add to combat—giving the player the ability to ignore damage for 4 seconds, attack twice as fast for 4 seconds, etc.
The primary issue is that there is far too few abilities like Fury and Ignore Pain.
Players want to engage combat and have situational abilities to make combat fun. Circle-strafing the target (while using dodge every once in a while when necessary) and using one of 4 abilities (maybe!) is NOT fun.
Let’s use the Greatsword as an example.
F1. Charge up for a slow (but powerful) attack
1. Autoattack
2. Fast slashing combo attack
3. Propel yourself forward a short distance, doing AOE damage
4. Throw your weapon at the target, hitting on the way out & back in
5. Charge the target, and strike when you arrive for greater damage
6. Heal
7. Signet/Banner/Shout/Summon/Fury
8. Signet/Banner/Shout/Summon/Ignore Pain
9. Signet/Banner/Shout/Summon
10. Signet/Banner/Shout/Transform/Summon
Assuming you charge in (5), you can now whirl/AOE (3), throw your weapon (4), and begin circle strafing. At some point you can perform the fast slashing combo (2), but if you move while it’s executing, it cancels—so you’re locked in place.
You want variety? Use all of your shouts first. Summon a frost wyrm. Blow Fury & Ignore Pain at the same time. Transform into a Juggernaut.
Ultimately, you end up with 4 (or fewer) actively useable abilities in combat—and regardless of what approach you take, by 80, you’ll be tired of doing the same old thing over and over again.
I do not want GW2 to be WoW, but I think an example here is pertinent: WoW’s combat, although static and much simpler in terms of hitting, dodging, etc. as compared to GW2, includes mini-game(s) as well as metagame(s). Warriors in WoW managed Rage, and abilities were based on that. Rage generation, maintenance, use, damage output, weapon choosing, attack speed, crit and other factors tied back into the Rage minigame, which made combat feel “alive.” Even though we mostly attack static targets (or chase them), balancing that mini-game made combat frenetic and kept players worried about their stats and maximizing their output.
In GW2, there’s no such thing. :\
I feel your pain, Tea Time. I’ve stopped playing my Warrior, and I hope AN makes broad, sweeping changes.
I’ve considered writing an asking for an exchange to something else, but my interest has significantly waned.
(edited by Shidell.5362)
Yeah, this is pretty much point and case…
From a PvE perspective, 99% of warriors will roll with the 5 signet stack, I do it myself (5 signet stack into precision buff for a boat load of crit)
However, I do find the build a little more diversative in PvP…to an extent…It does bring the physical skills into play somewhat, but this does pretty much remove all banners from the game, I don’t think i’ve ever seen a Warrior drop a banner in PvP?
The warrior is currently a very boring cookie-cutter hack and slash fest that prides itself on only a few basic weapon skills…
I’d like to see more physical skills, Having a short range knockback and a longrange knockdown sounds a lot of fun but in practice, compared with the other classes it’s really quite boring. My thief is 100 times more interesting with it’s skill than my warrior will ever be.
I will say this though…for PvE content the warrior is ideal…High health pool coupled with a really big damage threshold, I find the thief to be somewhat lacking in PvE, and pretty much the opposite in PvP, I love thief PvP.
If we’re the weapon masters, we should focus the most on weapons.
I had the idea of allowing us to set more than one weapon swap set, which I think would work, but would be clunky to implement. Honestly, I think the best solution would be to take weapon swapping away from everyone else – because it really is iconic – but Anet made a bad decision and that’s not really an option now.
At the very least we should feel like our weapon choice matters more than everyone else’s does. As it stands I feel like there are some annoying contradictions of design in certain combinations, or that one weapon lacks a complete toolset to do its stated job that requires a certain other weapon.
i.e. the Rifle has a slow and a knockback, but no root. The Longbow has a root but no other kiting tools. To play a ranged warrior effectively – with kiting – it feels like we’re pigeonholed into that combination.
And I, at least, feel like our weapon choices are never viable until we spec 20 or 30 points into a specific tree just to use it well. Like all Greatsword warriors are expected to take Forceful Greatsword, so all of the GS skills are balanced around taking it. Until you have it, you’re subpar.
