Warrior Bugs Thread (needs new maintainer)

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

INTRODUCTION

The Warrior bug thread isn’t being maintained by anyone and going by recent patches isn’t being looked at. Other classes have an organised bug thread run by the community and receive bug updates, and dispute me compiling all of the known bugs into a comprehensive list in two places (one in the “official” Warrior bug thread and one in the Game Bugs forum, which was merged into the original bug thread by the moderators) the Warrior has still only received a small handful of bug fixes. Could well be that due to the information being buried in the old thread, so hopefully this will resolve that and provide ArenaNet with a clear and concise list to work from.

So, in the hopes of emulating the success of the other classes’ bug threads, I’m going to start the Warrior one. It will be maintained for as long as possible/necessary. Should the bug list get down to a few outstanding issues then I won’t bother, but all the while the list is at 60+ I will of course keep on top of it. Please keep in mind that I have a full-time job and a part-time life, so the original thread won’t be updated the second you post something.

THE RULES
Please follow these to make my life, other poster’s lives and ArenaNet’s lives easier.

1. Check the list of outstanding bugs before replying. If the bug is already listed and you have nothing more to add, don’t reply. The bug will be removed from the list when it is removed from the game.

2. Outside of a few quality of life changes, this is not the thread for Warrior buffs/nerfs. Have a useful idea to fix a bug (such as charges overshooting at the like)? Fine. Want 100 blades to be useable on the move? Not for this thread.

3. If you find a new bug, please post it here with as much information as possible. Useful information includes whether the bug requires a particular combination of traits/buffs/conditions/gear/etc, whether it only works against certain targets, etc. If you can’t provide detailed analysis, just post the circumstances that caused you to experience the bug and other players should be able to work out the exact issue.

4. Another patch came out with no bug fixes? Complain somewhere else. Want to slag off ArenaNet? Do it somewhere else. OMG GUARDIAN BUFFS?!?! Don’t care.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

AXE

Triple Chop: Since the 22th October 2012 update, Triple Chop can now be inturupted with a regular Chop (i.e. from mashing #1). Tied in with the cast bar for Triple Chop changing from the normal one to the channelled one.

GREATSWORD

Arcing Slice: Lists “Might” instead of “Fury” as the bonus on the tooltip text when you have enough adrenaline to activate the skill. The boon icon correctly says Fury.
Arcing Slice: Description says you uppercut the foe with an uppercut. Animation is actually an overhead smash
Bladetrail: Numerous environment collision issues. Sometimes it gets stopped by a wall/cliff, other times it can pass through multiple objects without issue.
Bladetrail: Known bug which can cause it to deal utterly insane amounts of damage. Seems to occur when the blade hits a large number of targets.
Hundred Blades: If used right at the end of Greatsword Slice (skill #1 chain #2), there is a noticable delay before the skill activates. Using it earlier in Slice’s cast time or just as Brutal Strike (skill #1 chain #3) starts causes Hundred Blades to activate instantly.
Hundred Blades: Quickness starting or ending during the cast/channel (i.e. from a proc or Frenzy coming to an end) will cause the ability to bug out and not do the full amount of hits.
Rush: Still misses the opponent with the final swing, usually due to the Warrior overshooting or not turning around at the end.
Rush: Still sometimes causes you to run on the spot in front of your enemy as the game hasn’t realised you’re in range for the hit.
Whirlwind Attack: Ground reticule sometimes keeps showing even after the skill has activated.
Whirlwind Attack: Camera collision/clipping issues if performed into a wall.
Whirlwind Attack: Known to cause a target drop when used.

HAMMER

Earthshaker: Doesn’t apply damage or stun if the landing point is lower than your starting point, i.e. leaping off a ledge to hit enemies below you. Animation applies mid-air instead (and I’m guessing the damage and stun along with it).
Earthshaker: Using this skill when rooted (example given was Ranger’s root) results in you being unable to move at all until a charge/leap/jump skill is used (example given was this skill again or sword Leap).

HARPOON GUN

Spread Shot: Will sometimes miss even if both targets are stationary.
Spread Shot: Actual maximum range is shorter than tooltip range.

LONGBOW

Arcing Arrow: If you place the targeting reticule on yourself and dodge immediately after firing, the skill has no effect but still goes on cooldown. unable to verify.
Combustive Shot: If you place the targeting reticule on yourself and dodge immediately after firing, the skill has no effect but still goes on cooldown. Burst skills always go on cooldown if interupted for whatever reason.
Dual Shot: Won’t auto-target on a foe that is 900-1200 units away, even if you have the trait to extend the weapon’s range.
Fan of Fire: Applies 1s burning rather than 2s.

