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Budget Raid Build BurnZerker

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Scorched Earth is 2 Burning 10 seconds mean 20 ticks single target but i dont know the encounter becuase Multitargets or big Hitbox.

Berserkerstance is 15 seconds. When you have 4 Scorched Earth (which are possible without Burst Mastery but its hard) and use 2 Autoattacks ivery Scorched Earth Downtime i have 6 Shots minimum which means 6*4=24 ticks Burning.

And for immobilze with the sword why not “Leg specialist” in the tactics. 2 second immob with 100%duration on a 5sec cooldown and sword chain 3 or torch as the trigger.

Dicipline sounds awful in my opinion. Might with weapons swap, Regeneration without Healing Power sound not very good.

I’ve made the calculation by taking into acount how much attacks I could do against the Indestructible target dummy.

If you use Arms/Tactics/Berserker instead of Arms/Discipline/Berserker. That extra 6stacks of Burning you can get from the 5th Scroched Earth (with Burst Mastery) does more single target damage compared to all those Dual Shot with Burning Arrows. And that’s without the AoE extra potential.

Basicaly, with Arms/Tactics/Berserker you will land
4x Scorched Earth (240 tics)
3x Fan of Fire (42 tics)
10x Dual Shot (40 tics)
Total : 322 (or 135884 dmg with Warlock’s gear)

while with Arms/Discipline/Berserker you will land
5x Scorched Earth (300 tics)
2x Fan of Fire (28 tics)
9x Dual Shot (0 tics)
Total 328 (or 138416 dmg with Warlock’s gear)

that’s a 168,8 DpS difference while in Berserk mode for the Discipline line, and the AoE difference is more important. (period 15sec)

Switching to the Sword/Mh alone, you will chain the Target before getting into Berserk mode 8 times (that’s 12 bleeds without taking traits into consideration)

With Warlock’s gear :
12 × 153 × 16 = 29376 dmg

Camping with the Burning Arrow Bow, you will use Dual Shot 7 times and Fan of Fire 2 times before getting into Berserk mode.

With Warlock’s gear :
(7 × 2 × 422 x 2) + (2 × 3 × 422 x 4) = 21944 dmg

conclusion Sword/Mh will allow you to deal 7432 more dmg during a fight (period 10sec). That’s a 743,2 DpS difference.

On the other hand the Bow will deal 20 attacks instead of 18 for the Sword/Mh during that period of time. Making the bow slightly better when it comes to proc bleeds and vulnerability from from Precise/Rending strike. But not enough to make up for the DpS differenciation.

Arms/Tactics/Berserker is totaly viable for DpS in high level content and it is also more solo friendly. But Arms/Discipline/Berserker will be a bit more effective when it comes to deal damage in specific comps on which that spec has to rely.

Hopes this helps.

(edited by Ambrecombe.4398)

Tactics Trait line.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Tactic is fine if you use it with a Shout/Bow build. I recently switched over to Arms/Tactics/Berserker and I’ve reached over 10K burning dmg on large scale fights on the main target with just my bow (that’s with a Marauder item set and no food). With a Sigil of Incapacitation and Leg Specialist, you can basicaly proc 1sec of immobilize every 5-6sec while having perma Fury.

Also, Shouts didn’t got nerfed that hard. Yeah, the trait lost around 20% of healing power but Healing Surge became To the Limit, which is an additional shout skill which we didn’t have before.

Only part I totaly agree is the lack of Protection boon. It is a very important boon and we have close to no ways to generate it, couple with our limited evasive frames and lack of defensive team utilities it makes us very vulnerable in general when not supported by other professions that actualy may appy those effects.

Otherwise, I think Warriors are in a much better state compared to release. We might not be kings in structured PvP anymore, but we are doing just fine in PvE and WvW.

Hi, im greatfull for ur comment, let me say that sigil of incapacitation sucks and 1 sec of inmovalize is irrelevant i don’t see that build working in any other place then pve to be honest.. and for the amount of dmg that is been dealt now shouts wont do any good at all, i would love to see a video or a picture of that 10k burning dmg ur making cause trust me only with full sinister stats u will achive that and if ur runing those stats ur worst then a glass cannon u have no sustain AT ALL, shout bows are fresh meat in wvw and pvp… at least for pro players.

This is a picture of a 9992 burning tic on a Xocotl Crusher Champion, and we were only 3 that time. When I’m in big fight, with lots of might stacks and 25 vulnerability I have already got tics over 11500 dmg.

Also, you are realy underestimating the power of Leg Specialist. You don’t use Leg Specialist only for the extra soft CC. You also use it to setup your other skills so your foes can’t dodge it unless they use defensive cooldowns. When Sigil of Incapacitation procs with the bow, it gives you enough time to cast Pin Down and hit the target. When the target is flanked and immobilized he can’t attack you during that time. Also it happens every 5-6sec, so everytime that happens, your focussed target is vulnerable to other players too.

I could get an extra 6% condition dmg by replacing that Sigil, that’s true, but I deal more than enough dmg already and I rather focus on more CC. But that’s my personnal playstyle.

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Berserker PvE build

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Furious increases your condition damage by 10 each time you deal a critical hit (up to 250). It works like might, so each stack got it’s own remaining duration. Getting more critical chance increase the rate at which you build that extra adrenaline and that extra condition damage. That’s why this trait works best with Rampager, Sinister or Enraged gear.

