Just tested it out, axe/axe can maintain 20someodd stacks of might to a party now.
Which is…. idk. Nice I guess? Unless it can out dps GS it’s not going anywhere though. And even if it did, it would just mean we’re switching from GS to axe (which is inferior for its lack of mobility/free dodge).
And if axe can do might now, it kind of seals the deal on it becoming a pure dps spec. So that sucks.
- Warriors can build for 100% up-time damage immunity
- Warriors can passively out-heal glass canon damage dealers attacking them
- Warriors can one-shot bunkers with Hundred Blades
Choppy, I think you miss-read his post.
He’s asking why Regeneration provided by banners apparently does not scale with healing power.
I do enjoy your ideas for riposte, but I just don’t think they are necessary. The skill is already well designed, the problem with it is that it’s simply too weak.
It makes great sense for a hybrid weapon as is: impale and leave it if you’re condi, rip if you’re power.
I feel they need to up the projectile velocity, increase the torment, and in some way increase rip’s damage.
As far as rip goes, they could either directly buff the damage, or increase it through some mechanic such as: deals more damage for each stack of torment on the target.
For riposte, I’m personally a fan of the “gain SKILL for X seconds after blocking”. Could even combine it with C, where the skill is a small dash attack. Or a “dodge” skill instead of a dash.
(edited by Arewn.2368)
Two simple changes that would go considerable lengths in helping axe/axe in pve:
-Make Axe Mastery a master tier trait (send Great Fortitude to GM, maybe buff it a bit)
-Allow Duel Wield (+15% atk spd trait) to stack with Quickness.
Both of these changes would provide obvious dps increases to an axe/axe build. But quite importantly these change would also have very little effect on other builds, minimalizing resulting balance concerns.
And at least one, if not both, of these changes would be incredibly easy for the devs to implement.
Going more into “rework” territory, maybe something like Axe 2 [Cyclone Axe] deals increased damage per stack of vulnerability on the target.
The leap idea is neat, but what about making it a follow up to Axe 3 [Throw Axe]? Throw the axe crippling the target, and then leap at them. Something like a 300-500 leap range. Nothing too long since it’s a combo.
Alternatively as mentioned before, making axe 4 [Dual Strikes] a leap would be good. An off hand with a leap would be really nice and actually give OH axe a bit of a place. Animation might be a bit awkward though, which is a shame since the current dual strike animation is cool.
And as long as axe 5 [Whirling Axe] is a notable dps increase over the axe auto attack, I think its fine without adding anything extra to it such as reflect. (idk if it is or not, just saying it should)
Overall I think its fine if axes don’t have much utility. But if they are going to be entirely dps focused, then they at least need to be able to do that competently.
These notes better appear in game. There’s really no reason for them not to.
I’ve never understood the love for Scholar runes and Eles. The Elementalist is the MOST fragile class in the game. If they get sneezed on by an ambient mob (ok, a little hyperbole, but you get the point) they are under 90% health and lose the 10% damage bonus.
That being said, I would go with Strength runes myself. But that’s just my opinion.
While true that they are squishy, their low health pool and armor is paired with a lot of heals without even spec’ing into them. Making the low health pool very easy to bring back to full and regain the scholar bonus.
This, accompanied by a lot of defensive capabilities that allow you to avoid or mitigate damage.
So it’s true you can lose your scholar bonus easily, but it’s also true that you can regain it easily.
The rotation is harder, the gear more expensive, it’s not optimal for open world pve stuff. After the dps numbers showing that power hammer does equal damage, do you feel condi engi is worth it?
Where did you see that power hammer dps can match condi engi dps?
Legit curious, as I’d be interested in playing this if true (coming from a non-engi player).
I think it’d be cool if…
Crushing Blow: Crush your opponent’s armor, leaving them vulnerable. This skill deals additional damage per stack of vulnerability on the target.
Damage: 367 (1.2)
10 Vulnerability (10s)
Number of Targets: 3
Additional Damage Per Vulnerability Stack: X% (perhaps 1 or 2%)
Range: 130
We have a trait which causes mace skills to inflict vulnerability on CC’d targets already. While I wouldn’t mind seeing more of that, I think there’s a different opportunity here.
In PVE environments such as fractals or raids where you can expect 25 stacks of vulnerability consistently, this makes off-hand mace a good weapon to bring for damage (as well as cc of course). Which would be particularly useful if we ever get a good main-hand axe dps build.