By comparison, the Guardian (the other traditional melee class) has things like “Greatsword now does this for you” or “your Hammer autoattack now heals” – cool, trait-worthy things that are above and beyond what the weapon already does. You can be a GS Guardian without taking the trait, and you’ll be just as effective as a Guardian who took it, just using a different playstyle.
And it doesn’t help that half of our traits and some of our abilities are still bugged.
To be honest, it’s like this for pretty much ever class.
Traits in general need alot more work, in removing alot of the boring ones that don’t actually change how abilities work or change your playstyle.
Each class has dud utilities or even boring ones. Although I think guardian is probably the luckiest in this regard.
I agree with Mister Kitty.
In this game, positioning as lot more about positioning rather than knowing which skill to use. A lot more so for warriors than for elementalists, because generally warriors are the ones in the thick of the battle.
Still, don’t expect everyone to understand, it’s a hard to grasp concept. Not everyone understands the logic of fighting in real life to understand this in this game.
The passive boost for unused signets shows this class was poorly designed from the start. With only 10 abilities at a time, and most of them more useful unused, you have a problem in gameplay design. Sorry Anet, but this class just is lame. I play it because I enjoy the look of the class (heavy armor and two hander Melee weapons)
Still, don’t expect everyone to understand, it’s a hard to grasp concept. Not everyone understands the logic of fighting in real life to understand this in this game.
Afraid that real life comparisons to a game are often shoddy at best, and completely nonsensical at worst. You don’t need to know how to fight in real life, in any way, to understand tactics and mechanic usage in GW2, mate, and therefore negates any point you may have been trying to make.
Why does it seem every person here talking about skills is ignoring the obvious stuff such as Bola’s, Stomp, Charge, kick plus all the stances they have.
they have a hell of a lot of utilities that aren’t signet/banners/shouts, I’m not even sure what sort of skills you are looking for, give an example of something that would make it the warrior more to your liking
May I ask how you are playing your warrior, what weapons are you using and stuff like that, maybe thats where the problem lies.
PvE really is inconsequential. Mobs fall into predictable patterns and you either know the patterns or don’t. Learning your “rotations”, doesn’t matter how complex, is not skill.
Against players though, its all about timing, positioning, and force strength estimation. I cannot speak much for sPvP I haven’t done much of it but I hear in pugs basically its 100b or gtfo. It doesn’t help that half our traits are bugged and another 1/4 are complete garbage (e.g. Axe Mastery.. really 10% more critical damage?? what a complete joke who balanced this should be fired on the spot.)
I do agree with Kitty more than OP. I think any melee needs to be much more aware of whats going on.. especially one without stealth tricks, massive mitigation ability (ala guardian) and super dodges up their sleeves. in Spvp you usually aren’t fighting too may players so you should be self sufficient anti-CC. not so in WvW. if you’re playing glass-canon-ish warrior builds you have to be a “master-yi”. watch maybe shoot a bow or rifle.. build that adrenalin and wait for the perfect time to switch over to your melee kill weapon of choice and go to town.
Against players though, its all about timing, positioning, and force strength estimation.
Soooo.. Just like WoW, but with less complexity. lol
This thread is a joke, i dedicated time into like 5 classes and i find warrior the most fun of them. Hence why its my main.
props to anet for making warriors so cool, they’re the most played class for a reason > THEY ARE FUN. Warrior doesn’t even make it to the top 4 fotm pvp classes fyi
The turn off to me isn’t that the skills are boring, really a lot of them are quite fun.
The cooldowns bug the crap out of me. 40 seconds for bull rush? 60 for stomp? Blech.
I think a lot of the utility skills in this game, not just Warrior skills, have ridiculously long cooldowns for the otherwise fast-paced gameplay.
The current state of the class lead the warrior to be the most slowest, unbuffed and incapable to deliver profession availabe in GW2.
- duo the lacking of either, buff and skill they are mediocre at almost anything they do.
Except for trashing kitten mob in PvE via auto-attacking axe, or spamming dull HB combo i find the warrior a class which have no function at all.
By rolling a warrior you’d get usless skill for both’s PvE and PvP content.