RIFLE

All: Frequent “obstructed” messages when trying to hit moving targets. Most often occurs if shooting up hill, even if the visual effect of the bullet isn’t clipping into terrain/walls. Most noticeable when trying to shoot people from a keep walls in WvW – shots that look perfectly possible come up as obstructed with the rifle, but work fine with the longbow.
All: Unable to break binding roots immoblize effect (tied into the above).
Rifle Butt: Extremely short range/angle. Misses most times unless point blank.
Volley: Quickness starting or ending during the cast/channel (i.e. from a proc or Frenzy coming to an end) will cause the ability to bug out and not do the full amount of shots.

SHIELD

Shield Stance: Duration of buff displayed is incorrect.

SPEAR

Tsunami Slash: Will often send you charging straight past your target. Happens at all ranges.

SWORD

Flurry: Switching to a different weapon while using this skill prevents you from attacking for a few seconds.
Impale: Tooltip damage much higher than actual damage.
Riposte: Tooltip damage much higher than actual damage.
Savage Leap: Doesn’t apply damage if the opponent is lower than you when you start to leap, i.e. leaping off a ledge to hit somebody below you.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

DOWNED

Vengeance: If you die before the timer is up and respawn quickly at a waypoint, the buff will still be active. Shortly after spawning the 15 seconds are up and you are killed on the spot.
Vengeance: If a mob turns friendly when it loses all its health (quest mobs, skill challenge, etc), it doesn’t count as “killing it” for Vengeance, causing you to die even if you “kill” it.

UTILITY

Banner (all): If you are downed when casting, the skill goes on full cooldown but doesn’t spawn the banner.
Banner (all): Tooltip says 45 seconds, actually lasts for 90.
Banner (all) – Sprint: Underwater, the skill charges a fraction of the distance and has a much shorter cooldown. Unsure if intended.

Banner of Tactics: Healing amount not matching tooltip. Example given: 746 healing power has a tooltip heal of 4037, but it heals for 768.

Endure Pain: Effect actually lasts for closer to 3 seconds rather than the 5 listed.
Endure Pain: Reports of the absorbed damage being applied in a large burst after Endure Pain has ended.

Frenzy: Stomping when this buff is up doesn’t kill the enemy player.
Frenzy: Causes moment abilities (Whirlwind, Bulls Rush, Greatsword Rush, etc) to end twice as quick. As the movement speed isn’t increased, you end up moving half the distance.

Signets (all): When signet comes off cooldown, you’re not able to use the skill again until the passive buff has been reapplied, which takes up to another couple of seconds (gets worse with lag).
Signets (all): Passive buff vanishes even if the activation of the signet is interrupted. Unsure if by design.

Signet of Stamina: Endurance regeneration doesn’t stack with Vigor.

Throw Bolas: Extremely small collision area on the projectile.

ELITE

Battle Standard: Goes on full cooldown if the cast is interupted rather than 5 seconds. Fixed 22th October 2012.
Battle Standard: Tooltip says it grants Stability, Might and Fury. For the first pulse of the buff this is true, but subsequent pulses apply Swiftness instead of Stability.
Battle Standard: Inspire skill grants Swiftness to nearby allies, but the banner does this passively instead (might be related to the Stability/Swiftness issues above?).
Battle Standard: Only lasts 65 seconds, while other banners last 90.
Battle Standard: Tooltip says it revives allies, but it only revives downed allies, not defeated ones. Defeated NPCs are revived.

Signet of Rage: Swiftness overwrites the Swiftness from the warhorn skill 4 instead of stacking by duration. Works fine if activated in the other order.
Signet of Rage: Passive effect not always applied, even when in combat.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

TRAITS

Arms – Blademaster: Doesn’t update critical-hit chance in hero panel (unsure if it actually applies the buff behind the scenes).
Arms – Crack Shot: The tooltip cooldown for Volley (rifle) is decreased to 8 seconds, but when you use the skill the original 10 second cooldown is still applied.
Arms – Crack Shot: The piercing aspect modifies the damage dealt by some of the Rifle skills when the pierce multiple enemies:

  • F1: Kill Shot: Increased damage for each successive target hit.
  • 1. Bleeding Shot: Decreased damage for each successive target hit.
  • 2. Aimed Shot: No increase/decrease.
  • 3. Volley: Decreased damage for each successive target hit.
  • 4. Brutal Shot: No increase/decrease.