Now you could paliate that issue by taking Signet Mastery or even Blade Master.

If you are realy going to focus on the sword/torch combo
Berserker : Smash Brawler – Heat the Soul – King of Fires
Discipline : Warrior’s Srpint – Brawler Recovery – Heightened Focus
Arms : (depends on setup) – Blademaster (or Deep Strike if high fury uptime) – Furious

Get some Sinister Gear (Rampager or Enraged are working fine too), some Balthazar Runes and condition duration food and you should have a very good DpS. Sustain on the other hand is another issue!

Berserker PvE build

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I would say your build lacks a couple of things :
- Precision : By using Rampager, Enraged or Sinister gear you could have a lot more adrenaline and condition damage from Furious while at the same time trigger your AoE burning with King of Fires, Vulnerability with Rending Strikes. and Bleed From Precise Strikes a lot more often.
- No Stunbreaker : If you are going to play in the Maguma Jungle, you’re better take one otherwise ennemies will chain stun you to death.
- I would also slot another healing skill, blood reckoning is realy nice when you can deal a lot of burst damage in a short period of time (Greatsword, Axe, Rifle). Warrior condition builds usualy have to build up their condition pressure over time making that power less than optimal in most combat situations.

Finally, you didn’t select your traits in the Discipline traitline, so I can’t totaly evaluate your build.

(edited by Ambrecombe.4398)

Coming back after a year off - questions

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

If you’re enjoying warrior in pve, then stick with it and ignore everyone else. If you don’t find it fun, try your rev. Simple as that.

A great majority of the comments are about pvp and wvw.

What Choppy said.

Tactics Trait line.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Tactic is fine if you use it with a Shout/Bow build. I recently switched over to Arms/Tactics/Berserker and I’ve reached over 10K burning dmg on large scale fights on the main target with just my bow (that’s with a Marauder item set and no food). With a Sigil of Incapacitation and Leg Specialist, you can basicaly proc 1sec of immobilize every 5-6sec while having perma Fury.

Also, Shouts didn’t got nerfed that hard. Yeah, the trait lost around 20% of healing power but Healing Surge became To the Limit, which is an additional shout skill which we didn’t have before.

Only part I totaly agree is the lack of Protection boon. It is a very important boon and we have close to no ways to generate it, couple with our limited evasive frames and lack of defensive team utilities it makes us very vulnerable in general when not supported by other professions that actualy may appy those effects.

Otherwise, I think Warriors are in a much better state compared to release. We might not be kings in structured PvP anymore, but we are doing just fine in PvE and WvW.

Dragonhunter is a joke...

in Guardian

Posted by: Ambrecombe.4398

Ambrecombe.4398

Guys this post is 2 months old, OP’s oppinion isn’t relevant anymore…

King of fires and max burning duration

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

To answer your question, King of Fire helps you getting closer to the burning duration cap but it can’t exceed the maximum cap which is 100%.

Make LB #1 have Burn built in

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Kinda disagree with this,

Tactics might indeed not be the most suited place for a bow trait but the tree has some good synergy with the rest of the Warrior talents if you build right.

For instance, Leg specialist can be used with a Sigil of Incapacitation to cause 2sec cripple, which triggers leg specialist, which again triggers opportunist. That fury increases your condition dmg by 150 and that increased critical chance gives you more adrenaline and condition dmg with furious.

The Grandmaster trait is a more tricky one, but if you don’t mind giving up the Discipline trait line, you can take Vigorous Shouts, take Strength as your third tree and mix shouts and physical utilities with Body Blow and Distracting strike to grant your build extra versatility.
- Fear me will Fear, Bleed, Weakness, Confusion up to 5 ennemies while, with footman runes, it removes 1 condition and heals up to 5 allies. And the skill has a 20% reduced CD.
- Stomp is your second stunbreaker, Bleed, Weakness, Confusion and can be used in your firefield for combo explosion. And the skill has a 20% reduced CD.
- Shake it off is your main stunbreaker and with footman runes removes 2 conditions, heals up to 5 allies. And the skill as a 20% reduced CD.

That’s just one exemple of synergy between traits and gear that can make a Shout Bow build very usefull. Is it good for PvP? Not realy, but warriors aren’t that great for PvP anyways because they rely way to much on their defensive utilities to survive and they also have way less evasive frames compared to most other professions.

Lack of Condition weapons for Berserker?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

For underwater content Body Blow and Distracting Strike help those 2 weapons a lot for condition application. It also support shield for condition builds if you are looking for more defensive utilities.

But taking Strength + Berserker (Arms is mandatory for condi builds) means you have to drop Discipline, which clearly is a bad deal.

I'm Slowly becoming OK with Berserker.

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I’ve personnaly replayed my Warrior not long ago and tried a Berserker Shout/bow build, took me time to adapt (mostly because I lost the Discipline tree). But that Berserker stance with the bow just melts downs ennemies. Furious and Vigorous Shouts help to spam Primal Burst skills with Smash Brawler and gives me 100% fire field uptime while in Berserk mode.

I also use a Sigil of Incapacitation on my bow, which triggers Leg Specialist (on same CD) and which also gives me Fury with Opportunist (improving my condition dmg with Deep Strike). It realy makes the bow a lot better at kitting a single ennemy.

