[spvp] Stability Nerf the last straw?

[spvp] Stability Nerf the last straw?

in Warrior

Posted by: Okamikazi.8652

Okamikazi.8652

ok anet

first u nerf our damage through ferocity and i adapted.

second you nerf our adrenaline by faster drain and penalizing us for missing our burst which is fair i mean there should be a penalty for missing.

third u nerf our stability. I feel INVALIDATED! Iv become a rag doll for all the whiners that influenced the nerfs.

is the stability nerf too far?

[spvp] Stability Nerf the last straw?

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Posted by: Bran.7425

Bran.7425

first u nerf our damage through ferocity and i adapted.

The change to ferocity from critical damage % was only a reduction in pve/wvw, spvp was unaffected by that change.

Pets have been hidden due to rising Player complaints.

[spvp] Stability Nerf the last straw?

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Posted by: Olba.5376

Olba.5376

Two out of your three complaints aren’t warrior specific.

[spvp] Stability Nerf the last straw?

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Posted by: Bran.7425

Bran.7425

Two out of your three complaints aren’t warrior specific.

Nothing new here.

Do you remember when they added the internal cooldown to the leech on critical hit pies I thought the thieves and warriors were going to come to blows over who’s nerf that was.

Pets have been hidden due to rising Player complaints.

[spvp] Stability Nerf the last straw?

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Posted by: Vukorep.3081

Vukorep.3081

Two out of your three complaints aren’t warrior specific.

as this person already mentioned… none of those “nerfs” were specifically effecting warriors only…

Warriors are still the only class that has the highest armor and health as well as insane passive regen, party wide power,might,precision,fury and other stats from banners.
Mass rezzer via elite skill, great leaps and mobility,the ability to self rally, stances that make you immune to damage and conditions. And because of the large health pool and heavy armor our “glass cannon” builds arent as glassy as other professions…

We are also always very welcome to join any dungeon.

[spvp] Stability Nerf the last straw?

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Posted by: Shieldbash.5304

Shieldbash.5304

Two out of your three complaints aren’t warrior specific.

as this person already mentioned… none of those “nerfs” were specifically effecting warriors only…

Warriors are still the only class that has the highest armor and health as well as insane passive regen, party wide power,might,precision,fury and other stats from banners.
Mass rezzer via elite skill, great leaps and mobility,the ability to self rally, stances that make you immune to damage and conditions. And because of the large health pool and heavy armor our “glass cannon” builds arent as glassy as other professions…

We are also always very welcome to join any dungeon.

So where is this Warrior? Because you just explained like 5 different specs! The Warrior cannot have all of any of that you described… He’s either tanky and does crap dps, or does medium DPS and is melted on sight, or hes a balanced spec that really excels at nothing.

[spvp] Stability Nerf the last straw?

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Posted by: Dhampyr.2813

Dhampyr.2813

1st. The ferocity change had no effect in spvp.

2nd. A penalty for missing your burst skill, valid augment as a nerf to the spvp warrior.

3rd. Are you normally being hit by 6-11 CCs in spvp? If so they should of used boon strip or waited for the stacks to fall off, not CC spam you when you have stability. I fail to see this as a nerf at all in spvp and is very much not a nerf to the warrior.

If anything ppl are now wasting there CC on stability because it can be ripped off, unless there using it on lich or tornado form its just waste.

[spvp] Stability Nerf the last straw?

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Posted by: Assassin X.8573

Assassin X.8573

Stability is now a learn 2 play issue. It is now eextremely active and less passive than before.

Darkhaven Gold Tiger Assassin X [JPGN][Sold][VII]
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[spvp] Stability Nerf the last straw?

