Showing Posts For Anon.1248:

A Change to Adrenaline

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Posted by: Anon.1248

Anon.1248

the simple fix was to add between 5 and 10 seconds the burst cool down when you fail a burst instead of losing all adrenaline and changing the out of combat loss to start between 7 and 10 seconds after combat has ended instead of the over 30 seconds it took before but instead they went full r*****.

to elaborate:
10 second cool down if you hit your burst but 20 seconds if you miss (not counting brawn and burst mastery).
10 seconds out of combat before adrenaline starts to decay slowly instead of instantly and rapidly like now.

(edited by Anon.1248)

Let's nerf warriors more Arena Net says!

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Posted by: Anon.1248

Anon.1248

Speaking from a zerk warriors position:

The constant barrage of nerfs are unbearable. The ferocity nerf hit warriors the hardest due to not being able to reach max out on all 3 damage points (power, precision, ferocity) (you can only max two as they are distributed between 3 different trait lines) which simultaneously buffed things like condi damage and necro death shroud(they’re so stupidly tanky now) as they weren’t brought down to make up for it. Then boon duration runes got nerfed killing builds with 100% signet of rage up time and yet now another 5 seconds are going to be shaved off so if you even dared trying to stack boon duration you’d end up with just the 30 seconds it used to be at while sacrificing so many crucial stats in exchange. But wait there’s more; now adrenaline is receiving not one but TWO nerfs at the same time while simultaneously buffing all the other classes?
The first essentially cuts warrior damage by over half as you can’t start a fight with a burst skill with adrenaline from a previous fight then use an adrenaline filling move (berserker stance, sigent of fury) and burst again because who needs planning and forethought right? The second is plain ridiculous do you know how many things in this game can waste your adrenaline with this change? blind, block, evade, range, out of range bug, invulns, moving. It’s going to require sheer luck to land a burst. I can’t even move to interrupt my own kill shot anymore and conserve my adrenaline when I see it’s not going to land because who needs a higher skill cap right? Congratulations on nerfing the only class who can’t beat other classes 1v1 (assuming there’s no skill difference between players) and are only top dog in pve (where the ai is abysmal) into oblivion; mesmer, necro, guard, thief, even ranger all take a dump on a warriors face. We’re now pigeon holed into hammer/shout train banner bots because who needs options right?

(edited by Anon.1248)

WvW meta = condis.

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Posted by: Anon.1248

Anon.1248

New meta blows; now condition builds are insanely op as the tanky classes got tankier due to ferocity nerf yet can still drop top of the line dps through conditions which is totally unbalanced as there’s no trade off like there was with critical builds.

(edited by Anon.1248)

-103% Condi Dur on Imm, crip, and chilled

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Posted by: Anon.1248

Anon.1248

uh you’d gain50 more toughness from using 4 resistance and 2 melandru.

Conditions in WvW are OP and out of control

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Posted by: Anon.1248

Anon.1248

I agree with Aten 100% it’s also ruining build diversity as condition users use the rare veggie pizza which in turn pigeon holes everyone else into using lemon grass poultry; the price of it has gotten ridiculous.

WvW Warrior Channel

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Posted by: Anon.1248

Anon.1248

https://www.youtube.com/user/VeilMorgana

Hey just making my warrior videos recorded over the last year available to the public as they were previously only available to fellow server members.

Tags: WvW, T1, Rifle, Greatsword, Warrior.

Warrior/Game Bugs that need to be adressed.

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Posted by: Anon.1248

Anon.1248

Weapon Swap is cool down being activated by jumping in and out of water and on/off siege.

A full 30 points into Brawn outside of SPvP is not reducing burst cool downs by 30% instead you are left with a 7 and 3/4s cool down but in SPvP you are left with a 7 second cool down.

The evade towards your target instead of where you’re facing is still in the game and needs to be fixed

Kill Shot likes to claim targets are out of range but they are clearly not.

Earth Shaker will not stun if preformed on a slope.

Warrior/Game Bugs that need to be adressed.

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Posted by: Anon.1248

Anon.1248

Weapon Swap is cool down being activated by jumping in and out of water and on/off siege.