I’m still working on my build. Idealy, I would like to have 100% burning duration. But I have a lot of trouble with conditions in PvE, so I’m still undecided if I’ll go for Footmen runes for more CClean/Support or runes of the Fire Legion for more offensive power.

Why can't I DW Sword / Pistol like Rytlock?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I wish I could use a Pistol in my main hand as a Charr, to be a heavy armoured Enforcer with Pistol&Shield. I could do it as an Engineer, but medium armour isn’t realy imposing…

Warrior Torch Hype (Discuss!)

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

No pistol m/hand option, can forget about my Charr Enforcer using Pistol&Shield… :’(

The Ele shout spell names

in Elementalist

Posted by: Ambrecombe.4398

Ambrecombe.4398

“Feel the Burn” is ok as a shout. Sure some arcane gibberish would be nice but also much harder for other players to remember what you just did (for or to them).

But “Eye of the Storm” and “Aftershock” dont really come over as something anyone would shout, also the words dont sound active enough. They should be changed into “Bring the thunder” and … (cant think of an appropriate active sounding shout atm).

A couple of ideas,

Fire (Feel the Burn) →“All shall burn!”,
Earth (Aftershock) →“None shall past”
Water/Air (Flash Freeze) →“Freeze!”

Flame Turret's overcharge...

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Anymras, those devs are clueless. They don’t even learn from their previous mistakes…

Guess what, I’ve played on my Guardian today and they’ve made every consecrations ground targeted but didn’t even bother to check out if it worked like it should for underwater content. Same has happened when they’ve changed the rocket turret toolbelt ability into a ground targeted ability. Yet they’re always putting the same old crap in a patch or break stuff they’ve previously fixed in previous patch by creating brand new broken mechanics.

I just don’t get it!

(edited by Ambrecombe.4398)

Still not buying the expansion.

in Guild Wars 2: Heart of Thorns

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think OP’s oppinion is biased, but I agree with him when it comes to A-net doing a poor job at fixing bugs in the game. Just look at Guardian consecrations, they’ve made them all ground targeted abilities. That’s very cool, but they’ve also made them ground targeted when you use them UNDERWATER…

Guess what happens when you try to use ground targeted abilities in a 3D space…

Flame Turret's overcharge...

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Funny facts,
- Devs said it wasn’t possible for props to be vulnerable to condition and crits, but they were able to do it exclusively for turrets.
- Devs said it wasn’t possible for conditions to cap over 25 due to technical reasons, yet we can stack them up to 1500 each now.
- Devs were able to create shield bubles around turrets. Yet, they can’t make our Water Field and Smoke Field instant…

Rune of Evasion and Remorseless

in Ranger

Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly use Runes of Altruism. I can refresh fury every 16sec when I use my shout to heal myself and my pet.

33% bleed duration - kinda silly, no?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I replaced one of my sigils with a condition duration one and I am back to 98%. My Flurry is hitting for a whole 4sec again, but I did wish I had 100%! =D

[6/23 Patch] New Builds!

in Ranger

Posted by: Ambrecombe.4398

Ambrecombe.4398

Been hesitating between a 6/0/0/6/6 or 0/0/6/6/6 shout/axe build but I’m still wondering which one I am going to play.

the 6/0/0/6/6 has great initation with Axe #4 and when you drop at 50% health, that Quickness with Auto-Signet will realy make you and your pet powerhouses.

but

the 0/0/6/6/6 makes your pet so much more tanky to the point it can’t be negleted. My Drake was litteraly holding its own against champions ennemies thanks to bark skin and the extra regen from shouts and compassion training. Also the CC protection and condition removal options are realy nice to have on a shout build.

Mending not a physical?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yeah, I also found it kind of weird since they did change Surge into a Shout and made a couple of adjustements to it while Mending remains untouched.

33% bleed duration - kinda silly, no?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Hi guys,

I recently came back to try out those new traits and I’m kind of confused to why A-net would replace the 50% bleed duration with a 33% extra duration since it kinda throws you away from round numbers and removes a lot of potential ticks on the Sword/Mh Burst Skill Flurry.

Also I see we do not get any extra condition duration anymore with our trait lines, is there actualy a way to compensate for the current loss of condition duration? (beside food?). My build was calculated around having 100% Bleed duration to get the maximum out from Flurry and now I feel like I am wasting a lot of gear on bonuses which I could allocate elsewhere.

Do you guys have any info about upcoming changes on that regard?

Wait a minute, Mending got nerfed?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Wasn’t Mending also supposed to become a physical skill?

There goes my fun turret build

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yeah, the loss of reach and deployables realy hurts the build. My Flame Turret used to have nice range and radius thanks to Rifled Turret Barrels. And with the removal of Deployable Turrets and Autotool Installation they just can’t sustain as long as they did before. (The vulnerability to conditions and critical hits doesn’t help either)

In my oppinion they should just remove the shield, since it is counter intuitive to use, and put back the extra reach and deployable options because those are the traits which are keeping your turrets alive!

You know what specialization warrior needs?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I would like to see a Mh/Pistol with a focus on condition so I can play a heavy armoured Enforcer with Pistol/Shield and some physical utilities!

