(edited by Vazir.5867)
Yay warrior buffs
Warrior:
Rampage: This elite skill now also provides 20 seconds of swiftness.
Smash: This skill now causes a 2-second cripple. Increased the maximum number of targets to 3.
Bash: This skill no longer causes cripple. It now causes 5 stacks of vulnerability for 5 seconds. Increased the maximum number of targets to 3. Fixed a bug so that this skill properly displays in the attack chain.
Uppercut: This skill no longer causes vulnerability; it now dazes the target for half a second. Increased the maximum number of targets to 3. Fixed a bug so that this skill is properly displayed in the attack chain.
Dash: This skill no longer knocks back the player’s target. Reduced the recharge to 6 seconds. Increased the damage by 100%. Cleaned up the animation so that it will hit the target more quickly when used at close range.
Throw Boulder: This skill now causes a 2-second stun. Increased the damage by 65%. Increased the projectile velocity by 50%.
Seismic Leap: This skill has replaced Stomp. It is now a ground-targeted, 2-second AoE knockdown with a 600-unit range.
Bull’s Charge: Cleaned up the animation so it will hit the target more quickly when used at close range.
Staggering Blow: Fixed an issue that caused players to stop in place after using this skill.
Signet of Might: The activated unblockable buff now lasts for 5 strikes.
Impale: This skill now applies torment instead of bleeding. Two stacks of torment are now applied upon the sword’s impact.
Mending: Reduced the recharge to 20 seconds. Decreased the base heal by 6%. Scaling with healing power has been decreased by 20%. This skill now removes 3 conditions.
Healing Signet (Passive): Reworked the formula that this passive heal uses. At level 80, this skill goes from 392 healing per 3 seconds to 467 healing per 3 seconds with 1500 healing power.
Healing Surge (Stage 0 Heal): Increased the base heal by 12%. Scaling with healing power has been decreased by 10%.
Healing Surge (Stage 1 Heal): Increased the base heal by 11%.
Healing Surge (Stage 2 Heal): Increased the base heal by 19%. Scaling with healing power has been increased by 25%.
Healing Surge (Stage 3 Heal): Increased the base heal by 16.5%. Scaling with healing power has been increased by 50%.
Rush: Cleaned up the animation so that this skill will have a smoother transition when approaching the target.
Heightened Focus: This trait now applies the appropriate crit chance per adrenaline level.
Berserker’s Power: This trait now applies the appropriate damage increase per adrenaline level.
can you post your source?
www.youtube.com/stefanplc
So now Rampage will be promoted from an occasional alternative to warbanner to being the main elite of my hammer warrior? I love that skill.
Also DEM HEALZ!
The mob has spoken and the turrets shall be burnt at the stake.
changes sound awesome!
www.youtube.com/stefanplc
Helped Rush, helped Bull’s Charge, fixed Staggering Blow, increased the amount my heal of choice heals for?
I simply couldn’t be happier. I’m a bit confused by the Healing Signet change, because it seems intensely underwhelming. Maybe someone can prove me wrong. Also, kind of considering using Rampage as my elite now, if only to test it out.
“He’s like a man with a fork in a world of soup.”
Not just buffs. Sword #4 (impale- rip) has been the weakest sword skill in the game. Very difficult to get the rip land against any moving opponent, clunky animation + glitched. Now instead of 4 bleed stacks it will apply 2 stacks of torment. That is more than 50% damage nerf in many cases. Granted 2 stacks of torment can act as a cover condition, but still…
Not just buffs. Sword #4 (impale- rip) has been the weakest sword skill in the game. Very difficult to get the rip land against any moving opponent, clunky animation + glitched. Now instead of 4 bleed stacks it will apply 2 stacks of torment. That is more than 50% damage nerf in many cases. Granted 2 stacks of torment can act as a cover condition, but still…
For Impale, the wording on the skill seems to imply all the bleeding is changed into torment, AND there’s 2 additional stacks applied at once at impact instead of only those that happen over time.