There no way that you gonna counter another skilled player, because you have no counter at all.
If u wanna be a farming machine, sure go ahead but i’d rather like to pass and also optd for something else which reward the use of skill and tbh also skillbar. So, if you feel in the wrong place roll on something else. I assure you that the blast will be x7 better.
Against players though, its all about timing, positioning, and force strength estimation.
Soooo.. Just like WoW, but with less complexity. lol
Don’t know about WoW, it was all skinner box to me. And there is nothing wrong with less complexity as it forces you to concentrate even more on the basics. If you don’t understand this, then warrior is not for you. There are 7 other more complex classes to choose from.
I love the comparison to WoW warriors, I suppose Charge, Hamstring, spam Mortal strike is way more complex than knockdowns, timed jumps and directional combat and support utility.
Warrior is amazing, I cannot get enough of mine.
I love the comparison to WoW warriors, I suppose Charge, Hamstring, spam Mortal strike is way more complex than knockdowns, timed jumps and directional combat and support utility.
Warrior is amazing, I cannot get enough of mine.
People compare WoW warriors to GW2 warriors because they required a lot of complexity. You can’t just list the basic rotation of MS, hamstring, and Overpower and say “look they’re just as simple.” You have to take into account Heroic Leap, clutch Spell Reflect timing, effective use of Disarm and Intimidating Shout, reverse-kiting with Piercing Howl, and any number of other factors that require skill to manage. I love the warrior archetype, but the real reason I main a warrior in WoW is because I enjoy the feeling that I have a lot of abilities that are situationally useful, and I can increase my own skill when learning how to use them all.
What “skill” is involved with a GW2 warrior? Dodges? Every class, especially melee, has to master those. When to pop Frenzy? Please. It feels bland and uninteresting because it boils down to “wait until they’re vulnerable and then wreck them” if you play our most viable, and also most boring, build.
I cannot say I agree nor do I think there are “wasted” skills. Maybe some I choose not to run ATM but I see there use. You can make this same argument for every class, and tbh most of the replies sound like they can be condensed into a “need more buttons” argument. Which is okay, some people prefer the traditional MMO humdrum of buttons. But as it stands there are several builds that offer plenty of engagement. I would say the FOTM GS build is one of the less engaging specs and the sole reason it’s FOTM. It’s simpler then the other builds and good burst. But that doesn’t mean you can shoe horn every build and make broad generalization about the entire class based on that build.
I run a support/cc build and am always engaged in the encounter, the “autopilot” statement is once again just an exaggeration of how you personally feel, but not a fact.
I’m not saying you are wrong, it’s you’re personal opinion, I’m merely answering you’re question. It’s a matter of preference, no need for us to argue such a trivial topic.
If you do not find it engaging? Is there other classes you have tried, I always thought the engineer looked rather complex with a very diverse set of skills, maybe you’ll enjoy that. Or an Elementalist, considering the ability to rotatate attunements appears to be a very high skill cap class ATM. Give it a shot, maybe it’ll tickle your fancy.
(not that it matter but I played a warrior in wow too :p so I understand where some of you are coming from. But I personally do not feel as if it’s “lacking” in comparison and think the archetypes “feel” remains)
(edited by Irishbrewed.6537)
Can’t enjoy a game ey? Just seeing some comments, it isn’t going to be changed to ones specific likings. You get what you get
I love the comparison to WoW warriors, I suppose Charge, Hamstring, spam Mortal strike is way more complex than knockdowns, timed jumps and directional combat and support utility.
Warrior is amazing, I cannot get enough of mine.
People compare WoW warriors to GW2 warriors because they required a lot of complexity. You can’t just list the basic rotation of MS, hamstring, and Overpower and say “look they’re just as simple.” You have to take into account Heroic Leap, clutch Spell Reflect timing, effective use of Disarm and Intimidating Shout, reverse-kiting with Piercing Howl, and any number of other factors that require skill to manage. I love the warrior archetype, but the real reason I main a warrior in WoW is because I enjoy the feeling that I have a lot of abilities that are situationally useful, and I can increase my own skill when learning how to use them all.