Article on Ten Ton Hammer About Turrets

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

You’re right, it’s not. That is called PvE in my book, as stated above.
Exactly because you have no choice but to give the enemy-team 5 points or get saved by your team. If they win a fight on another point, they start out-rotating you quite easily and then oppose 4v1-2’s for the rest of the match on you. And given that they run effective builds, knowing what to do with them, you will not have stood a chance, regardless what you try to make us believe.
Placing turrets and using an overcharge from time to time is not considered a high skill-ceiling.
And while the skill-floor for turreteers is ridiculously low, your build’s very nature stopped you from being considered anything higher than mediocre.
But yea, go around and slap your own shoulder, denying that you could have had higher win-ratings with cele rifle or at least condi 2kit, if your claims are true.
I can’t prove it, and honestly, I don’t care.

My point is that this build, while being mediocre at best on higher MMR ratings, was farming newbies left and right in lower MMR ratings since it was giving too much advantages for next to zero risk (or input), hence it rightfully got nerfed, and as you surely have noticed, engineers are suddenly a respected class again in sPvP, free from harassment, apart from people who still jump the “nerf cele” hypetrain, which is only indirectly targeted at engis anyways.
So, “mission accomplished” from my side, and applause to a-net.

This makes no sense, you admit Turreteers are mediocre builds at best in PvP, but still you defend your position saying it got rightfully nerfed…

How are Turrets giving to much advantages over another build? A full turret build gives up kits and has to basicaly rely on a primary weapon with nerfed combat abilities. Turreteer builds have to sacrifice their damage and/or defense even further by giving up traits for their Turrets utility&sustainability instead. And in the end, you have something with mediocre surviability and damage at best with zero mobility. The only redeeming value is its potential crowd control but most of those are very situational at best and you can be a lot more effective with your kits CCs anyways…

Realy, if a couple of 548 (unmitigated) every 2sec or 1643 (unmitigated) every 4sec with some low burning tics left and right are to much for players to handle those people realy have to make a deep introspection of themselves and learn how to play.

Those who know at least a bit how to play are just laughing at Turret builds in PvE (I know you don’t care) and in WvW. Structured PvP Turret builds have never been strong and are hard countered in most scenarios, unless fighting noobs. So, how can A-net even consider nerfing an Engineer build which is already weaker in comparison to most builds for that same profession? It just makes no sense!

Yeah those turrets are hard to kill when you are a condition build, but that Engineer can’t do much against your conditions either. And power builds eat trough turrets, leaving the Engineer in a very vulnerable state for a long period of time.

I’ll admit the Turreteer gameplay could be a bit more active and I definitly would like to see ways to improve its design! But nerfing the crap out of those because of a loud minority isn’t the way to go, neither is it fixing the core issues noobs have in structured PvP.

A-net needs to consider a possible new, more active, Overcharges design and some form of reward for keeping turrets alive has to be instored to incent Turreteers to self-destruct turrets (for blast finishers) and cycle trough toolbelt skills. If they don’t do that, the root of the problem will remain. Also A-net needs to add more game types in structured PvP (like CTF, TDM, etc) to create more diverse role opportunities for players.

But realy man, saying mission accomplished and praising A-net for a borked job is just a big no for me!

Healing Surge's new name & functionality

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

What about “Never Surrender!”, that one was a Healing Shout back in GW1?

Lack of Auto-repair trait...

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

Agreed, I’m concerned about that change as a PVE turret engineer.

I’m also going to miss Rifled Barrel Turrets, that extra range was great, especialy on the Flame Turret + its smoke field.

Yup! turret nerf inc!

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

I realy don’t get it why people have a hard time with turrets? Turrets are the “pets” with the least amount of health and they have 0 armour unless you trait for Metal Plating. But still a power build shouldn’t requiere more than 3-4 hits to destroy a Net, Rifle or Rocket Turret. When that’s done, the Engineer is left with awefull toolbelt abilities and a wet noodle DpS.

In PvE don’t even speak about turrets… They are pretty much useless beside for a couple of niche uses. I have played an Engineer turret since I started this game and they have been broken more than half of a year. And when they finaly fixed them they took backward positions that didn’t made any sense at all.

“Hey lets allow Turrets to scale with condition damage”!
2 months later…
“Hey lets remove the Bleed from Rifle Turret overcharge and the Burning from Rocket Turret. Because hey, that makes sense and Engineers clearly need more vulnerability stacking!”

Now we get into the same backward position.
“Hey lets make turrets vulnerable to crits and condition to stop all the whining going around the forum”
“Yes Sir, should we also compensate the nerf by allowing Turrets to scale with stats, boons and crits?”
“Wut?”

You would think the guys in charge of balancing the game would become more experienced over time. But they are still taking the worst kind of actions and don’t know a dime about their game…

Rifle warrior bleeding shot removal

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Valued explanation

Right, I can see how you got to the 25 stacks and it seems decent. Yet I can not believe that this build would allow for more damage then a direct damage build which incorporates rifle (talking about the old bleeding shot). You are talking about 12 stacks from the auto, which would mean attacking with the auto for 12 seconds? No, never. You will always use Volley on cd, and that’s only 8 seconds traited plus a 2,5 second casttime.

You also sacrifice runes and sigils to get more bleeds, whereas you could go all zerk. I don’t think extra condi damage on just the bleeds makes up for the complete lack of crit damage and much lower power.

You indeed lack the critical damage power, but again like I told on my previous post. You have higher critical chance than a berserker build and you have a Sigil of Earth which means your Volley would actualy stack a couple of bleeds while doing combined damage with bleed tics.