A full 30 points into Brawn outside of SPvP is not reducing burst cool downs by 30% instead you are left with a 7 and 3/4s cool down but in SPvP you are left with a 7 second cool down.

The evade towards your target instead of where you’re facing is still in the game and needs to be fixed

Kill Shot likes to claim targets are out of range but they are clearly not.

Earth Shaker will not stun if preformed on a slope.

Downed State

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Posted by: Anon.1248

Anon.1248

It’s the weakest downstate atm since ele 2 and 3 got swapped. Yet we have to be in melee range and risk our health but then are severely punished for it. yet other classes, even ones that are ranged, and/or have better sustain are practically rewarded with a second chance for going down.

Is it a coincidence that warrior is the worst class in spvp and also has worst down state?

Brawn = Double Adrenaline.

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Posted by: Anon.1248

Anon.1248

Well, we are the masters of Arms/Weapons right? How about having the Discipline bonus be a flat weapon skill reduction to every weapon type we have, kind of like a global weapon cooldown reduction. This way it is useable in all builds, and weapon sets.

That would be pretty nice.

My Dream Warrior, V2

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Posted by: Anon.1248

Anon.1248

While I think changing all the traits to what you have listed would make the class weaker over all; there are some serious gems in here. Also the F2 skills are genius especially since they makes your choice off hand(s) count a lot more.

9. Signet Mastery – Armored Adornments: +50% cooldown, but signets continue to provide their passive bonus while on cooldown.
5. Sonic Disruption – Warhorn skills will dispel a single boon from nearby enemies
7. Physical Mastery – Combat Training: -33% cooldown on physical abilities, and stances.

And the absolute best:

Warriors Sprint – Run 11/22/33% faster, based on adrenal level. Does not stack speed with swiftness.

(edited by Anon.1248)

Future of Arcing Slice?

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Posted by: Anon.1248

Anon.1248

Posted this before but…
http://25.media.tumblr.com/b200496c8bc864e4edff40986a11656f/tumblr_ml1qe3jFnF1qce7tgo1_500.gif
Gap closer, that animation. Done.

Maybe have it have a momentary single target knock-down like #5 on the hammer.

I would absolutely love that; it’s beautiful.

I was thinking with how slow it is now and how hard hitting the sound effect is; it should have a knock down or daze to help set up hundred blades despite mace having a daze already. A gap closer does sound nice for SPvP where you’re kited to death though.

Vitality Tree 5/15/25 Skills:

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Posted by: Anon.1248

Anon.1248

I’d vote yes on this with either remove all conditions or gain all boons not both together though. I’d say gain all boons as shout + soldier rune already takes care of condition and boons fit the tree’s theme.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

Except you can gain adrenaline with hammer in other ways as stated above and even if the axe gains more it doesn’t matter axe needs 3 blocks to reach its goal of doing good damage while hammer would only need one to defensively heal. Just because it would favor one weapon assuming no other factors at all come into play doesn’t mean it’s not useful at all for the other weapons which is what you’re saying.

Just in case you forgot when you said that here it is “It most certainly does not “cater[s] to BOTH defensive and offensive playstyles.”

If an axe warrior wants to use control skills he has to equip physical utilities.
If a hammer warrior feels he needs more adrenaline he can trait for it or slot utilities.

Are control skills broken and unfair because axe doesn’t get them? no. Is this version of brawn broken because hammer builds a little less adrenaline? no; each weapon is unique and different your argument makes absolutely no sense.

It’s basically a whine; if you don’t feel you can manage 1 block every 10 seconds or you want to blow 3 blocks every 10 seconds suck it up and trait differently or swap a utility just because you don’t want to change your build or adapt doesn’t mean it’s bad.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

I don’t know why you personally have trouble gaining adrenaline but the only weapon with a faster attack speed than 1/2 of a second is axe the rest attack at the same rate save mace who has an extra half a second on the last attack.

Axe 5 would not be run all dps builds and doesn’t grant adrenaline if you don’t hit anything which it’s easily avoided. Also that makes mace/axe more desirable.
Defensive weapons have the same attack speed as all weapons except axe; so they can actually gain adrenaline faster if they wanted by running inspiring shouts if they are shout based or embrace the pain.