Aye, Healing signet thingy confuses me, hopefully it’s a typo and they mean adrenal health or else it’s a nerf for the signet…
(edited by Vazir.5867)
This is a nice buff for engineer as well, as we get rampage through Elixir X. So watch out for little pistol wielding asuras, you might get a shock :P The healing surge change is awesome for my hammer warrior, should be about 10k healing now right?
Not just buffs. Sword #4 (impale- rip) has been the weakest sword skill in the game. Very difficult to get the rip land against any moving opponent, clunky animation + glitched. Now instead of 4 bleed stacks it will apply 2 stacks of torment. That is more than 50% damage nerf in many cases. Granted 2 stacks of torment can act as a cover condition, but still…
For Impale, the wording on the skill seems to imply all the bleeding is changed into torment, AND there’s 2 additional stacks applied at once at impact instead of only those that happen over time.
Agreed. Also, the way torment works should mean that landing that second attack will be far easier. If they do try to move it’ll simply increase the damage the torment will do to them.
So while landing that second part will still be hard, we should be doing at least 60% more damage just from conditions if they were to me moving for the duration.
Can someone from Anet please clarify if there is a typo on the healing skills now getting less effective healing from the Healing Power stat?
Because having decreased values on the first 3 stages of Adrenalinne Surge, Signet, and Mending is kinda confusing.
Ok so I’ll break down the healing changes.
Healing Signet:
Healing Power is now more useful with healing signet, before hand it didn’t increase the amount healed enough to be useful.
Healing Surge:
They changed the values to bring it more in line with a Warriors health pool. That’s why the base healing has increased so much. Then they also tied in +healing to be more effective.
Mending:
Small decrease in health earned, +1 condition removed.
20sec cd
(personally, still won’t be taking this, just yet because the HP gained doesn’t put a big enough dent in our health pool).
(edited by Defektive.7283)
Ok so I’ll break down the healing changes.
Healing Signet:
Healing Power is now more useful with healing signet, before hand it didn’t increase the amount healed enough to be useful.Healing Surge:
They changed the values to bring it more in line with a Warriors health pool. thats why the base healing as increased so much. Then they also tied in +healing to be more affective.Mending:
Small increase in health earned, +1 condition removed.
20sec cd
(personally, still won’t be taking this, just yet).
But if it works every three seconds, it’s even weaker now.
because he doesn’t know it himself
Ok so I’ll break down the healing changes.
Healing Signet:
Healing Power is now more useful with healing signet, before hand it didn’t increase the amount healed enough to be useful.Healing Surge:
They changed the values to bring it more in line with a Warriors health pool. thats why the base healing as increased so much. Then they also tied in +healing to be more affective.Mending:
Small increase in health earned, +1 condition removed.
20sec cd
(personally, still won’t be taking this, just yet).
Healing Signet, pre-patch, healed for 200/second without healing power. Now with 1500 healing power, 155.6/second. The active scales at about .5 which makes it the worst scaling active we have, and therefore, poor in a heavy healing power build.
Ok so I’ll break down the healing changes.
Healing Signet:
Healing Power is now more useful with healing signet, before hand it didn’t increase the amount healed enough to be useful.Healing Surge:
They changed the values to bring it more in line with a Warriors health pool. thats why the base healing as increased so much. Then they also tied in +healing to be more affective.Mending:
Small increase in health earned, +1 condition removed.
20sec cd
(personally, still won’t be taking this, just yet).Healing Signet, pre-patch, healed for 200/second without healing power. Now with 1500 healing power, 155.6/second. The active scales at about .5 which makes it the worst scaling active we have, and therefore, poor in a heavy healing power build.
I think you misread the Mending notes: Mending: Reduced the recharge to 20 seconds. Decreased the base heal by 6%. Scaling with healing power has been decreased by 20%. This skill now removes 3 conditions.
Ok then Mending is useless now.
And I believe the Signet tooltip may be wrong then. Will confirm in-game.