What “skill” is involved with a GW2 warrior? Dodges? Every class, especially melee, has to master those. When to pop Frenzy? Please. It feels bland and uninteresting because it boils down to “wait until they’re vulnerable and then wreck them” if you play our most viable, and also most boring, build.
What skill? Mass disruption, knockdowns, inulnerability skills and timed attacks.
Multiple knockdowns and interrupts and good mobility. You’re probably one of the many greatsword warriors missing completely with their hundred blades and complaining that they’re getting kited.
And as a previous warrior in WoW, it definitley was just a rotation of available skills, heroic leap came in after 3 expansions and hammer warriors have the equivalent skill that actually takes skill to use rather than just another glorified charge.
Battle Standard and other utilities add support flavour to your class that are much more than simply hitting either an HP shout or a attack power shout.
The complexity is there you just have to look for it, not stare at your 5 skills and chase people endlessly.
Why does it seem every person here talking about skills is ignoring the obvious stuff such as Bola’s, Stomp, Charge, kick plus all the stances they have.
they have a hell of a lot of utilities that aren’t signet/banners/shouts, I’m not even sure what sort of skills you are looking for, give an example of something that would make it the warrior more to your liking
May I ask how you are playing your warrior, what weapons are you using and stuff like that, maybe thats where the problem lies.
Its because utility and traits in GW2 tend to be incredibly underwhelming, especially if you came from WoW but also if you came from any other recent MMOs. They have high reuse and very weak effects.
Eg. Fear me! 3 second fear, 80 second cooldown
Intimidating shout – 8 second fear, 1 minute cooldown
Bull charge – 2 second stun, 40 second cooldown
Charge/Juggernaut – 3 second stun, 20 second cooldown
Stomp – 2 second PBAOE stun, 60 second cooldown
Shockwave – 4 second cone stun, 20 second cooldown
Its a lot less overpowered sounding when you consider that everybody has a batman sized utility set and there are CC DRs.
Anything earlier and you are approaching the realm of 9 second stuns and 1+ minute long AoE CC, which evidently weren’t very good design.
My only complain is it has too many high cooldown skills. I mean banners of course. I’m not saying they are not worth the cooldown, they are great. But high cooldowns, no matter how good the spell is, are boring. I use them when needed for the team, but I don’t like them. Just bc of the long cooldowns
Funny how I see so many Warrior’s complaining we’re not flashy, boring and have no options… yet, I so rarely see any Warrior’s taking advantage of all our options. It’s not the class’ fault if you choose to use a build entirely consisting of passives.
Early on in my Warrior career, I had some second thoughts, but then I played with more weapon combo’s and practiced more with my Banner and there’s always something for me to be doing.
I rarely see other Warrior’s using their Banner’s actively in PvP (or at all). Keeping everyone buffed, picking them up when the cooldown is done, rebuffing… using the 5 skill for Blast Finisher’s on fields, etc. Picking up your Banner throughout an engagement is VERY important. For me, the Banner is the most important aspect of the class and I find it highly enjoyable. There is a tactical aspect to using and choosing which Banner to use in various scenarios.
As far as I’m concerned, Warrior’s are one of, if not the most mobile class in the game. There’s never a situation where I don’t reach the fight first, unless I choose not to. I can almost permanently keep Fury, Might and Swiftness up on me and my party which has turned many a fight from a stalemate into a steamroll.
If you think the class is boring, then try a different weapon combination. Every single time I needed to upgrade weapons I tried a new weapon set. I tried them all until I settled on Axe/Mace and Longbow. Try a different utility build. Don’t think Warrior’s are flashy? You realize Warriors’ CAN self combo right? There are more options than you think, you just need to get out of the limited mindset that other MMO’s have burdened you with.
If all else fails, roll a different class. Play games to have fun, if you’re not having fun either play another game, or change how you play the game. There’s nothing wrong with that.
I’ve already played with every weapon type and I’ve never run 5 signets. At the most, I’ve used one. The fact of the matter is that there are very few skills that are even remotely interesting in our arsenal and they tend to be very weak in comparison to the less interesting skills.
I tend to run healing surge, frenzy, endure pain, random skill depending on my mood and whatever underwhelming elite I happen to feel like using at the time.