In other contexts, such as PvP, this creates a skill that gives a high-payoff if you work to set it up by stacking vulnerability on your target (imagine On My Mark being useful?). Crushing Blow could be used for a spike of damage, perhaps to the effects of Final Thrust or Eviscerate, provided you set up your target with a lot of vulnerability and capitalize on the opportunity before they cleanse.
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There will always be a meta. The only place a meta doesn’t exist are places where people are simply unaware of what the meta is. But there still is a meta.
ArenaNet didn’t go into GW2 thinking “okay, let’s make this game have a meta”. So called "meta"s in video games are things that naturally form based on the playerbases’ collective experiences and tendencies.
And I don’t see why you’re referring to dps reqs as “a dated design concept” with a negative connotation.
It is an effective design concept that helps avoid people cheesing encounters and allows the developers to better fine-tune the fight.
The dps requirements ensure that a certain amount of offense is taken. Taking this offense comes at an opportunity cost, namely defense/support. As a result, your group can’t hunker down with a highly defensive setup that reduces the impact (difficulty) of the fight’s mechanics.
I am all for making content accessible to as many people as possible.
However this is contingent on the method of implementation not having severe adverse effects on the content.
When it comes to easy modes for content like raids, it’ll ruin it. By adding an easy mode, you fragment your community, and you lessen enthusiasm towards and investment in the content. Exactly this has happened in many other MMOs.
Many people gravitate towards the easy options when given the choice. And once the content has been completed, which will be done very quickly and with little replayability in an easy mode, the player is less likely to continue on to repeat it on a harder mode.
Effectively, you’d be creating an easy mode so that none raiders, people who aren’t interested enough to put effort in the first place, can coast through it once or twice. And the trade off for that is that you kill off a large swathe of your actual raiding community.
From a strictly game-design perspective, I think multiple difficulties is a great thing. But this is an MMO, and you also have to consider the social implications it’ll have on the community.
Sad to see the old animations go. Hope the entire chain strikes up to 3 targets and the 2nd strike still applies cripple. Cheers for this change.
My ranger is a norn male. I am absolutely ecstatic to see the old animations go. They were terrible.
This?
https://www.reddit.com/r/Guildwars2/comments/44boyg/vc_6_man_sabetha/That’s a PS warrior.
Oops, I’m an idiot. You’re absolutely right, that’s exactly the video I watched. I was chain watching stuff and must’ve gotten it mixed with another run (not 6 man) that had a burnzerk in it.
All that is to say, ignore the point I made above.
Burnzerker?
It’s still good. Saw a video of a post-patch 6man sabatha kill with a burnzerk in the group the other day. So even if they aren’t as good, even if they aren’t “the best”, they are still quiet obviously viable in high-level play.
So you could savage leap, AA until you crit proc fire shield, flames of war (detonates), savage leap, blaze breaker (detonates).
Think I would prefer mace/sword over axe/shield though. And take Arms with Berserker’s Fury, Blademaster, Furious, instead of Discipline.
Here’s a question though: Does sundering leap both create, and immediately therafter detonate a fire field when leaping through your flames of war?
(edited by Arewn.2368)
They should add an extra generic burst skill to baseline warrior. And by generic, I mean it’s independent of your weapon. So if you have GS, use ‘burst2’, and then swap to axe/shield, it’ll still be there and on cooldown.
Could be a block on a 10 to 20 second cooldown. Costs 10 adrenaline. Last 2 seconds. Block the next attack/all ranged attacks.
Or, costs 10 adrenaline for the first second, plus 5 adrenaline every second thereafter. Blocks all attacks.
They could add traits to go with it. Lower cooldown. Increase duration. Lower adrenaline costs. Receive +X000 toughness for Y seconds after blocking an attack. Gain resistance while block. Etc.
It would increase our survivability, it would be in the form of something active (as apposed to more passive defense), and give more depth to adrenaline use.
The big one is Berserk and Dual Wield needing to stack. But also of some concern is the fact that they don’t stack with Quickness either. Which further discourages them.
What exactly changed that the drop in DPS was so huge? If the change to Scorched Earth was so huge, then how often were you setting things on fire before? In other words, what was it before the 0.5 secs?