Arms – Forceful Greatsword: Doesn’t apply Might if you critically hit with a spear.
Arms – Oppotunist: Doesn’t work with Geomancy sigils. This makes no sense.

Defense – Last Stand: Activates Balanced Stance after the crowd control effect has ended, not before. This prevents it from being used as a stun-breaker (Balanced Stance has this ability) and prevents you from being crowd controlled in general. Unsure if this is a design decision or a bug.
Defense – Spiked Armour: Doesn’t always apply retaliation when critically hit.
Defense – Sure Footed: Doesn’t apply to Shield Stance (could well be design decision, as Shield Stance isn’t a utility Stance skill).
Defense – Sure Footed: Doesn’t update stance duration on the skill tooltips.
Defense – Sure Footed: Doesn’t apply to Balanced Stance if triggered from the Last Stand trait.

Discipline – Brawn: Increases burst damage by 0.1% per point (to a max of 3%). Should this be 1% per point?
Discipline – Fast Hands: Doesn’t apply to the first weapon swap when in combat. First one goes on full cooldown, subsequent ones on 5s. If you get out of combat and re-enter, this will repeat.
Discipline – Fast Hands: Sometimes applies a 5s cooldown even when out of combat.
Discipline – Heightned Focus: Does not apply criticial-hit chance bonus.
Discipline – Sweet Revenge: The 100% chance to rally doesn’t always work.

Discipline – Vigorous Focus: Vigor duration varies from stance to stance (by design?).
Discipline – Vigorous Focus: Doesn’t apply to shield stance (by design?).

Strength – Building Momentum: Doesn’t trigger from the sword’s burst skill (Flurry).
Strength – Distracting Strikes: Doesn’t apply when in Rampage form.
Strength – Great Fortitude: Don’t increase vitality when under the effect of power-increasing buffs (could be by design, but not specified in the tooltip).
Strength – Short Temper: Does not appear to give more than 3 stacks of might no matter how many attacks are blocked. In addition, the might that it gives is not affected by the duration increases from runes that increase boon duration.

Tactics – Empower Allies: Only applies when you are hit.
Tactics – Fast Healer: Doesn’t work.
Tactics – Inspiring Banners: Doesn’t increase the area of the bonuses on banner skills, only the passive bonus.
Tactics – Quick Breathing: Condition conversion range extremely short – Warhorn is supposed to have 1200 range, but this only seems to work at 300 or less.
Tactics – Stronger Bowstrings: Adds burning to Arcing Arrow’s (Longbow skill 3) tooltip.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

MISC

Audio – Adrenaline: Character shouts out “gaining adrenaline” whenever an adrenaline bar is filled or empties, thus causing it to shout “gaining adrenaline” when actually losing it.
Audio – Adrenaline: Occasionally uses the wrong race’s voice files for adrenaline status. Example I’ve personally experienced is my male Charr Warrior using the male Asura voice.

Auto-attack: The auto-attack range for skill #1 doesn’t reflect the actual maximum range of the skills. For example, with the Greatsword if you slowly back-away from your target when AA is enabled on #1 eventually you will stop swinging as the game things you’re out of range. However, if you manually press #1 at this point you will still hit the target. Keep walking back and manually pressing one and you’ll still hit further than AA thinks is possible.

Runes – 2 piece 15% bleed bonus: Not applying to Warrior bleeds. Tested with Afflicted, Centaur and Krait. This is affecting all classes at the moment and is an issue with the Runes rather than the Warrior.

Quality of Life – Charge Skills: A great fix for rush/charge skills is to turn them in to a chain still. First ability activates the charge, second chain stops you and performs the final attack. Game will automatically activate the second chain if the charge completes in full (i.e. you don’t end it early).
Quality of Life – Movement: Still plenty of skills (including melee ones) that cancel if you move when casting. Examples given: Hammer Shock (hammer), Staggering Blow (hammer), Tremor (mace)

Sigil of Doom: Doesn’t work on any longbow skills except Pin Down.

Sigil of Intelligence: Not reliably applying 100% crit chance to burst skills.

Thief: The “Whirling Axe” skill has additional Evasion projectile reflection not present on the actual Warrior version (axe 5 skill).

Vengeance: If you are using a Trebuchet when you die from this skill, when you respawn your character still has the siege weapon skills on the bar.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

Thank you mod team for such a speedy response

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Posted by: Cogbyrn.7283

Cogbyrn.7283

Already stickied. Perfect.

Thanks Sami, thanks mods. Good stuff.