But here is the final nail in your argument’s coffin. Even if dps play styles gained more adrenaline (which they don’t save for axe 5) it wouldn’t matter because in order to do max damage you need to unload a full 3 bars of adrenaline not spam 1 bar every 10 seconds. And don’t forget dps builds don’t run healing power so again it favors defensive builds if healing power is allowed to take effect on it.

And I don’t know why anybody would complain about running an adrenaline booster utility as they would now heal you in addition to letting you use your burst on demand, and in the case of berserker stance boost your damage.

“It scales better when attacking, not defending.” In SPvP you should be attacking when are you not attacking!?!?!?. The only time is when using shield 5 if you’re running away as a bunker you’re not holding your point.

Also this point is moot as current brawn only increases burst damage and that doesn’t help defensive builds at all and even our offensive builds don’t do any good in spvp.

“It most certainly does not “cater[s] to BOTH defensive and offensive playstyles.””
This makes me think you’re arguing for the sake of arguing It still does cater to both even if does favor one or the other which it doesn’t.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

I fail to see how its not defensive; if you’re using hammer or mace you should be using your adrenaline to stun enemies not sitting around doing nothing. The healing is based on how many points you have in the tree not your adrenaline level so the speed at which you gain adrenaline makes no difference at all. So theoretically you could use one block of adrenaline with 30 points invested to gain 3k hp and a 1 second stun. more if it scales off healing power. Also if you play defensive it would worth investing into embrace the pain if you really can’t muster up 1 block of adrenaline for some unknown reason as you know it’s um in the defense tree.

Furious itself is not a bad trait but as tier 3 major??!?!? come on that’s t1 or t2 material; it’s not worth investing 30 points into a tree just for that effect that’s why I’d recommend you grab a utility for your adrenaline if you want it so bad. But now that you got me thinking; maybe it would be better off in the tactics tree as the T3 grandmaster minor trait to create room for something that’s actually worthy of being a grandmaster major trait in the arms tree.

“It’s bad because if we get it other classes might too. "
That sounds like the faulty argument for gay marriage.

sword/axe warriors is exactly what I mean by bring new life to non existent combos just like mace/axe. A 600 range savage leap + another 600 axe leap totals the same distance as one rush, swoop, or ride the lightning but costs you two cool downs. Also since it’s an off hand leap I assume it’ll have around a 20 or 25 second cool down not that scary. They are also affected by chill and cripple.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

Ottohi.2871 You’re totally right about the burst thing that was my mistake I meant on successful adrenaline use; the original post as been corrected to reflect this change.

Thanks for the reply here are some counter points!

2: It’s not just flat damage, berserker stance gives adrenaline slowly so its flat damage (drum roll) over time. XD
4: I thought of that but felt that mobile strikes would be too strong and nobody would run with out it. It already gets a lot of love but rush just plain sucks.
7: We could use more gap closers and less fury; it being an off hand gives you the option to use a gap closer with new weapon combinations such as mace and would bring much life to this under used weapon option.
10: With the proposed changes I would recommend other methods to gain adrenaline for your bow style such as with berseker stance.
11: I thought about that but if you lose adrenaline no one in the right mind would use it and if you just cant gain adrenaline it’s too weak of a drawback was my conclusion.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

Other random fixes I propose are:

Dolyak Signet: Reduces damage taken by 10% like Signet of Judgment. Our bunkers need to be brought up to par; this is a good first step.

Berserk Stance: Increases damage caused by 3, 6, and 9% relative to adrenaline level in addition to it’s effect with a bit of an increased cool down. As it stands now there’s no reason to ever take it over Signet of Fury. This simultaneously fixes the T3 trait Berseker’s Might.

Warrior’s Sprint: Needs to be brought to 25% up in order to accommodate the Sigent changes implemented recently to Ranger and Thief.

Rush: Should remove cripple and chill upon use and the swing should be much faster.

Savage Leap and Hamstring: should be combined as one effect (leap and cripple) or one roll over skill chain (Savage Leap changes to Hamstring on use) to make room for a bleed inflicting skill as we have no viable condition build/weapon.

Furious Speed: 100% chance on critical to grant 3 seconds of swiftness (1 second internal cooldown) or alternatively gain 6 seconds of swiftness when you gain fury.