You know how scorched earth makes several side-by-side fire fields?
Well if a mob was standing on the border between fire fields, it would get hit by both at the same time, effectively doubling the skill’s damage. And if a mob (like gore) was big, it could be in 3 of the firefields at once, effectively tripling the skill’s damage. This was done in a lot in PvE, and was a large part of what pushed burnzeker dps so high.
By adding that you can only be hit by the skill once every 0.5 seconds, that means mobs standing on multiple field would still only get hit by one of them per interval. So basically scorched earth, one of the build’s primary sources of condi damage, had it’s damage cut in half (or 1/3, depending on what fight).
If you’re using mace main hand, axe off hand is a decent way to supplement your damage. Now that Dual Strike & Whirling Axe do reasonable damage, you can use them instead of being stuck on mace auto-attack the whole time.
Pretty limited application. And can’t really see it being that great paired with main hand axe.
Would be interested to see someone run the numbers on axe auto vs whirling axe though.
@Noxicon & @ Henry
People keep saying “but Anet said it could be used that way!”
But I tuned-in to their podcasts, and I went back and re-listened to multiple sources to try to find where they claimed what you’re saying they claimed, and I’ve been unable to find it.
And when ever I ask people “well where did you hear that”, they don’t seem to have an answer.
I’m not saying Anet didn’t say that, but I haven’t been able to find where they did.
So, can you link me the source where arenanet specifically says they intended for Scorched Earth to be used in such a way that you simultaneously hit the enemy with several of the fields by lining up hitboxes?
And running through the fields so that they get hit repeatedly (not simultaneously) as they move through them, is not the same thing as lining up an unmoving enemy’kittenbox up so that they’re being hit by multiple fields at the same time.
And the exploit-type in question is taking advantage of hitboxes to have the same skill hit someone multiple times in a single interval. That was the case with the other skills, and is the case with Scorched Earth.
The fact that they changed it in this way should itself be a loud indication that this is precisely the case.
Because you’re absolutely right, they could have adjusted any of the other many modifiers in order to adjust damage. But they didn’t. Instead, they changed the thing that’s exhibiting exploit-like behavior.
Because it’s an exploit. They didn’t intend for the skill to be used that way, resulting in anywhere from double to quadruple damage. They didn’t intend for burnzerker damage to be that high, and it was that high as a direct result of that behavior. It wasn’t OP because of a patch where they buffed condi damage by 7%, it was OP because the you could unintentionally get double (or more) damage out of one of the build’s main condi sources. They buffed warrior condi damage (in the patch you linked) because their condi damage was weak when played the way they expected/intended (i.e without scorched earth exploit). And now that scorched earth has been fixed, surprise suprise, condi warrior is apparently on the weak side and could actually use more buffs.
Burnzerker in situations where you couldn’t take advantage of the scorched earth exploit (such as pvp)? Weak there too. After the change? no difference, because the exploit could only be done on un-moving NPCs in the first place.
Also, they haven’t changed the functionality of the skill. It still shoots. It still burns. It still places side by side fields. It still uses adrenaline. You can still get hit by those fields in succession. Exactly as intended.
Hit-interval is in fact a modifier.
Something isn’t an ‘exploit’ merely because you don’t like it. The functionality on Scorched Earth was working PRECISELY the same way it did in the preview for Berserker this summer. Now, they’ve removed functionality from something that didn’t need touching (because there’s about a billion modifiers you could change and get the same result) and warrior will be back to having one viable weapon set in PvE. I’ve only spent the last 2 years playing nothing but greatsword, so hooray for the return of that.
It’s not an exploit because I don’t like it.
It’s an exploit because its functionality is in-line with what is established in GW2 as exploitative behavior. The same behavior we’ve seen identified as “exploits” in several other skills which have been changed. And pretty well confirmed by the fact that, surprise surprise, they changed this one too.
So I’ll throw that right back at you. It doesn’t stop being an exploit just because you like it.
Taking advantage of the side-by-side field to double, and in some cases triple or quadruple, the skill’s damage is quiet obviously unintended. It put burnzerker dps some 40% above the next best contenders. It was so above what arenanet intended that it could legitimately be used to break new encounters.
And it’s not necessarily bad now anyways. I’m not claiming to know how much damage burnzerkers do now. That will take testing. But they’re likely still viable and in-line with the capabilities of other top PvE condi-damage dealers.
