Warrior - Kill shot & Adrenaline
I agree – this has somewhat ruined the “sniper role” the skill provided. I guess that’s what we get for all those people complaining that " killshot is op".
I don’t expect improvements.
pop Signet of Fury, Signet of Rage, On My Mark, and For Great Justice, line up my target (or get into position for a shot), pop healing surge for full adrenaline and fire.
For On my Mark you gotta be in 1200 range btw.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
(edited by Wanze.8410)
I will certainly agree that warrior adrenaline got hit a little too hard in the last patch. I’m working on memory here so might be wrong I think they both doubled decay rate and halved the amount of time before decay starts. While I know the idea was to prevent warriors from starting a new fight with full adrenaline, its led to warriors having zero adrenaline 5 seconds after a fight.. The pendulum has swung too far in the other direction imho.
Yeah, the channelling time of Killshot is too long for heat of combat usage…
“interrupt me!” bait.
Then again, this adrenaline change hasn’t affected me much, using them more and taking adrenaline boosting skills and traits to ensure I have adrenaline, instead of focusing on maximum DPS potential in PvE.
Well, depending on what ANet does, who knows…
I rarely do PvP or Hard PvE, unless it’s organized.
(edited by FrostSpectre.4198)
Here’s my question to you guys: Do you think Warriors ought to have the capability to pop a bunch of cooldowns for a very-high-damage ranged attack?
I personally don’t think it fits the class or weapon design very well. First of all it was obvious to every non-Warrior player that the ability was way too strong. If you won’t admit that, welp… Secondly, I think the high-damage sniper role should be filled by the ranged classes, not by Warriors.
If this really were as devastating as people are claiming, I think they’re replace the skill altogether.
Here’s my question to you guys: Do you think Warriors ought to have the capability to pop a bunch of cooldowns for a very-high-damage ranged attack?
It’s a base game design decision. In GW2 the answer is maybe but tends to bend towards no, not balanced.
If the attack is a long range but stationary and highly telegraphed (i.e. attack animation much different from other skills) and has long cast time with a single attack, it is probably OK since the opponent can counterplay with a ‘dodge’ but even quickness screws with timing of the dodge. When given to a highly spammable, low requirements (i.e. not the full use of an Adrenaline bar to execute, does not require many utility cooldowns, can be done from stealth where cast time can be hidden, etc.) attack ability, the answer is no, the ability would be way out of balance.
It’s brings me back to the old days of DAoC when a stealth ranged class could execute a 3s cast time ability while in stealth (lag/loading was a factor similar to GW2) for a massive burst attack that took off 40%-60% of an opponent’s health in one ability from extremely long range. That’s ‘not fair’ to the defender (and really not even challenging for the attacker either) so not much fun. The only true defensive counters were basically full invisibility (stealth), no target AoE spam interrupts, or chance of block when wielding a shield (none of those counters exist in the game mechanics of GW2).
My vote is it really isn’t balanced since GW2 does not have the level of passive auto-mitigated defenses as other game combat meta. Could it one day be balanced for GW2? Sure but definitely not at the moment.