Dual Strike: Scrap it completely and replace it with a leap that has evasive frames as we need more gap closers and already have enough sources of fury.

Brutal Shot: Shorten cast time or increase vulnerability stacks to 10.

Last Chance: Needs to be increased in duration for 2 seconds to accommodate the recent quickness changes. (1 second to make up for the change and 1 second because its T3 and has longer cooldown than frenzy.)

Furious: I’d like to say this is worst T3 trait for warrior so how about you deal 10% more damage while under the effect of fury or alternatively you gain 10% of your precision as power while under the effect of fury.

Frenzy: Needs to be toned down to 15-20% damage taken.

(edited by Anon.1248)

Proposed Fixes: Tactics and Discipline.

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Posted by: Anon.1248

Anon.1248

Hello I was looking over the warrior trait spreadsheet was enthralled with the idea of changing leg specialist and empowered into minor traits. This would free up space to take under used traits such as empowered allies and desperate power for offensive players or make bow a much more attractive weapon as you would now have space to grab stronger bow string and burning arrows though I recommend those two be merged into one trait and moved into tier 2 to be the equivalent of merciless hammer, sundering mace, and forceful greatsword.

My reasons for this drastic change to the current minor traits in the tactics tree are as follows.

1. These are far far weaker compared to what other classes’ always-on effects due to the nearly non existent activation rate.
2. They feel out of place even though warriors can play support these traits belong on dedicated or designed support classes if you will such as guardian and mesmer. A warrior would be the one holding the enemies off valiantly while others revive plus we have a banner to do that for us if needed to.
3. This change offers space for 2-3 new traits and a t3 minor that could be focused on “boon hate” or brand new effects.

Now about that discipline trait line, yes we have to talk about it. Some would say it’s grossly negligent and disrespectful to players to leave brawn in this condition for so long but not I. I realize it’s because they have no idea what to do with it. So here is my proposal that I believe kills SEVERAL birds with one stone. Warriors are given higher base HP but are denied access to protection, aegis, and have no defensive class mechanics.

But what if every point spent in discipline healed 100hp when you use adrenaline?

Firstly a warriors base hp is 18,372. 33% of that is 6062. The max you could gain with 30 points into discipline is 3000. Which would be the equivalent of having protection up for 50% of battle where you burst once. So now we have established that it’s half as good as permanent protection but protection is still FAR FAR better as it mitigates damage from more than one source; from all sources(players) in fact. This helps us where we need it the most; in SPvP even though players can burst more than once per battle the average of players will only have 15 to 20 points in discipline and only be attacked by 1 or 2 players at a time. I don’t believe this healing should benefit from healing power but it’s up to the devs to decide that I suppose since healing power is fairly weak for warriors in my opinion. Also the healing effect should only take place when the adrenaline is actually spent.

Lets Recap.
1. It is versatile as warriors should be this caters to BOTH defensive and offensive playstyles.
2. It heavily promotes the much needed use of adrenaline and makes skills such as arcing slice worth using.
3. It gives us a defensive class mechanic half as good as protection, stealth, and clones.
4. It is most impactful in SPvP since most skirmishes consist of one or two players causing damage. It’s less impactful in WvW due to an overwhelming number damage sources and PvE champions hit harder than 3k.
5. It makes more sense for a warrior to get a thrill out of battle than to “cast” protection “Spell” and it helps our pitiful healing.
6. It’s also already in the class mechanic tree and fits with our survival through high health theme.
7. It requires minimal changes and no skill spliting

Please please please upvote and comment if you agree in order to get this viewed asap.

(edited by Anon.1248)

Blade Trail Broken Please fix ASAP.

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Anon.1248

Hello this change, “Bladetrail skill: Can no longer be fired at enemies behind the player”, was implemented on march 26 which broke the skill. The skill is not being affected by the auto face target option so it’s just going on cool down immediately instead of facing you towards the target before firing making it rather useless and frustrating. Please fix this asap don’t leave it broken until the next big patch. Thieves got their hot fix we should too as great sword now only has 4 skills; and that’s being generous since rush only deals damage about 40% of the time, and arcing slice is useless.

Here, let me fix your mistake Arenanet.