The burst was indeed lower compared to a Berserker build, but again the low duration bleed and low power scaling on the auto never made Rifle an outstanding DpS weapon with a Berserker build. The Rampager build saved the weapon from some of those weaknesses and could actualy in comparaison sustain higher DpS over a Berserker build. Because after its initial burst from Volley or Killshot, the Berserker build just doesn’t do anything remarkable. that’s why I say you auto attack 80% of the time because on a cycle of 10sec, you usualy use 8 Bleed Shots and a single Volley, the rest of your abilities are situational utilities which shouldn’t be spamed (except Brutal Shot as a Berserker build).

Rifle warrior bleeding shot removal

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

With a Rampager 20/30/0/0/20 Rifle build, I was able to sustain 3,8K Dps (unbuffed) with the Rifle only and the 25stacks of bleed which with a sigil of stone and 100% bleed duration were very easy to obtain, and this in a straight line.

How? I mean seriously, how does one stack 25 stacks of bleed with a rifle? Even with the bleed on auto???
.

Ok, I might have slightly exagerated when I said it was easy to reach 25stacks of bleed with Rifle alone. But you can come relatively close with the build I was using.

The Bleed on Rifle was 6sec (12sec with extra condition duration), the attack speed was around 0,96sec. So you can stack about 11-12 bleeds before the stacks start to fade out.

During those 12 attacks, each of them have 33% chance to stack a bleed for 6sec. So you always have around 1-3 extra stacks of bleed in your cycle.

With Sigil of Earth having a 60% chance to land a bleed on 80% of the shot (if not on CD) I was constantly getting 3-4 extra stacks of bleed.

With rune of the Krait, which are the one I used. I got between 1-2 extra stacks of bleed depending on how often I was getting hit.

And on top of that my character is a Charr using the Shrapnel Mine, thats 2 extra stacks for 40sec.

So I was consistantly between 18-23 stacks when using my Rifle, but since I switched a lot between Sword&Shield and my Rifle with Quick Hand I was always toping the Bleed cap with my character. Allowing him to keep ridiculous sustained damage even when I switched back to my Rifle and the extra confusion on Rifle Butt was the cherry on the cake.

Rifle warrior bleeding shot removal

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Arenanet made a mistake in doing that. Buffs and nerfs should not change the function and use of a weapon in such a manner. If you were a sword/sword rifle user, for example, that change alone meant you had to drop the weapon and that’s not what a buff should be doing.

Rifle was never an adequate power weapon and the adrenaline change limited it even more because it couldn’t be used with the killshot opener. The weapon was made doubly useless and Arenanet`s logic on the rifle changes eludes me to this day.

To be fair, using rifle as a condi weapon was…. sub-optimal to say the least.

Rifle was sub-optimal as both Power and Condition damage weapon. The only way I found to make this weapon deal relatively good sustained damage used a mix of high precision, power and condition damage.

With a Rampager 20/30/0/0/20 Rifle build, I was able to sustain 3,8K Dps (unbuffed) with the Rifle only and the 25stacks of bleed which with a sigil of stone and 100% bleed duration were very easy to obtain, and this in a straight line. Your Berserker build can’t even get close to that because the auto sucks and 80% of the time you will be using your auto. With the higher condition damage comparaison you barely lost any burst because while channeling Killshot or Volley your DoTs would actualy tic twice before the channeling ended which compensated for the power you lost by wearing Rampager gear instead of Berserker gear.

And with the switch to Sword&Shield and Fear me as utility, you had 3 skills at least to proc distracting strike from, lowest source coming from the 12sec CD on Rifle Butt.

Now with the change on Bleed Shot, you actualy lost DpS as a Berserker Rifleman, you still have crappy DpS and you are wasting hundred of points into condition damage if you want the Crack Shot upgrade and mostly it decreases the number of viable builds working with Rifle…

It's Guild Wars 1 all over again

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

They really kittened the class badly this time.

Damage is so low that my ele with no armor pretty much beats my warrior’s DPS lol. Absolutely pathetic.

Anyways, I feel inclined to correct you on something – warriors were trashy at GW2’s release but they vastly improved them later on.

Ever since spring 2014, however, they have been absolutely nuking warriors to the point where there’s really no reason to play them anymore. Warriors are in a critically poor state atm.

I would partialy agree with you on this,

Warrior indeed got vastly improved when it comes to surviability with the buff of healing signet and the additional condition immunity and removal options.

But on the other hand some weapons like Sword/Mh and Rifle got drasticaly changed to the point we lost build synergies, skills versatility and builds diversity with some of those changes.

For every steps A-net makes forward, they also make 2 backwards…

Except with rifle skill changes they made the weapon be a better power based weapon which is what it always was to begin with. If anything they took 2 steps forward on that approach.

It never made sense for a power based weapon for the auto attack to make the target bleed.

The Bleeds were there to improve your damage with Attack of Opportunity since Crack Shot wasn’t an adept talent yet, and since the Arms tree was about precision and condition damage you were at least getting some benefits out of those stats no matter what you did. Fierce Shot does indeed extra 20% damage over Bleeding Shot, but the bleed alone exceed that amount of power damage. So it was a nerf.

The Rifle had a condition build variant, I personnaly used the 4/6/0/0/4, which requiered Power/Precision/Condition Damage. And it could sustain over 4K Dps Unbuffed and still burst down your target with the mix of power attacks, bleeds and confusion from Distracting Strike. And it used to be a perfect switch option with Sword/Mh + Shield. The versatility of Savage Leap allowed you to get in or out of combats and with Quick Hands you could just switch between weapons whenever you needed to reapply a Cripple.