I’m not sure how well would Valkyrie amulet go with Healing Surge, instead of Soldier. 6k more health is still quite an amount thou.
Rampage sounds … awesomely fun !
Healing Surge is going to be huuuge
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Ok so I’ll break down the healing changes.
Healing Signet:
Healing Power is now more useful with healing signet, before hand it didn’t increase the amount healed enough to be useful.Healing Surge:
They changed the values to bring it more in line with a Warriors health pool. thats why the base healing as increased so much. Then they also tied in +healing to be more affective.Mending:
Small increase in health earned, +1 condition removed.
20sec cd
(personally, still won’t be taking this, just yet).Healing Signet, pre-patch, healed for 200/second without healing power. Now with 1500 healing power, 155.6/second. The active scales at about .5 which makes it the worst scaling active we have, and therefore, poor in a heavy healing power build.
I think you misread the Mending notes: Mending: Reduced the recharge to 20 seconds. Decreased the base heal by 6%. Scaling with healing power has been decreased by 20%. This skill now removes 3 conditions.
Ok then Mending is useless now.
And I believe the Signet tooltip may be wrong then. Will confirm in-game.
Well the on the plus side for Mending, because it had it’s cooldown reduced by 20% and it’s base heal decreased by only 6%, it works out to be a small buff. It will heal, if used on cooldown, a tad better than it used to, but heavy healing power builds will see no significant change, as it’s coefficient was reduced by 20%.
(edited by Veritas.6071)
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.
392/sec is pretty gd strong!
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Ah nice, ty
Healing Surge with condition removal utilities and runes of Lyssa was pretty good and almost there for sustainability (for my play style). The only issue was that I constantly felt that when I played well, I couldn’t keep up with the damage that I was taking but not by a lot, just barely not making it through. I think this small buff might be just what I was missing. Really looking forward to testing things out!
www.youtube.com/stefanplc
Time for Merciless battle later..
Just wanna say I love the changes to Impale. Impale/Rip has always been my favourite skill, but with Impale now putting on Torment instead of bleeds it gives it the spice it needed.
Good stuff.
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
“He’s like a man with a fork in a world of soup.”
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
Surge is going to be a 14000-15000 heal now (I believe, not at home so I can’t test).
Technically speaking, surge is still better than Signet, plus it gives adren.
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
I’m glad you guys held off on the previous -5 seconds to all healing cooldowns change. Honestly, those felt a little “knee jerk” to me. These changes appear to be much more solid.
Hmm, 392 hps is quite strong, and is healing for 100 hps more than current Healing Surge. I’ll have to test it, but this could end up being our best heal, especially when combined with lower signet cd, which I could always get instead of DotE or Warrior’s Sprint. Can’t wait to try it out.
Edit: Defektive, Healing Surge is going to be a 10k heal at full adrenaline now, not 14-15k, without healing power of course. Healing Surge would be a better option for Valkyrie amulet than Signet I think.
Edit2: My bad, didn’t take all the stages into calculation. Yeh, you may be right, I expect somewhere around 14k too, will need to calculate it.
Edit3: kitten it, I may be right. Because you aren’t going to add all those increases at every stage. That is, Stage 0 is now going to be around 6k instead of 5240, Stage 1 is therefor going to get increased to 6.5k, and so on. You may as well just calculate +16.5% on 8440 to get the max heal without healing power.
(edited by Krilce.7864)
I like all those changes. Rampage still seems extremely gimmicky but other than that they are all good.
What is the uppercut skill from rampage, do rampage have 6 skills?
“berserker stance clears all CC on you and you’re still immune to CC for 8 seconds”
-Excalibur.9748
What is the uppercut skill from rampage, do rampage have 6 skills?
Autoattack chain that didn’t display properly before: Smash → Bash → Uppercut.
i guess i gotta start relearning how to play warrior again and make new builds.
What is the uppercut skill from rampage, do rampage have 6 skills?
one of those must be a chain ability maybe..
This patch might give us an option other than trying to run around in a wet noodle high hp build and doing some stuns b4 running away again.