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Anon.1248

They also forgot to increase the trait last chance and the sigil of rage by 1 second each to compensate like they did with the activated abilities. Also last chance should no longer have a 90 second cool down as its now half as powerful; somewhere between forty five and sixty is appropriate.

(edited by Anon.1248)

3.26 Warrior Wishlist

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Posted by: Anon.1248

Anon.1248

Rush: removes cripple and chill on use and speed up the sword swing animation at the end.
Vengeance: when you down somebody (not stomp) you rally with out the need for a trait. or you go back into down state at half health when it ends instead of dying and rallying people.
Brawn: give 1% of something per point.
Furious Speed: needs to last longer than 3 seconds and or have a higher chance to proc than 10%.

(edited by Anon.1248)

Fix the new weapon swap bug.

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Posted by: Anon.1248

Anon.1248

Dear Anet; it would be nice if entering/exiting siege, water, and conjured weapons didn’t activate my weapon swap cool down like it doesn’t for other classes.

Discipline Trait line needs moar burst %+

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Anon.1248

That’s exactly what I’m thinking about the various broken / bugged warrior traits. Unfortunately almost nothing has been fixed since release.

While I think it’s very unfair to say that things haven’t been fixed I do think it’s fair to say they have their priorities wrong. This should have been fixed long ago.

Imob'd during Whirlwind?

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Posted by: Anon.1248

Anon.1248

It’s been around since launch at least. It’s probably intended or short sighted thinking from the devs as the moves check for a bind at the time of use. As a player it feels logical that the move(s) would also continue to breaks binds as you channel it or grant you immunity to binds for the duration. The worst is when you get snared by a rangers elite roots as it pulses the bind so you could either break them and go free or break them and get rebound instantly by the pulse if you’re unlucky.

Fast Hands bug has been........??

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Anon.1248

I would like to personally take the time to thank the devs involved for fixing this. It was the most irritating/infuriating thing I’ve ever dealt with in an mmo. The amount of relief I feel is as if a great weight has been lifted. My warrior feels smooth, fluid, and efficient as opposed to clunky and broken. Although I hate you for initially creating this torturous bug in the first place and then taking your sweet time to fix it; all I feel is love right now for finally finally relieving me the agony I was force to endure. I also thank you for adjusting the long bow, now please take a good hard look at our down state abilities and everything will be good.

please.

(edited by Anon.1248)

Any Warriors love to have TitanGrip in GW2

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Anon.1248

I would defiantly love either or both additions. (great axe and/or titan’s grips)

Warrior changes in 15th Nov patch.

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Anon.1248

Fast hands only is broken on the very first swap after you turn it on our load a map. After that it works. Fixing that first time bug is extraordinarily difficult, but we think it is worth it to keep the trait.

hey woah woah no john you are very mistaken it doesn’t just happen when you set it or zone in. I just tested to make sure and I have even seen it happen twice in a row in the past. Please please don’t remove it I wouldn’t be able to play comfortably with a 10 second cooldown but for the love of god and all that is holy my anu.. i mean fix it.

edit: alright forget the past I just happened twice in a row again.

(edited by Anon.1248)

Be Quick "and" Be Dead

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Posted by: Anon.1248

Anon.1248

You made a mistake if you want to melee go guardian. Warrior can do high damage but lacks the sturdiness to remain with in melee range. Warriors are forced to play hit and run.

Foefire's Essence, Volcanus and more!

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Anon.1248

wish somebody would discover some rifles…..

Rifle warrior Lovin!!

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Anon.1248

Most likely the rifle is going to be nerfed…don’t get too use to it.

hah not before they nerf greatsword.

Vengeance should have a 100% chance to rally if you kill something in PvE

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Anon.1248

Semi-related: It should really really I mean really make you rally on downing them not finishing them; stomping takes too long and nearly every class can interrupt it resetting your stomp then you die and rally them…. I can’t tell you how many times my vengeance kills me mid stomp. It doesn’t help that you lose your adrenaline either.