(this was never a problem in PvP since it couldn’t be taken advantage of there, and the change they went with for scorched earth wont affect pvp).
Also, we’re talking about an exploit. An exploit can be a bug. A bug can be an exploit. But an exploit is not necessarily a bug. The fact that it’s “working” or “is still the same as it was in beta” is not indicative of whether it’s an exploit or not.
Instead of complaining that an exploit you liked was fixed, how about you put on your viper gear, grab your longbow, and go test burnzerker’s new dps capabilities. If they’re in-line with what the other top condi-damagers can do, then great. That’s called balance.
If it’s below what other top condi-damagers can do, then that’s something worth discussing, and we should get on Anet’s case for over-nerfing it.
I actually had a somewhat similar idea for an elite spec like this a few months ago. I saved it to a notepad doc xD
Sorry for the length, here it is:
“conjure weapons” elite spec which, similar to elementalist conjure weapons, creates
phantasmal weapons.
One appears in-hand, one appears ground targeted.
Weapon on ground can be picked up and used, counts as an illusions, can be shattered, benefits from illusions traits
Could provide an effect around them. They could move to shatter but not otherwise, or shatter with a wider aoe but doesn’t move
When wielded, #5 is always a shatter-like skill. Consums all of the weapon’s remaining charges (perhaps scaling on number of charges) to do an effect, through which the weapon is destroyed.
Cooldowns in the range of 30-45 seconds (with appropriate duration/charges to match), considering they can be shatter, and perhaps destroyed(depending on how they go about balancing these things).
New profession mechanic:
The idea here is that instead of summoning illusionary entities on the battle field, the mesmer summons illusionary equipment to use. Conjures provide illusionary weapons. Regular illusion skills provide illusionary equipement (which act as buffs).
Everything can be shattered, and phantasm traits should still function.
Illusion summoning skills now provide buffs instead of summoning illusions into the world. The buffs are visible in the form of illusionary equipement that appears on the mesmer, such as phantasm-looking shoulders or gauntlets or greaves (or something as basic as floating orbs around the mesmer which represent the buffs).
The buffs count as illusions for the mesmer’s total illusion cap, meaning you can have 3 at most and summoning new ones gets rid of the older ones. Clones give a generic clone buff. Phantasms provide a phantasm specific buff.
The buffs can provide various effects. For example the clone buff can act as a health bar providing bonus HP for each clone buff, and the buff gets removed when you take the corresponding amount of damage. The phantasm specific buffs could pulse an effect (releated to the phatasm in question) from the mesmer’s body.
The buffs can be shattered. At first I figured the full shatter would simply emenate from the mesmer themself, until I realized how badly that would screw you over when playing with ranged weapons. So instead, perhaps shatters can simply functions as ground targeted AoE when in this spec.
A particular point that makes this spec desireable/interesting, is that it provides mesmers with a playstyle that is divorced from “in the world” AI based illusions (or “pet playstyle”). As a point of balance, mesmers themselves are a bit weaker to compensate for their phantasm’s damage and shatters, similar to how rangers have lower dps to compensate for the damage provided by their pets.
The “illusion buffs” would bridge that gap by making the mesmer stronger, while getting rid of on-field illusions as a mechanic.
Personally speaking, I’ve always wanted to be able to play my mesmer without having to deal with illusions. Similar to how a necromancer can play without minion, and a similar sentiment to rangers who would like a no-pet spec. This could provide. And it can do so functionally without having to modify existing illusion summoning weapon skills in a significant way. The same way Guardian’s dragon hunter spec substitues on effect for Virtues with another.
“When will they learn!?
How dare they do something -I- disagree with.”
Seriously though, the change does suck.
if you count the amount of buffs, warrior indeed got buffed the most.
sad thing is : meaningless buffs are still meaningless
We’ll see.
Someone says this about buffs every patch (not just for warrior), and we end up seeing those buffs used towards some new meta build a few weeks later.
Yay, Scorched Earth exploit got stomped. Now burnzerker won’t have brokenly high dps in PvE.
The damage from this exploit was so high it was legitimately game breaking in some areas (no updraft gore with a bunch of burnzerkers, anyone?).
Nerf though it may be, I can only see it as healthy for the game. Burnzerker should be more in-line with the dps capabilities of other condi damagers now. Hopefully it doesn’t end up too low though.