Melandru nerf frees up rune choice again :p
I hope the animation cleanup is actually that. IF so with other stuff, its gonna be game on!
I don’t understand why they did not give us a lil heads up though? People were frustrated, a simple, “we hear you guys, and are refining and fixing items” would have been huge.
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
Surge is going to be a 14000-15000 heal now (I believe, not at home so I can’t test).
Technically speaking, surge is still better than Signet, plus it gives adren.
Healing Surge:
Every stage should look like:
0: 5868(0.9) 195.6 HPS without healing power
1: 6526(1.0) 217.5 HPS
2: 8139(1.25) 271 HPS
3: 9823(1.5) 327.4 HPS
Strength will come from those massive coefficients. Stage 3 heal at 1500 healing power will look like:
9823 + 1500(1.5) = 12082 or 402 HPS.
Mending:
5226(.8) 261 HPS without healing power
Healing Signet (Passive):
392 healing per second to 467 healing per second with 1500 healing power.
If my math is correct, Healing Signet is the choice for straight healing. Mending still provides a solid middle of the road heal as well as now removing 3 condis. Healing Surge brings the extra utility of adrenaline control combined with the ability to get a really, really solid heal at full adrenaline.
I thought the warrior healing buffs were going to be PvP only, you know, because warriors aren’t exactly a weak profession in PvE. What happened to the PvP only change?
I know ill be using Healing Signet on almost all of my PvE encounters from now on!
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Here i come..RUUUN. cant w8 for patch to test stuff now
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
Surge is going to be a 14000-15000 heal now (I believe, not at home so I can’t test).
Technically speaking, surge is still better than Signet, plus it gives adren.
Healing Surge:
Every stage should look like:
0: 5868(0.9) 195.6 HPS without healing power
1: 6526(1.0) 217.5 HPS
2: 8139(1.25) 271 HPS
3: 9823(1.5) 327.4 HPSStrength will come from those massive coefficients. Stage 3 heal at 1500 healing power will look like:
9823 + 1500(1.5) = 12082 or 402 HPS.
Mending:
5226(.8) 261 HPS without healing power
Healing Signet (Passive):
392 healing per second to 467 healing per second with 1500 healing power.
If my math is correct, Healing Signet is the choice for straight healing. Mending still provides a solid middle of the road heal as well as now removing 3 condis. Healing Surge brings the extra utility of adrenaline control combined with the ability to get a really, really solid heal at full adrenaline.
I love math
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
Surge is going to be a 14000-15000 heal now (I believe, not at home so I can’t test).
Technically speaking, surge is still better than Signet, plus it gives adren.
Healing Surge:
Every stage should look like:
0: 5868(0.9) 195.6 HPS without healing power
1: 6526(1.0) 217.5 HPS
2: 8139(1.25) 271 HPS
3: 9823(1.5) 327.4 HPSStrength will come from those massive coefficients. Stage 3 heal at 1500 healing power will look like:
9823 + 1500(1.5) = 12082 or 402 HPS.
Mending:
5226(.8) 261 HPS without healing power
Healing Signet (Passive):
392 healing per second to 467 healing per second with 1500 healing power.
If my math is correct, Healing Signet is the choice for straight healing. Mending still provides a solid middle of the road heal as well as now removing 3 condis. Healing Surge brings the extra utility of adrenaline control combined with the ability to get a really, really solid heal at full adrenaline.
Thanks for the initial assessment, Veritas. I think my main concern with Healing Signet would be the impact Poison has on it, assuming Poison would reduce the HPS of the passive. At least with Mending it’ll cure Poison before the heal goes off (if memory serves, and if you aren’t caked with condis), and Healing Surge could be timed to try to avoid poison, or remove poison with another ability before healing.
I’m still excited to play with it. I love me some options, and with my general “hit-and-run” playstyle of going in and out of fights, a high static regen could be just what the doctor ordered.