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Posted by: YuiRS.8129

YuiRS.8129

Two out of your three complaints aren’t warrior specific.

as this person already mentioned… none of those “nerfs” were specifically effecting warriors only…

Warriors are still the only class that has the highest armor and health as well as insane passive regen, party wide power,might,precision,fury and other stats from banners.
Mass rezzer via elite skill, great leaps and mobility,the ability to self rally, stances that make you immune to damage and conditions. And because of the large health pool and heavy armor our “glass cannon” builds arent as glassy as other professions…

We are also always very welcome to join any dungeon.

Zerker Warrior is incredibly glassy. Thieves, Mesmers and Guards are much tougher thanks to their class skills. Armor and extra 5k health does nothing.

[spvp] Stability Nerf the last straw?

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Posted by: Jugnificent.2061

Jugnificent.2061

Zerker Warrior is incredibly glassy. Thieves, Mesmers and Guards are much tougher thanks to their class skills. Armor and extra 5k health does nothing.

Lol wut? You forgot to mention healing signet, this adds a huge amount of tankiness. Thieves and mesmers can be pretty evasive, but I can sneeze and have a thief fold up and die. That will never happen with even the glassiest warrior. Guards are pretty tanky with their cooldowns up, but once they blow them they die pretty fast. Also, if you are running hammer the interrupts and knockdowns provide quite a bit of damage mitigation. The only thing warriors have going against them is their low mobility if not running swords makes them easy to target (even if they aren’t the quickest kill).

Floopster
Tarnished Coast

[spvp] Stability Nerf the last straw?

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Posted by: lighter.2708

lighter.2708

Zerker Warrior is incredibly glassy. Thieves, Mesmers and Guards are much tougher thanks to their class skills. Armor and extra 5k health does nothing.

Lol wut? You forgot to mention healing signet, this adds a huge amount of tankiness. Thieves and mesmers can be pretty evasive, but I can sneeze and have a thief fold up and die. That will never happen with even the glassiest warrior. Guards are pretty tanky with their cooldowns up, but once they blow them they die pretty fast. Also, if you are running hammer the interrupts and knockdowns provide quite a bit of damage mitigation. The only thing warriors have going against them is their low mobility if not running swords makes them easy to target (even if they aren’t the quickest kill).

because healing signet is burst healing that suits perfectly for zerkers.

[spvp] Stability Nerf the last straw?

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Posted by: ronpierce.2760

ronpierce.2760

First one is false, second one you sort of agree with.

So stability change is your only issue? Seems like a good day to me!

Jokes aside, if it was to get ripped, it was going to be ripped anyways. If you get 5 stability charges washed off in 8 seconds either you were under heavy fire, didn’t try to evade a thing, or were hit by slick shoes. Either way (other than slick shoes), no real harm has been done. It’s good you can’t just sit there and ignore half of what’s going on. It still does its job just fine.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

[spvp] Stability Nerf the last straw?

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Posted by: Jugnificent.2061

Jugnificent.2061

Zerker Warrior is incredibly glassy. Thieves, Mesmers and Guards are much tougher thanks to their class skills. Armor and extra 5k health does nothing.

Lol wut? You forgot to mention healing signet, this adds a huge amount of tankiness. Thieves and mesmers can be pretty evasive, but I can sneeze and have a thief fold up and die. That will never happen with even the glassiest warrior. Guards are pretty tanky with their cooldowns up, but once they blow them they die pretty fast. Also, if you are running hammer the interrupts and knockdowns provide quite a bit of damage mitigation. The only thing warriors have going against them is their low mobility if not running swords makes them easy to target (even if they aren’t the quickest kill).

because healing signet is burst healing that suits perfectly for zerkers.

There is a lot of burst in sPvP yet it seems like every warrior I ever see takes healing signet. Defiant stance and healing surge both seem like better choices for healing when being focused, but they are never/rarely used. Continuous passive healing is just amazingly strong and warriors just don’t die fast enough (even if full zerk) to make the burst healing better.

Floopster
Tarnished Coast

[spvp] Stability Nerf the last straw?

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Posted by: lighter.2708

lighter.2708

Zerker Warrior is incredibly glassy. Thieves, Mesmers and Guards are much tougher thanks to their class skills. Armor and extra 5k health does nothing.