2 seconds will help in a lot of situations. We won’t be turning around after killing something and immediately be down a bar for example.
I would have hoped for something a little more though, 4 or 5 seconds ideally. We’ll see how it goes with 2 for now I guess, it’s certainly better then before.
I don’t get it…
Not only did we barely get nerfed, while other classes did, we also received what is arguable the best end of the stick regarding buffs.
It doesn’t look like any other class got buffed more then warrior this patch.
Not to mention there’s no way you’ve had the chance to even try the changes, nor has enough time passed to see what new builds will emerge or what changes to the meta will happen.
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Mord’s boss fight was the exact opposite of Zhaitan’s.
It was mechanically fun and interesting. But the boss appearance, environment, story, and lead-in were all incredibly lack-luster.
With Zhaitan, the fight mechanics were a complete flop, but it at least looked amazing, had an epic environment, and a strong story lead-in.
Being #1 is something you demonstrate, not something you say.
Prancing about throwing in how you’re #1 at every opportunity just makes you seem insecure and ultimately hurts your credibility. It’s also not very likable.
Perhaps more importantly though, nobody believes you and nobody cares.
Mending needs somekind of neat mechanic attached to it. Something like “Mending applies 5 bandage stacks when used”.
Question is, what would the stacks do?
I like that idea.
Could stick with the current condi-clense nature of the skill.
Gain 5 stacks of bandage for 10 seconds. Each stack prevents one condition from being applied.
(and by “one” I’m of course refering to stacks. If the hit applies 7bleeds, that counts as “one”)
Axe 5 with the build below: 5415 base dmg (after patch + 50% =8122 dmg)
100b with the second build below : 9843 base dmgsoo yeah …. it hits 5 targets and you can move but you have double the cd.
i realy dont now
Could be used to supplement the damage of main hand mace I guess. Too bad the axe cd trait is in a terrible spot…
I wish they’d move offhand axe away from this awkward concept of an “aoe melee off hand”.
Sword 1 will never change. Peters may be gone, but his mentality lingers. Main-hand dagger? I bet it’s being saved as part of an Incoming new elite specialization weapon for the next planned expansion already confirmed to be soon or currently being worked on. Wait ’til 2017.
Hey, mesmer scepter is apparently being changed (though we have yet to see how), which is paired with the ranger’s sword in the “why would you make it’s auto attack work this way” category. You never know.
Isn’t Berserker being used for the LB primal burst with Viper Stats? Also, isn’t Phalanx Strength still seeing plenty of use? I’ve only been solo PvEing as of late.
Yes. The LB primal burst exploit has warrior condi dps at some 40%~ higher then the next leading contenders, so warriors are very desirable as condi dps. They are additionally highly desired melee direct damagers, since they bring phalanx strength+empowered allies+banners, combined with high personal dps.
Warriors, for all their pvp woes, are actually in a very strong position in PvE/raiding (more or less as usual).
Here here!
Sword auto-attack usability changes would be great.
While I obviously didn’t mean that extreme, can you think of any weapons to add to the game that are a little less primitive and not already covered? Staff/gs with additional polearm esque skins already can cover that if animation is appropriately created.
An example of something a little less primitive than what we have already would be maybe a crossbow type weapon, although that is already kinda covered with bow(s) and rifle(not so primitive).
Spears aren’t “primitive”, when compared to other pre-modern-era weaponry. While they were one of the earliest weapons of man-kind, they remained a prolific weapon, from peasant-use to elite military, up until the end of the era where such weapons were used.
Heck, there was even some spear use as late as WW1.
Additionally, they saw improvements and changes throughout the ages. Just because they were introduce early in history doesn’t mean they remained in a static state ever since.
Any “swords and bows”-type environment is an environment that is ripe for spear-use as well.
Your idea on how weapons “evolve” is just flawed. Weapon use is somewhat comparable to a video-game’s meta. What is commonly used, for what reasons, and how it is countered, are primary factors that come into play. It doesn’t matter if the crossbow is “less primitive” then a bow. The bow has certain characteristics that may make it a favorable choice in a given circumstance. Being “primitive” be kitten ed, so long as it is effective, it’s a candidate for use. Bladed weapons are still actively used in modern military, regardless of how “primitive” they are sitting next to firearms.