All those options are not viable anymore, and the change to Fierce Shot actualy reduces your DPS unless you are fighting a boss with max bleeding stacks.

So yes, A-net improved the Rifle in the latest patch for power users, but previously they also nerfed the rifle and completely destroyed a viable alternate build. Which sucks…

It's Guild Wars 1 all over again

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

They really kittened the class badly this time.

Damage is so low that my ele with no armor pretty much beats my warrior’s DPS lol. Absolutely pathetic.

Anyways, I feel inclined to correct you on something – warriors were trashy at GW2’s release but they vastly improved them later on.

Ever since spring 2014, however, they have been absolutely nuking warriors to the point where there’s really no reason to play them anymore. Warriors are in a critically poor state atm.

I would partialy agree with you on this,

Warrior indeed got vastly improved when it comes to surviability with the buff of healing signet and the additional condition immunity and removal options.

But on the other hand some weapons like Sword/Mh and Rifle got drasticaly changed to the point we lost build synergies, skills versatility and builds diversity with some of those changes.

For every steps A-net makes forward, they also make 2 backwards…

Does Rifle still work with condition builds?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

The Past:
Rifle builds would apply bleeds (and bleed on crit), Confusion on interrupt (and another Confusion on interrupt from Perplexity), Cripple (and Immobilize on Cripple), and Vulnerability. It was a fun condition weapon that was good for kiting, and the damage stacked in intensity. But Perplexity was nerfed and half the bleeds were removed. Bow in comparison mainly offers burning which does not stack in intensity and competes with other people’s burning.

Now
I use the Rifle as a crit-damage weapon, landing big hits.

To extend his toughs : The condition Rifle realy worked on a couple of simple ideas.

I used to play a 20/30/0/0/20 (or 4/6/0/0/4) personnaly.

First, you are not a full Condition build made to overextend fights but rather a Hybrid glasscanon (Pre++/Condi+/Pow+ set) playing on your high level of control and damage versatility to take your ennemies down with high pressure and burst in both melee and ranged fights.

Secondly, you rely on soft controls and interupts to apply confusion (trough Distracting Strike) and keep your ennemies away, you switch back to melee (in my case Sword&Board) and use your low weapon switch cooldown from Fast Hands to alternate between range and melee using Hamstring defensively and Savage Leap to gap away or ending the fight with a Savage Leap, Flurry and Fear Me combo.

One crucial part of that build was to buff your bleed duration up to 100% to make your Flurry a very powerfull burst skill. Fear me, was just there as a fail safe if someone tried to heal or interupt you while channeling the attack.

The Rifle applied high duration bleeds that could easely stack between 20-25 intensity with the right setup and the extra confusion from Rifle But, Shield Bash could quickly turn a fight around (especialy in PvP).

The build started to slowly fade when they changed the way Sword/mh worked. The switch of Hamstring to the combo and the cripple on the leap made sure you could only use the weapon as a way to charge in to cripple instead of using your cripple before a leap to leap out and switch back to your Rifle to keep the pressure you applied with your bleeds. Not to mention Final Thrust odd design made sure to downgrade the Sword to a simple mobility/execute power tool…

The condition build up process for the Rifle wasn’t that high by itself, but its synergy with the sword realy allowed to keep high ranged pressure and the confusion was the cherry on the cake.

Concerning the bow, Bow has never been a dedicated condition weapon until late after the game launched. The Bow was mostly a power support weapon (since it was the only one with a field) and the burning damage was just there to support Warrior builds with fields or grant extra damage trough synergy with Burning Arrows.

I personnaly can’t play my warrior since this change, I could switch to a Berserker build with a Greatsword and keep my Rifle. But the power version of it is just boring in my personnal oppinion and the greatsword doesn’t offer the verstality Sword&Board used to give to my character.

The best thing they could probably do, to make up for the disapointement, would be to switch Crack Shot into a different skilltree since Rifle has no more room left for a condition build anymore.

But knowing the balance team past issues to actualy balance the game after release, I doubt anything good will come out of this suggestion…

(edited by Ambrecombe.4398)

New possible weapons for Warrior

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Don’t feel like any weapons which the warrior can’t already use that are in game would actually fit with the warrior profession.

For future weapons that don’t already exist in game, perhaps a two-hand axe and a polearm.

I can’t agree with you on this.

In the game some Iron Legionaires are wearing a heavy armour set with a pistol&shield combo and some of the Blacklion guards use a pistol&warhorn combo to defend themself from range while buffing allies with their warhorn.

To me the next weapon that would probably fit best for a Warrior has to be a Pistol M/h because some NPCs rely on those tactics and use abilities similar to the Warrior. Also Warriors can use a Rifle, so a Pistol is something they could easely be proficient at since both types of weapons work in similar ways.

Flame turret overcharge out of combat

in Engineer

Posted by: Ambrecombe.4398

Ambrecombe.4398

And why not? Is it wrong to make the overcharge more responsive and give more tactical options for the Engineer and his team?

Vengeance, fix this please!

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I personnaly like Vengeance a lot, even after loosing the 5sec invulnerability it previously had. But I think it should have 100% chance to rally on kill as base line and Sweet Revenge should just be replaced or advance the duration and effect of Vengeance even further.