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

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Posted by: Sami.1560

Sami.1560

Looks like a different thread was merged in by accident. I’ve reported the posts to the mods.

edit: issue resolved. kitten those mods are fast

(edited by Sami.1560)

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Posted by: ChampionSound.3594

ChampionSound.3594

I’m just hoping for Rush and Fast hands to get fixed.

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Posted by: Artaz.3819

Artaz.3819

One more – miscellaneous audio bug

At least on my Asura warrior (others will need to confirm with other races), when losing Adrenaline (out of combat), the audio plays a “gaining adrenaline” sound-clip when you are actually losing adrenaline strikes.

(edited by Artaz.3819)

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Posted by: Grumpdogg.6910

Grumpdogg.6910

Confirming all the bugs listed above.

Excluding “Tactics – Quick Breathing” which appears to be working for me. Poison converts to regeneration, bleeding converts to vigor…more to follow.

“I swung a sword, I swung a sword again, oh look I swung a sword again!”
- Colin Johanson while spamming key 1 in GW2

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Posted by: Sami.1560

Sami.1560

I think the issue with quick beating was that the Warhorn cripple/chill/etc removal was preventing them from being converted.

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Posted by: Sami.1560

Sami.1560

Thanks to precisioNist.2071 for inadvertently bring this to everyone’s attention!

Kill Shot piercing is currently bugged. Sometimes it adds damage for each person hit, sometimes removes it. Affected skills listed under the Crack Shot bug section.

(edited by Sami.1560)

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Posted by: Grumpdogg.6910

Grumpdogg.6910

Sigh, our best ranged weapon is riddled with bugs

“I swung a sword, I swung a sword again, oh look I swung a sword again!”
- Colin Johanson while spamming key 1 in GW2

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Posted by: ODB.6891

ODB.6891

This may be related to the signet bug listed above, but this seems to be a separate issue. I have signet of rage set to auto cast, but it will not apply its three active buffs if I have other abilities queued up. If I am actively attacking or using other manual abilities, then it will not auto cast. I have to actually stop everything else (with the exception of movement) for it to retry its auto cast. The whole point of setting this ability to auto cast is so that I don’t have to micro manage it.

I have also confirmed the crazy number of obstructed bugs with rifles for warriors too. I have given up and gone to long bows as they also have superior effects…just not damage.

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Posted by: Sami.1560

Sami.1560

SoR has a 1 second cast time, so if you’re mashing buttons in the middle it probably can’t auto-cast it.

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Posted by: LameFox.6349

LameFox.6349

Arcing arrow doesn’t actually set targets on fire, just explodes.

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Posted by: ODB.6891

ODB.6891

I just checked and I see what you mean Sami. I wouldn’t have expected any cast time on a melee profession’s buff ability. That seems like either bad design or a bug in itself :-). I can’t believe they intended for a melee player to stop everything and just wait for an ability to go off during combat. Hopefully they change this as it makes no logical sense to me. The ability should not even be capable of auto cast if it has this kind of limitation on it.

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Posted by: PeteyPen.7136

PeteyPen.7136

The Building Momentum trait. 15 points in strength line. Restores some endurance when using burst skills.

However, it does not work with the sword burst skill flurry.

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Posted by: RustyEyeballs.8927

RustyEyeballs.8927

ArmsTrait II – Furious Speed: 10% chance to gain quickness on critical hit.

Does not work what so ever.

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Posted by: Hobocop.1508

Hobocop.1508

Furious Speed works fine (it’s swiftness, not quickness BTW). The thing is, it’s ONLY on a critical hit and ONLY a 10% chance after that, so the effects aren’t very noticeable.

Empower Allies works fine, but only when you’re considered in combat. Just shoot something at range so that you enter combat and you’ll see the buff come up after a second even though you haven’t actually taken damage.

For Banner of Tactics, I get the impression that it’s showing the total amount healed over the duration of the regen and not on initial application.

(edited by Hobocop.1508)

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Posted by: Sami.1560

Sami.1560

Confirming Furious Speed works fine.

Banner of Tactics has two effects listed in the tooltip – a direct/spike heal and regeneration. It’s the direct heal that doesn’t seem to be working properly. It’s either a tooltip error or an actual bug with the skill.

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Posted by: LameFox.6349

LameFox.6349

Empower Allies works fine, but only when you’re considered in combat. Just shoot something at range so that you enter combat and you’ll see the buff come up after a second even though you haven’t actually taken damage.