I just generally hate this ability but I’m just glad I’m not an ele…

(edited by Anon.1248)

No warrior changes.. Ever

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Anon.1248

Seriously…. seriously? I don’t even know what to say I’m so disappointed and angry that I’m starting to miss blizzard. FIX some things for warriors next patch k thanks…

Boon Build

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Anon.1248

I’ve run something similar with a few minor differences I use 2 superior runes of the monk and 2 superior runes of water for a total of 60% boon duration, for great justice, and superior sigil of battle in addition to what you run though mine isn’t speced into the defense tree because it’s offensive but this could probably up your dps a lot.

(edited by Anon.1248)

What reasonable changes would you make to the Warrior?

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Posted by: Anon.1248

Anon.1248

- Increase default longbow range to 1200 and replace “Stronger Bowstrings” with “Marksman” longbow skills recharge 20% quicker and greatly increases projectile speed. Move to T2 with in the tactics tree.

“Change Fan of Fire to a single target 3 burning arrows, same damage as now.”
The longbow really lacks burst damage potential so I agree with this.

Arcing Slice – needs to be scraped it’s currently worst burst skill out there.

Rampage – needs to be scraped it’s currently the worst elite for warrior.

Need more abilities with stability, protection, or retaliation; leave aegis to be guardian specific. A reliable form of casting Protection would allow players who want to play defensively to do so and a reliable from of retaliation would punish heart seeker spamming thieves.

The Discipline points that increase burst damage by 3% should be changed to reduce burst cooldown by 1% per point totaling 30% with 30 points invested. 7 seconds to burst is fine since you have to rebuild adrenaline and coupled with the t3 trait “Quick Bursts” which reduces the cooldown by 20% you could reduce burst skill recharge to 5 seconds by heavily investing into the discipline tree which is a fair trade off.

Fix the trait “Fast Hands” ASAP it makes the class nearly unplayable this should be top priority and it’s unacceptable that it’s been broken this long.

Hundred Blades is fine but frenzy is not; I recommend removing frenzy from both thieves and warriors as it just leads to cheese and a balancing nightmare.

(afterthought: remove frenzy utility from both theif and warrior but replace fury on arcing slice with a 2/3/4 second frenzy depending on adrenaline level and a 1 second stun or daze if it hits; this would still allow for the frenzy hundred blades combo to exist but in a much more skilled fashion while being well telegraphed at the same time.)

Reviver’s Might minor trait is very lackluster for being T3 due to that fact that it won’t be activating as often as the other T3 minors and 1 stack of might is very negligible.

Shield Master trait should reduce recharge rate by 45 or 50% instead of 20% for better survivability.

(edited by Anon.1248)

What are Swords for?

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Posted by: Anon.1248

Anon.1248

Sword is great but it’s best utilized as a swap in weapon not a main; swap into it when you want to get away from targets using savage leap + mobile strikes trait, or swap in with full adrenaline to use it’s burst, it roots for 4 seconds and hurt pretty bad just give it 2 secs even with out even being speced for condition damage.

Main Reason why HoD can get so many points is because they have a lot of player from Austrilia and other ocieanic countries.

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Anon.1248

actually it’s because they exploit all the things.

Warrior bug compilation. [Closed, used the sticky]

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Anon.1248

Warrior trait “Fast Hands” is completely jacked up as pointed out.
Warrior trait “Blademaster” is not reflecting the 10% critical gain with sword in the hero tab.
Warrior trait “Crack Shot” is not reducing the cool down of volley.
Swiftness from “Signet of Rage” will overwrite instead of stack with swiftness gained from the warhorn’s “Charge” and other sources but will properly stack if used in reverse order (signet first).

Trouble with Mesmers....

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Anon.1248

If you’re playing close range I recommend using an axe off hand for the number 5 whirl skill, use it close to one and you’ll pop all his clones hit him even if he goes invis and come out will full adrenaline to burst him with.

Offhand sword-Extremely lackluster and unviable?

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Anon.1248

I agree sword is very sub par when compared to the other warrior off hands but that’s because warrior off hands are all fantastic minus sword; other classes wish they had this many great off hand options it can be so hard to choose at times.

Personal Tally's/Scoreboards upon exiting a WvW

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Anon.1248

I’d personally love this too.

Warrior trait "fast hands" bugged?!

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Posted by: Anon.1248

Anon.1248

this is really annoying and needs to be fixed asap.