(edited by Steelo.4597)
i dodged that warrior's arcing slice.. gg
Really? you think the warrior can’t just swap weapons, and hit you with a follow up burst just a second later? So you dodged one arcing slice. Unless the warrior misses every burst he throws at you, (not likely unless he his completely inept) he’ll still build up Adrenal health. you do know a warrior does not have to wait to use burst skills right? We can use them as soon as we have one bar of adrenaline. If we have discipline, and hit you with a tier 1 burst, we gain a little bit of adrenaline back, then we swap weapons and gain more adrenaline, then we gain adrenaline if you hit us, while in combat, for every hit we land, if we have berserker’s stance running, if we use headbutt, if we use To the limit, if we use Signet of fury, etc etc etc. Hell i have been known to use a tier 1 burst skill just to bait out a dodge. If you really think that Adrenal health sucks because you only get it if you land a burst skill you need to learn to play.
Yo wot, arcing slice is the skill that’s the least easy to dodge because of how fast it comes out. If anything its best to help you get adrenal health when playing core because it can also hit random minions or clones around you.
yeah i actually look around for pve mobs to hit them with my burst so i stand a chance in 1v1.. what a joke.
Against certain matchups in duels it is quite tricky (Thief/DH) but others you shouldn’t have that much of a problem landing them really, atleast if you don’t mindlessly spam them and keep track of dodges.
DH you kidding? DH is just a free bag.
DH you kidding? DH is just a free bag.
If you’re fighting kitten ones maybe. Although I don’t know what build you run, but I run hammer/gs and against good DH’s it’s a p hard with their f3, renewed focus, blinds, shelter, aegis traps tbh. I don’t run signet of might though as it’s faceroll in that case.
i run all kinds of builds, i find the principle stupid – yes we have competitive sustain – but only if someone doesnt see us coming and takes our biggest most telegraphed hits to the face. except longbow… longbow has the swag.
It’s a pretty minor bar to meet in order to get additional healing that exceeds our best healing skill.
If you don’t have trouble with DH blocks and blinds to the point that they’re a “free bag”, then you shouldn’t have much trouble landing bursts against other classes… especially since it’s not like you have to land every one. And learning to bait out dodges, setup bursts, etc. is something you should be doing anyway.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
Forget it Choppy. People will always want something for nothing.
That’s part of the fun. Frankly, it is rather easy to land bursts on warrior, especially Arcing Slice, and yeah, dodging them is the best strategy to win against a warrior.
If you are having trouble landing your Arcing Slices, I suggest you slot a Sigil of Agility (Speed in spvp) to your GS, and land those quickness bursts with ease.
It’s a pretty minor bar to meet in order to get additional healing that exceeds our best healing skill.
If you don’t have trouble with DH blocks and blinds to the point that they’re a “free bag”, then you shouldn’t have much trouble landing bursts against other classes… especially since it’s not like you have to land every one. And learning to bait out dodges, setup bursts, etc. is something you should be doing anyway.
Sounds like a troll thread honestly
His next post will be, he cant proc adrenal health nor cleansing ire against a mesmer/chrono because stealth and invuln.
You should always lose to a good guardian/DH period
The real tea here is, they are easy bags for me as well but one day you will meet your maker.
This is something for another thread, but since it was brought uip. DHs come in to types, and two types only. Players who only know the very basics of using their abilities and just use the same “all traps on the ground at once, pull you into them” combo. And players who actually know what they are doing and will make a warriors life hell in 1v1s and team fights alike. so technically you are all correct.
on the other hand.. yeah total troll post.
Smash Brawler, you’re welcome.
Yak’s Bend(TWIN) Racist against Sylvari
RRR Ranger and Warrior videos: http://www.youtube.com/user/ElmoezHerra?feature=watch
I find it difficult to believe so-called “Warriors” are actually arguing in favor of the old adrenaline nerf.
How the game worked from launch, until the September 9, 2014 nerf: miss a burst = keep adrenaline, land a burst = lose adrenaline.
Now, you lose adrenaline either way, hit or miss. And we all know how easy it is to dodge most burst attacks.
If you’re a “main” Warrior and you actually support the nerf that crippled the profession, you make me sick.
I find it difficult to believe so-called “Warriors” are actually arguing in favor of the old adrenaline nerf.