Amusingly enough, it also turns on when you take fall damage. If you want to apply it before a fight just see if you can find a small cliff nearby…

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Posted by: Chrispytoast.3698

Chrispytoast.3698

Quality of Life – When losing adrenaline after not being in battle when it goes down a full bar the Warrior will still say “gaining adrenaline”.

Save the orphans of Divinity’s Reach
Send Gold to: Chrispytoast

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Posted by: Angriff.1935

Angriff.1935

The extended boon duration from points tactics does not apply to the stability from Battle Standard(either when summoned or from the skill)

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Posted by: Sef.6918

Sef.6918

When you die in vengeance mode and then instantly go to waypoint, i will die again because vengeance is still ticking after i ressed at wp. Lol hard to explain in words but i think i did it.

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Posted by: Being.7928

Being.7928

While wearing 6/6 Superior Rune of the Soldier the 6th effect “shouts remove a condition” do not remove a condition when under water.

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Posted by: Cogbyrn.7283

Cogbyrn.7283

@Being: Have you tried putting a rune in your water breather as well?

Alduin Nightsong, 80 Human Necro
“He’s like a man with a fork in a world of soup.”

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Posted by: holunder.4682

holunder.4682

Eviscerate damage or rather dodge rolling it seems to be glitched. Even if you fully swinged around (jumped and completed your swing animation) one can still dodge the damage.

Not sure if every projectile has this problem, but for Throw Axe you simply miss the targets if they turn 180° and go one step back.

(maybe not a bug at all but:)
Signets passive effects do not fade while casting them, but if you interrupt the cast and they go on their 5 sec cd you do not receive the passive effect.

Weaponswitch or other on-hit proccs (like leeching or poison etc) fade away if you use Warhorn5 (Call to Arms) and the enemy gets his weakness applied. The Signet effect though does NOT get applied to the enemy.

Signet of Stamina does not stack with vigor.

[Just tested Shield Bash on the golem and saw something which maybe causes also the problem for eviscerate. It seems that Leaping movement skills have an extraordinarily strange casttime. even if you are standing in front of your target the casttime does not match the spell info which says 1/2 sec. after the full duration of dashing and pommeling (i am directly in front of my target though) there is another 1/2 second setback. ( some maybe say that would be a lag issue, but im not expierencing ANY delays in my -for example- stance utilities)]

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Posted by: Vorsakan.8259

Vorsakan.8259

I can confirm that Rune of the Soldier in aqua breather also does enable the 6th effect underwater (maybe helmet is disabled?) – thanks, Cogbyrn!

Sadly, I can also confirm that aqua breathers – or at least the 78(?) armor one I am using – currently are not salvageable, so make sure you put it on a good one one!

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Posted by: KazNaka.4718

KazNaka.4718

UTILITY
Frenzy: when used during 100 blades (gs) and volley (rifle) animation, it shortens the casting bar but doesn’t quicken the skills’ animation, making those skills end prematurely. As far as I can tell, this is a bug because it works on just about every other skill that has a long casting bar (Flurry, Whirling Axe, Tsunami Slash, Repeating Shot, Kill Shot), even with other classes (thief’s Unload and ranger’s Rapid Fire).

MISC
Quality of life – Banners: When moving forward then pressing F to pick up a banner, your toon will keep moving forward, not doing anything.

Quality of life – Underwater combat: Often times when attacking normally, the mob suddenly turns invulnerable because it thinks that we’re un-reachable. This happens to me often when I use a banner to attack the mob.

Quality of life – Greatsword: Using 100 Blades immediately after the 2nd swing of skill 1 hits would stop the character for a second (it’s not smooth).

Things That Need More Details

Greatsword – whirlwind attack: Be more specific with the “collision issue” when using it into a wall. I use this skill in such a manner all the time and haven’t noticed any issues, other than the camera issue that zooms in because the character’s head touches the wall.

Rifle: I’ve noticed the obstructed message also pops up most often when there are many players using ranged projectiles on the same target. My guess is players’ projectiles can obstruct each other.

Frenzy: Replace “charge abilities” with mobility skills to imply any skills that moves the character (rush, whirlwind attack, savage leap, eviscerate, tsunami slash, etc)

TRAITS
Sweet revenge: I’ve noticed in dungeons, the 100% chance to rally doesn’t work on really-easy-to-kill mobs like non-silvers and random things on the ground (crystals, tendrils, etc). This seems like a bug because if you kill these things when you’re down, you would rally.

(edited by KazNaka.4718)

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Posted by: phaeris.7604

phaeris.7604

I’e found why thieves get stability+precision during their whirlwind version.