Distracting Strikes - On Immobilize?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I actualy found Distracting Strike to be very usefull with a Sword&Board + Kick + Fear Me condition build. I also used to run a Rifle with Rampager gear, but with the removal of the bleeding stacks on Bleeding Shot it lost a lot of flavour.

Now I agree the Confusion on immobilization would make a lot more sense with the current condition setup. But I feel it would make it way to easy to stack confusion with the multiple source of immobilize you get with the current Warrior tools. Also it would remove the skillcap of that trait which is something I like about it.

[Game] Build Your Own Runes

in Profession Balance

Posted by: Ambrecombe.4398

Ambrecombe.4398

Rune of the Siegemaster
(1): +25 Power
(2): +10% Vulnerability Duration
(3): +50 Power
(4) +10% Boon Duration
(5) +100 Power
(6) +20% Vulnerability Duration and 25% when you attack to summon a stationary Mortar shooting Shredingshells (range 1500). Last 30sec (CD 60sec).

Was I the only bleed/rifle user?

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Pre-patch I really enjoyed using my rifle to stack bleeds.

…it worked really well.

Post-patch I just don’t know what to do with my warrior.

Longbow is cool and all, but it’s main attack has nothing to do with condition builds, and frankly the fire damage is nearly as good without any +condition damage.

..and sword/warhorn feels incredibly weak. It just doesn’t stack bleeds like rifle used to.

As power weapons, sword is meh, and rifle is junk.

Does anyone know a good banner build?

The latest patch completely broke Rifle in my honest oppinion.

I used to play a 20/30/0/0/20 (or 4/6/0/0/4) Rampager rifle build since I got invited into the beta, my charr’s name even reflect his speciality (Lockeye). I realy enjoyed that build and I’m probably one of the first guy that gave a decent shot to Distraction Strike trait.

I already didn’t liked the change to Mh/Sword hamstring and explained why I believe those changes were bad. And with the rifle now beeing a direct damage weapon, instead of hybrid, I have to either fight with a bow (which I personnaly don’t like) or switch my Sword&Board with an Axe (in which case I loose a ton of mobility). And with the change to Adrenaline drain, I can’t even place a decent Killshot with a Berserker build.

With both my favourite weapon sets not matching my preferences anymore, I see no reason to play my Warrior until they fix most of the issues related to those recent changes.

CoherentUI_Host.exe + Crashing

in Account & Technical Support

Posted by: Ambrecombe.4398

Ambrecombe.4398

Yes, you hit the line after Target and write there. Example of the whole line:

Target: “C:\Games\Guild Wars 2\Gw2.exe” -email gwexampleuser@gwar.com -password gwuser1 -nopatchui

Hey man, thx for the answer,

I just tried that out and I got past the launcher!

Now I just have to figure out how to get past the blackscreen!

CoherentUI_Host.exe + Crashing

in Account & Technical Support

Posted by: Ambrecombe.4398

Ambrecombe.4398

Suggested shortcut command line solution works for me.

I encountered launcher crashing without error message. Anet’s solutions did not help. Adding the command lines takes me to the game which works otherwise, but not for the new functionalities or Black Lion Tradepost / Gemstore.

I use Windows 8.

Hey man, just a question. I also use windows 8 but when I get in my “shortcut” bar I don’t see any command lines? Do I have to write it behind “target” link? How do I found those?

CoherentUI_Host.exe + Crashing

in Account & Technical Support

Posted by: Ambrecombe.4398

Ambrecombe.4398

Same over hier, I tried all the suggestions above and it didn’t worked out for me. I’ll run a couple of tests and give you any feedback if I find a way around that issue.

Physical Training should be in Adept

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Wait, people use kick?

I would still not use it, as Short Temper or DfA are better. Even the Power>Vit trait is better IMO.

One would just never slot more then 1 physical utility, which makes the 20% reduction not worth it.

In order for Physical Training to become interesting, the utility skills associated with it need a buff first.

I use kick in my condition build because on top of its low coodlown and quick interupt, I can use it to stack confusion when I trait for Distracting Strike.

Incredible. Condition builds are so lenient that you can forgo a useful utility in favor of kick. Simply incredible.

Kick is an awesome and usefull utility in my 4/6/0/0/4 condition build, not only does it interupt my target, it gives them an extra 4 stacks of confusion (with Distraction Strike) on top of all my other conditions and I break immobilize with it because it is considered as a mobility skill and works with Mobile Strike.

It might be more limited in some specific scenarios, like Boss fights immune to KB (in wich case you just are better to switch to a banner or maybe a stance). But it’s still a cleaving interupt with a 20sec CD, and I found many occasions to exploit the hell out of this utility (especialy in S/Pvp).

You should realy try to use it, very hard, before saying it has no place on a bar because that would just be ignorant or dishonest from your part and giving up on an awesome utility! (and please do not take this wrong, I don’t mean to insult you)

Physical Training should be in Adept

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Wait, people use kick?

I would still not use it, as Short Temper or DfA are better. Even the Power>Vit trait is better IMO.

One would just never slot more then 1 physical utility, which makes the 20% reduction not worth it.

In order for Physical Training to become interesting, the utility skills associated with it need a buff first.

I use kick in my condition build because on top of its low coodlown and quick interupt, I can use it to stack confusion when I trait for Distracting Strike.