“He’s like a man with a fork in a world of soup.”
hmm could be time to replace my soldier armor pieces with some clerics
Sinnastor{Warrior}Sinnacle{Mesmer}Sintacs
{Thief}
The heal sig is a typo. The numbers are correct but it should say per second. Yes, that is correct, 392 health per second.
Oh.
Snap.392/sec is pretty gd strong!
Intensely intrigued now. For those playing the home game, that’s 7840 health over a 20 second period, as opposed to 4000 (what it sounds like it was before). With no healing power (if I’m reading that correctly).
I may still prefer Healing Surge for the adren, but then again, maybe not.
Surge is going to be a 14000-15000 heal now (I believe, not at home so I can’t test).
Technically speaking, surge is still better than Signet, plus it gives adren.
Healing Surge:
Every stage should look like:
0: 5868(0.9) 195.6 HPS without healing power
1: 6526(1.0) 217.5 HPS
2: 8139(1.25) 271 HPS
3: 9823(1.5) 327.4 HPSStrength will come from those massive coefficients. Stage 3 heal at 1500 healing power will look like:
9823 + 1500(1.5) = 12082 or 402 HPS.
Mending:
5226(.8) 261 HPS without healing power
Healing Signet (Passive):
392 healing per second to 467 healing per second with 1500 healing power.
If my math is correct, Healing Signet is the choice for straight healing. Mending still provides a solid middle of the road heal as well as now removing 3 condis. Healing Surge brings the extra utility of adrenaline control combined with the ability to get a really, really solid heal at full adrenaline.
Thanks for the initial assessment, Veritas. I think my main concern with Healing Signet would be the impact Poison has on it, assuming Poison would reduce the HPS of the passive. At least with Mending it’ll cure Poison before the heal goes off (if memory serves, and if you aren’t caked with condis), and Healing Surge could be timed to try to avoid poison, or remove poison with another ability before healing.
I’m still excited to play with it. I love me some options, and with my general “hit-and-run” playstyle of going in and out of fights, a high static regen could be just what the doctor ordered.
Yep, I agree. If you can get your Healing Surge off without being poisoned, it’s an ultra strong heal. Also, combined with Restorative strength, Mending can cleanse up to 7 conditions every 20 seconds. Plus, you have the added security of the CC condis being stripped beforehand; which helps Mending dig even deeper to root out poison and those other damage condis.
(edited by Veritas.6071)
You know what this means,
get ready for an inflow of would be Warriors,
can’t wait to watch them flop.
You know what this means,
get ready for an inflow of would be Warriors,
can’t wait to watch them flop.
Cant be worse then you.
BURN!!!!! – Kelso
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Btw.. i guess Daecollo got what he asked for in terms of healing
Btw.. i guess Daecollo got what he asked for in terms of healing
I am just waiting for him to waltz in and say one of the following:
- “Mending is still crap”
- “Healing Signet active needs buffing”
- “Healing Surge needs better scaling”
But yes, I would have to agree with the notion that Healing Surge at stage 3 is going to be in the ballpark of 10k and not 14k.
I would think that this puts Healing Signet as the top choice for PvE, with some serious competition between Mending and Healing Surge for PvP, especially if you start considering Restorative Strength.
(edited by Olba.5376)
Btw.. i guess Daecollo got what he asked for in terms of healing
I am just waiting for him to waltz in and say one of the following:
- “Mending is still crap”
- “Healing Signet active needs buffing”
- “Healing Surge needs better scaling”
Rofl
While other professions get strait up buffs, warriors get bug fixes and animation fixes. You can’t be serious and think that a minor buff to healing skills will make warrior viable.
It’s all nice but I still wait to see a decent core buff that would actually make warriors up to par with others.
Well, I guess I will have to wait for next patch and hope there will be something worthwhile.
While other professions get strait up buffs, warriors get bug fixes and animation fixes. You can’t be serious and think that a minor buff to healing skills will make warrior viable.
Everypony and their mother has been complaining about how our heals are crap.
You’ll just have to wait and see.