Due to the way they gain endurance a thief can dodge 4-5 times in a row. So they just steal, dodge,dodge,dodge, all the while doing damage.

So i’d be happy if the spin stopped on dodging. I don’t see why you should be able to output damage whilst using the dodge skill.

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Posted by: RaM.8523

RaM.8523

TRAITS

Sweet revenge: I think the rally issue is entirely mob-related. I noticed that (i.e.) In “Suspicious activity” story mission, after 1/4 of progress, mobs didn’ t count anymore for weapon stacks (I tried with GS with sigil of bloodlust) thus those mobs aren’t seen as an actual kill for Sweet Revenge. The strange thing is that as KazNaka said if you kill them while downed you will rally.

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Posted by: Blackout.3247

Blackout.3247

Again with the vengeance problem.

Using it when downed and then dying normally (Health reached 0 again) means that unless you wait a good 10-15 seconds you’re just going to die as soon as you waypoint. This wouldn’t annoy me as much if you didn’t get another piece of your armour damaged in the process, also waiting for that long (Count 15 seconds in your head, it takes a lot longer than you’d think it would) is extremely annoying in dungeons where your team mates are relying on you to get back.

Not sure if this was intended but i highly doubt it was. Either way, Vengeance should not be carried over after death, worst thing to see after a loading screen is you dead again next to the waypoint.

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Posted by: Sami.1560

Sami.1560

When you die in vengeance mode and then instantly go to waypoint, i will die again because vengeance is still ticking after i ressed at wp. Lol hard to explain in words but i think i did it.

Has been reported god-knows how many times and is clearly listed in the bug list. Please read it first before posting

Arcing arrow doesn’t actually set targets on fire, just explodes.

That’s all it does. Any secondary effects come from combo fields it interacts with.

The Building Momentum trait. 15 points in strength line. Restores some endurance when using burst skills.

However, it does not work with the sword burst skill flurry.

Confirmed, adding to list.

Quality of Life – When losing adrenaline after not being in battle when it goes down a full bar the Warrior will still say “gaining adrenaline”.

Will add it to the list, along with it sometimes using the wrong voice/race.

The extended boon duration from points tactics does not apply to the stability from Battle Standard(either when summoned or from the skill)

Seems to update the tooltip for Whirlwind Banner (the skill), not able to accurately confirm if it’s applying it to the actual buff granted. Will put it into the list for now.

Holunder/Kaz, will check yours in a moment

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

Eviscerate damage or rather dodge rolling it seems to be glitched. Even if you fully swinged around (jumped and completed your swing animation) one can still dodge the damage.

Lag. Evicerate hits very late in its animation, and I’ve seen this happen many times when the opponent appeared to dodge just after it would have usually hit. Due to the time delay of dodge -> server -> you, it appears as if they dodged after it.

Not sure if every projectile has this problem, but for Throw Axe you simply miss the targets if they turn 180° and go one step back.

Have been trying to verify this for 15 minutes with no such luck. Every time it perfectly leads the target. Only time I can see this happening is if you’re using the ability on its maximum range and the enemy moved after you threw it. The arc would cause it to land at where their feet were. In short, not a bug but a “feature” of the projectile’s arc.

Signets passive effects do not fade while casting them, but if you interrupt the cast and they go on their 5 sec cd you do not receive the passive effect.

Passive effects for all signets don’t apply when they’re put on cooldown after activation (even attempted). Not sure if by design, will add to the list.

Weaponswitch or other on-hit proccs (like leeching or poison etc) fade away if you use Warhorn5 (Call to Arms) and the enemy gets his weakness applied. The Signet effect though does NOT get applied to the enemy.

Could you explain this one a bit more please? Particularly confused by the signet effect bit.

Signet of Stamina does not stack with vigor.

Confirmed, will add to the list.

Just tested Shield Bash on the golem and saw something which maybe causes also the problem for eviscerate. It seems that Leaping movement skills have an extraordinarily strange casttime. even if you are standing in front of your target the casttime does not match the spell info which says 1/2 sec. after the full duration of dashing and pommeling (i am directly in front of my target though) there is another 1/2 second setback. ( some maybe say that would be a lag issue, but im not expierencing ANY delays in my -for example- stance utilities)]

Shield Bash will always wait the full duration of the cast/charge before applying the stun, even when you’re right on top of the target. I’m adding it to the bug list simply because Rush (greatsword #5) will end the moment it thinks its range and apply the secondary hit.