Illusionary Leap

in Profession Balance

Posted by: Ambrecombe.4398

Ambrecombe.4398

I understand the current concerns Mesmers are facing with that skill, but I think making the clone invulnerable would be too strong. Leaps usualy have a lot of available counters and I think the best solution would be to swap the roles between the clone and the Mesmer.

Current Illusionary Leap :
Summon an illusion that leaps at your target, crippling them. After the initial leap, the clone will execute the Mind Slash sword chain.

Suggested Illusionary Leap :
Leap at your target, crippling them. After the initial leap, allow the mesmer to Phase Retreat 600fts away from the target, breaking immobilize and creating a clone wich execute the Mind Slash sword chain.

Rework Rifle Burst

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

I think they should also adapt the range of Rifle abilities, Killshot can shoot at 1500fts but with the new Adrenaline system we will only be allowed to generate it at 1200fts, making it very hard to use at max range. If we stay to far from a fight, we are in many occasions going to loose the Adrenaline to use our burst skill from afar.

Also with the change on Bleeding Shot, I think it would be more appropriate to switch Crack Shot in the Strength trait line since getting that piercing trait is going to force us to get that 33% chance to bleed targets from Precise Strikes wich realy sucks when teaming up with friendly condition builds and doesn’t give much benefits unless we invest at least 5 trait points in Arms.

I’m kind of worried about the future of killshot as well.

One small buff I thought they could perhaps give it is to make it unblockable by default. That would at least give it a way of overcoming one kind of expendable defensive resource.

They could also perhaps give it some bonus damage vs. vulnerable foes like the auto-attack will get.

Also, does crack shot not make killshot pierce? If it doesn’t, it probably should… only makes sense, given what the trait does.

Speaking about unblockable, I think your suggestion would be a nice way to compensate for the lack of utility and long cast time from that skill and allow us to make room for a greater diversification of utilities in our builds.

Two concerns about Bleeding Shot

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

my warrior with 1 566 power and 828 condition damage, lists Bleeding Shot as dealing 264 damage… followed by a 756 bleed. Changing that to just 317 damage is a 69% damage reduction

if your using rifle with condition damage your doing it wrong.

Im really unhappy about this nerf. Condition warrior now has no long-ranged weapon. and I don’t care what anyone says, the Longbow is not a condition weapon, just because it gets like, a 1 second burn that can hardly be boosted

Longbow is definitely the long range condition weapon.
your speaking of fan of fire but you forget about combustive shot which your can almost keep a constant up time of burning ,
and lets not forget burning is the best condition in the game
and also pin down which gives 6 stacks of bleeding…
how is that not a condition weapon???

once again, if your using rifle as a condition weapon,
youre doing it wrong.

I think you underestimate the power of the conditions on the Rifle, like I explained above my build consist in high intensity and duration of bleeds with the Rifle and relatively high confusion uptime. But I will agree with you going full condition on a Rifle build is not good, you need that extra power and precision from Rampager to make it work.

You can actualy get better sustained damage with a Rampager Rifle build compared to a Berserker Rifle build because when you build it right you can keep that high intensity of bleeds on the target while at all time while dishing some ok damage with your physical damage skills.

Yes, you might not have the burst of a Berserker build, but the sustain is there, and even superior to that Berserker rifle build, when it isn’t borked by the ridiculous condition cap in team fights.

Also the Longbow isn’t a condition weapon, it has always been a support weapon wich was build around buffing team with might and deal AoE damage. The only reason people use the bow for condition builds comes from the fact it grants you the Burning condition wich stacks on top of your bleeds and 1 fire and forget skill with a long lingering bleed that helps Sword/Sword to maintain 25 bleeds while burning the target and support your character with the firefields.

Longbow alone is a horrible condition weapon, the rifle can be build around some condition damage but is much more reliant to power and precision to actualy make it work.

Two concerns about Bleeding Shot

in Warrior

Posted by: Ambrecombe.4398

Ambrecombe.4398

Longbow has always been a better option for Condition builds than Rifle anyways. Rifle gives you a single attack that provides conditions, and then a bunch of Power skills that do nothing for conditions.

Longbow gives you a dual-projectile AA (allowing for more bleed stacks via Precise Strikes and/or Sigil of Earth), a lengthy immobilize/heavy bleed combo, and a heavy burn burst skill.

It works well as a Power weapon too due to Arcing Shot, etc. but it has always been far more suitable as a condition weapon than the Rifle ever has been. Soooo….sorry if you’re using them incorrectly. Rifle should’ve always been purely a power weapon. Glad they fixed it…I wonder if they’ll keep Cracked Shot in the Arms tree?

Actualy Rifle builds can be set around heavy condition damage too, I actualy was one of the first players using distracting strike (yes even when it sucked back then) and I worked my condition build around heavy bleeds and heavy confusion instead of heavy burning, moderate bleeds, and (low torment).

By switching from a Longbow to a Rifle and by replacing my off-hand sword with a shield my current build is able to generate up to 12 stacks of confusion and 25 stacks of bleeds.

While the build was very limited in PvE because of the condition cap, it did fairly well in structured PvP with a Rampager set of items. Some decent mobility, controls and utilities. And with the extra confusion with the Rifle butt, Kick and Shield bash it was able to retaliate against its foes even with very glassy oriented gear.

I am personnaly going to miss my old build, but it is probably best if Rifles become more power oriented in the nearest future.

(edited by Ambrecombe.4398)