How the game worked from launch, until the September 9, 2014 nerf: miss a burst = keep adrenaline, land a burst = lose adrenaline.
Now, you lose adrenaline either way, hit or miss. And we all know how easy it is to dodge most burst attacks.
If you’re a “main” Warrior and you actually support the nerf that crippled the profession, you make me sick.
I don’t think anyone’s argued for that here, tbh. Afaik, all of the responses have been about the considerably less dire situation of losing out on AH if you miss a burst than the OP was making out.
That being said, I don’t find it hard to manage adrenaline, especially now that decay’s been adjusted, and so don’t see a real need to back to keeping adrenaline on a missed burst. In fact, with the ability to get a Berserker burst cd of 2 3/4 seconds, it could get ridiculous if they reverted back to the old way (remember, the cd on a missed burst was always less than the cd on a landed burst).
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
“I don’t think anyone’s argued for that here, tbh. Afaik, all of the responses have been about the considerably less dire situation of losing out on AH if you miss a burst than the OP was making out.”
yeah usual story bro “this mechanic sucks” .. “no u suck”.. good forum discussion like i’m used to from the internet.
Edited for nonsense
To me, defenses based around arenalin spend should only require you to actually spend said adrenalin. If they do not wish you to throw an attack into the open air then they should revert the adrenalin change and therefor require you to hit something to spend any adrenalin.
I still see the image of a warrior or especially a berserker soaking and enduring damage in combat. Currently, it is more like hitting something to leech health. They could move adrenal health into one of the other (more aggresive) lines and give us something defensive in the Defense line. Seems even more unlikely, though.
That would not promote skilled gameplay, regardless of how you slice it the new mechanic not only works, but also is rather interesting. I’d actually like to see more mechanics along the same lines as this. Give me a trait that activates when i manage to pull off a skilled maneuver.
That would not promote skilled gameplay, regardless of how you slice it the new mechanic not only works, but also is rather interesting. I’d actually like to see more mechanics along the same lines as this. Give me a trait that activates when i manage to pull off a skilled maneuver.
Exactly. I like that you are rewarded for actually landing your bursts. And I’m also one of those warriors who loved the adrenaline change: it was more thematic and more interesting. Risk/reward. I honestly think that warrior is the best designed class these days (it used to be engi, but hammer, passive S and clunky gyros kinda broke it), because of all these clear weaknesses and this timing-based gameplay. The balance team should look at what they did with warrior and extend on the idea.
That would not promote skilled gameplay, regardless of how you slice it the new mechanic not only works, but also is rather interesting. I’d actually like to see more mechanics along the same lines as this. Give me a trait that activates when i manage to pull off a skilled maneuver.
I would argue that the old mechanic promoted skilled gameplay far more than the new HoT-era adrenaline mechanics.
Under the old rules, it took a long amount of time to build a full wad of adrenaline (unless you used Signet of Fury, which brings tradeoffs itself). Missing a burst was a big deal, so carrying the adrenaline to another use or another fight was a matter of judgment. Before adrenaline decayed instantly, you could actually choose when to use it and when to save it. Missing a burst due to a block, blind, evade, etc. was a big deal, so being able to try again or open then next fight with a burst was a big decision.
Now, the Berserker specialization and the changes to Adrenal Health/old Berserker’s Power/other adrenaline traits only reinforce spam behavior. Adrenaline is easy-come, easy-go, and Rage skills only promote the use of adrenaline as soon as it fills. Because it decays so rapidly and completely fails if you miss, you might as well use it as frequently as possible.
Warrior has been reduced to the F1-mashing gameplay style that characterizes the most simplistic of fighting games: as soon as a bar fills up, press a button. If you miss, who cares; you’ll get another chance soon enough.
Your argument does not hold up to close inspection, friend. In the old system you gained your regeneration for building adrenaline but the healing was rather limited to the point where it was not noticeable. In addition as a warrior you need your burst skills in order to stand up in a fight. Imagine fighting as a warrior and not using your burst skills for a moment. You can’t do it, I mean you can but you’ll die. In addition to this when you actually need that adrenal healing is after a burst because burst skills leave you open. Killshot has long cast time, eviscerate as a long after cast, racing slice requires you be right in the opponents face, etc. There is no skill in just fighting and getting adrenal health just for being in combat.