(edited by Sami.1560)

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Posted by: Sami.1560

Sami.1560

UTILITY
Frenzy: when used during 100 blades (gs) and volley (rifle) animation, it shortens the casting bar but doesn’t quicken the skills’ animation, making those skills end prematurely. As far as I can tell, this is a bug because it works on just about every other skill that has a long casting bar (Flurry, Whirling Axe, Tsunami Slash, Repeating Shot, Kill Shot), even with other classes (thief’s Unload and ranger’s Rapid Fire).

I’ve test this over and over and Frenzy works fine with these abilities. Indeed, Frenzy and 100 blades is pretty much an iconic Warrior combo.

Quality of life – Banners: When moving forward then pressing F to pick up a banner, your toon will keep moving forward, not doing anything.

The game should actually stop you and make you stand still while you pick up the banner. However, sometimes it allows you to keep moving. The reason you can’t do any other actions for a moment is behind the scenes the game still thinks you’re doing the pick-up animation, hence locks out your other skills/etc. The fix for this would actually be the game always stopping you dead in your tracks and doing the banner pick-up animation, which I don’t think anyone wants. I’ll add it to the list if you want

Quality of life – Underwater combat: Often times when attacking normally, the mob suddenly turns invulnerable because it thinks that we’re un-reachable. This happens to me often when I use a banner to attack the mob.

Not a Warrior bug.

Quality of life – Greatsword: Using 100 Blades immediately after the 2nd swing of skill 1 hits would stop the character for a second (it’s not smooth).

Confirmed. If you cast 100 blades right at the end of the second swing, there is a noticable pause before the ability kicks in. If you cast it when swing #3 has just started it launches into 100 blades immediately. Will put it on the list.

Greatsword – whirlwind attack: Be more specific with the “collision issue” when using it into a wall. I use this skill in such a manner all the time and haven’t noticed any issues, other than the camera issue that zooms in because the character’s head touches the wall.

Can’t add anything more personally, was posted by another user in the old bug thread before I took over.

Frenzy: Replace “charge abilities” with mobility skills to imply any skills that moves the character (rush, whirlwind attack, savage leap, eviscerate, tsunami slash, etc)

Done – didn’t realise it also affected those.

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Posted by: Sami.1560

Sami.1560

Removed:

Impale: Doesn’t apply full stacks of bleeding.

Have tested, works fine. Applies a stack of bleeding every 3-4 seconds. The tooltip wording is a bit ambiguous which is probably what confused people.

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Posted by: Blackout.3247

Blackout.3247

When you die in vengeance mode and then instantly go to waypoint, i will die again because vengeance is still ticking after i ressed at wp. Lol hard to explain in words but i think i did it.

Has been reported god-knows how many times and is clearly listed in the bug list. Please read it first before posting

You’ve got it listed under the Trait Discipline – Sweet Revenge.

TRAITS
Discipline – Sweet Revenge: If you die before the timer is up and respawn quickly at a waypoint, the buff will still be active. Shortly after spawning the 15 seconds are up and you are killed on the spot.

I have never had the Discipline Sweet Revenge and this happens to me constantly.

UTILITY
Frenzy: when used during 100 blades (gs) and volley (rifle) animation, it shortens the casting bar but doesn’t quicken the skills’ animation, making those skills end prematurely. As far as I can tell, this is a bug because it works on just about every other skill that has a long casting bar (Flurry, Whirling Axe, Tsunami Slash, Repeating Shot, Kill Shot), even with other classes (thief’s Unload and ranger’s Rapid Fire).

I’ve test this over and over and Frenzy works fine with these abilities. Indeed, Frenzy and 100 blades is pretty much an iconic Warrior combo.

I can confirm that this problem happens to me (Living in Australia, might be a ping/lag related issue – however it works fine on skills like Dagger Storm and numerous other channelled skills). If you use Frenzy before you activate 100 blades, it works perfectly fine, however if you activate frenzy while you are channelling 100 blades (Using the skill), it will not speed the animation up, it will just make the bar move quicker while the damage dealt remains the and the same speed as a normal 100 blades (So you essentially lose a couple of hits, whilst also hitting at the same speed).

I haven’t tested this much, this just comes from experience. From all the time i’ve used Frenzy while already 100 blading an enemy, they take a lot less damage they would normally (only about 1/4 of their hp from a complete (a complete – cut short one) 100 blades). Usually its around 1/2 – 3/4 of their hp.

(edited by Blackout.3247)

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Posted by: LameFox.6349

LameFox.6349

Arcing arrow doesn’t actually set targets on fire, just explodes.