Lol wut? You forgot to mention healing signet, this adds a huge amount of tankiness. Thieves and mesmers can be pretty evasive, but I can sneeze and have a thief fold up and die. That will never happen with even the glassiest warrior. Guards are pretty tanky with their cooldowns up, but once they blow them they die pretty fast. Also, if you are running hammer the interrupts and knockdowns provide quite a bit of damage mitigation. The only thing warriors have going against them is their low mobility if not running swords makes them easy to target (even if they aren’t the quickest kill).

because healing signet is burst healing that suits perfectly for zerkers.

There is a lot of burst in sPvP yet it seems like every warrior I ever see takes healing signet. Defiant stance and healing surge both seem like better choices for healing when being focused, but they are never/rarely used. Continuous passive healing is just amazingly strong and warriors just don’t die fast enough (even if full zerk) to make the burst healing better.

Because non of those burst healing are actually enough burst healing

the thing is, with sd thief, you can dodge/stealth to cover the burst healing CD down time, mesmer can kit/stealth to cover heal down time, engi can low CD block, stealth, CC to cover healing skill down time.
and reason why shelter is so much better then signet heal from guardian, because shelter can block way more burst damage that signet heal (even alot) still can’t be compared. what warriors can do? nothing, use your heal and then get kitted to death, endure pain has long cd, limited dodges, telegraphed CCs, you can do nothing to cover your heal CD you take all the damage and die, that’s why warrior was completely dead back in 2013

warrior does not take healing signet because it’s better, warrior take healing signet, because it’s the only heal, because all of them active heal are incredible bad.
you see, healing signet was also completely un usable before the buff.

[spvp] Stability Nerf the last straw?

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Posted by: Jugnificent.2061

Jugnificent.2061

Because non of those burst healing are actually enough burst healing

the thing is, with sd thief, you can dodge/stealth to cover the burst healing CD down time, mesmer can kit/stealth to cover heal down time, engi can low CD block, stealth, CC to cover healing skill down time.
and reason why shelter is so much better then signet heal from guardian, because shelter can block way more burst damage that signet heal (even alot) still can’t be compared. what warriors can do? nothing, use your heal and then get kitted to death, endure pain has long cd, limited dodges, telegraphed CCs, you can do nothing to cover your heal CD you take all the damage and die, that’s why warrior was completely dead back in 2013

warrior does not take healing signet because it’s better, warrior take healing signet, because it’s the only heal, because all of them active heal are incredible bad.
you see, healing signet was also completely un usable before the buff.

Defiant stance blocks all damage for 3 seconds, shelter blocks for 2. Defiant’s initial heal is less, but any damage taken is given as a heal instead (and it lasts longer) so it seems like a fair tradeoff. Healing surge is ~6k to ~10k heal- if that isn’t burst healing I don’t know what is.

Floopster
Tarnished Coast

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Posted by: Angelus.6132

Angelus.6132

My warrior uses a signet for stability. 8 seconds with 8 stacks.

If I get hit by 8 CCs in 8 seconds, I’m doing something wrong.

As to healing signet

ACTUALLY, healing surge is infact stronger

If you start a fight, and then suddenly take 10k burst damage, surge it right back, then 30 seconds latter surge again, you actually healed more health than healing signet would have ever done.

The problem is, you have to think. Healing signet over multi-minute battles will heal more health, but the difference is fairly small.

The front loading that healingsurge does makes it stronger.

Now given that: I still run healing signet. The reason is, I don’t have to think about it, and it starts healing before I drop low enough to need to run surge. Also, it can’t be interrupted. I can lose 3k health, and gain it back, getting back up to full without ever needing to use the skill at all.

The lack of cognitive function required to use it actually makes it stronger, because I can’t mess up the timing. It also makes my trait that gives 100 additional toughness over 90% health kick in a lot more often.