That’s all it does. Any secondary effects come from combo fields it interacts with.

The tooltip is misleading then… this is the same way it lists burning on the skills that actually cause burning damage by themselves.

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Posted by: holunder.4682

holunder.4682

Could you explain this one a bit more please? Particularly confused by the signet effect bit.

I meant the weapon sigils in general. The ones that apply any Procc on you after you switched to that weapon while in-fight. As i said like the Leeching for example. Also Intelligence and every other sigil, that applies a procc (or call it buff to you).

About the Throwing Axe: its mainly on a little greater distance, but maybe that a feature yes. But i still think that generally there’s something wrong with Eviscerate or better with leaping skills. I also read something about Savage Leap (and another jumping skill?), so the thought about movement skills in particular being bugged isn’t far-fetched at all.

(And i excuse myself in the first place for being hard to understand or writing a little messy sometimes . I’m not always sure if i always pick the right words/grammar since english isn’t my native language :p )

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Posted by: Sami.1560

Sami.1560

Thank you all for the clarifications.

1) Will move the Vengeance respawn bug to its own section
2) Will add Frenzy not working properly when used in the middle of a channelled ability (I had only tested it with Frenzy → Hundred Blades, as I didn’t realise it could be used while casting a different ability.
3) My Arcing Shot tooltip doesn’t list the burning, so something has gone wrong in there somewhere. Will add it to the list as a tooltip bug.

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Posted by: KazNaka.4718

KazNaka.4718

Sami.1560

Thank you all for the clarifications.

2) Will add Frenzy not working properly when used in the middle of a channelled ability (I had only tested it with Frenzy ? Hundred Blades, as I didn’t realise it could be used while casting a different ability.
3) My Arcing Shot tooltip doesn’t list the burning, so something has gone wrong in there somewhere. Will add it to the list as a tooltip bug.

2) it’s only those 2 skills I mentioned (100 blades and volley) that it doesn’t work properly. Other channeling skills works fine with frenzy.
3) You get the tool-tip when you equip the stronger bowstring trait (increase bow range to 1200)

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Posted by: Sami.1560

Sami.1560

Awesome – more updates. I’ve put the Arcing Arrow bug in the traits section, as it’s the trait that’s causing the tooltip to kitten-up.

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Posted by: Chrispytoast.3698

Chrispytoast.3698

Quality of Life – Battle Standard tooltip needs to be updated to clearly identify that only downed players are resurrected not dead players. Currently says “…revives Fallen allies…”

Save the orphans of Divinity’s Reach
Send Gold to: Chrispytoast

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Posted by: KazNaka.4718

KazNaka.4718

Sami.1560

Discipline – Fast Hands: Sometimes applies kitten cooldown even when out of combat.

Signet of Rage: Swiftness overwrites the Swiftness from the warhorn skill 4 instead of stacking by duration. Works fine if activated in the other order.

to be more specific,
1) Everything is working fine when you don’t have this trait. However, when you do, the 5 seconds cooldown is not being applied the 1st time you enter combat (it will be 10 seconds every time you swap for the 1st time getting into combat), and the consequent 5 seconds in-combat swap cooldown is being applied one more time even after getting out of combat.

2) It only looks like the swiftness boon icon is being replaced, but the duration is stacking up properly. So this is not a bug.

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Posted by: kKagari.6804

kKagari.6804

Fast Healer has no signs of actually doing anything other than adding an additional tick of 1 hp during reviving

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

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Posted by: Pirate.4631

Pirate.4631

Posting this here for some feedback to see if we can get to the cause of this.

Situation: I was fighting a mesmer in a 1v1 and somehow or another I suddenly made a clone. The details are fuzzy but what I do remember was that he was a scepter/torch condition mesmer.

I do not know if this is a mesmer bug, or a warrior bug as it was so odd.

Although I do have to say that clone came in handy because 5 seconds after I took the screen shot a frenzy 100B warrior wasted his burst on it.

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Posted by: Kordos.3629

Kordos.3629

Re: the Quick Breathing trait

In my testing I have found that it does convert one condition to a boon – but the range at which it does so for allies at or below 300 range; much shorter than the 1200 of the other warhorn effects.

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Posted by: KazNaka.4718

KazNaka.4718

Sami.1560

Signet of Stamina: Endurance regeneration doesn’t stack with Vigor.

I have a feeling this is similar to how movement speed buffs work: only the highest modifier (swiftness at 33%) is applied. Vigor gives 100% endurance regeneration while signet of stamina gives 50%.