I also don’t see how you can suggest crossbows as a “more evolved weapon” in the same paragraph that you recognize the existence of firearms in GW2… Which brings me to another point, it’s a fantasy video game. Swords can be more powerful than automatic riffles, and nobody would bat an eye. Yet somehow spears are “too primitive”?
Also, spears are not already covered (on land, which is the only relevant space to talk about in GW2), staff and GS are in no way adequate substitutes. That’d be like saying “we have daggers, so we don’t need axes”.
It was, actually.
Not by arena net it wasn’t.
GW2 being anti-grind was a recurring theme in their advertising, and e.g. the manifesto video.
Misrepresenting what was actually said. The idea was that they would try, where possible, to avoid requiring grind to be able to access content.
e.g. a gear treadmil
Nowhere was this game marketed as being for-casuals, nor was its aim to create “relaxing” content, nor did it ever say that no content would be tedious, and by extent they did not lie about any of these things.
OP, you are doing little more then imprinting your own views and desires onto the game. This is nothing but a deranged selfish cry asking for the game to uniquely cater to you.
The things that made GW2 unique and special are still present. Most of your claims are outright unsupported or significantly subjective. And it’s not wrong for the game to try to please more people by being multifaceted and have depth.
Sorry, but Anet didn’t make this game for the unique pleasure and experiences of CaptainVanguard.
They really need to change field priority of finishers to always priorities your own fields first…
For the love of all that is good in Tyria, please give me my land spear!
It has been there taunting me from beneath the water’s surface since beta…
Greataxe seems like a fairly likely choice for when they get to the batch of elite specs that will introduce new weapon types. No idea when that’ll be though.
None of them stack with each other.
You have dual wield agility and berserk active? Still just 15%. Add quickness on top of that? you’re sitting at a flat 50%.
I think suggestions that revolve around buffing our profession mechanic are on the right track.
What needs help, more then anything, is base warrior. Not warrior with X traits, nor warrior with Y skills equipped. Just warrior, at it’s base. The simplicity of the profession mechanic is pulling down the skill ceiling far too low.
Stances as burst skill would be cool.
F2 balanced stance
F3 berserker stance
f4 frenzy
(or swap one of the three for endure pain) (f5 reserved for elite spec)
But make them mutually exclusive. Only one stance can be active at a time. Perhaps even make them share a cooldown. Adrenaline level would increase duration of effect.
Like the idea of offhand bursts as f2 as well. 2handers would just get a 2nd burst skill.
This is a somewhat flippant criticism, but might as well throw it into the mix:
The 2nd strike of the auto-attack (kick) looks absolutely terrible on male norn. It’s this weird drop-kick that you then fly off the floor from in order to do the 3rd swing, which just looks completely disconnected and janky. On top of that the whole thing just happens too quickly. It’s like they couldn’t fit the kick animation into the intended time-frame for the attack, so they just sped it up until it fit.
That aside, something really does need to be done about sword’s AA. It’s all fine and good that its original, but the skill being functional is much more important.
With regards to axe: GS already does the might thing, so maybe branch out in a different direction instead.
Strength Grandmaster trait: Axe Mastery
When you apply fury to yourself while wielding an axe, copy it to nearby allies (radius 600). Gain ferocity for each axe you are wielding. Reduce recharge on axe skills.
And maybe make Throw Axe grant yourself fury. Or make it so that you can pick up your axe after throwing it, gaining fury. Or something like that, basically just a main-hand axe source of fury.
A different approach:
Apply X seconds of fury to nearby allies (radius 600) when execution a Whirl finishers while wielding an axe. Gain ferocity for each axe you are wielding. Reduce recharge on axe skills.
Basically, GS has might, axe can do fury.
Though strength’s trait selection for an axe build is pretty bad. Adept and Master have very mediocre options, and the Grandmaster competes against Berserker’s Power.
i think they are talking about this one: https://youtu.be/mxMm0hz2_d0?t=18m23s this is a mirror of the official berserker stream and i made it start at the section covering the longbow which at that point in time was really different as we all know
That’s the video I thought they were referring to. But they(Anet) don’t actually say the fire fields can/should be used that way in the video.
What Bladex and Zach are claiming isn’t supported by that video. So I guess either they’re mistaken, or they’re referring to another source.
To people saying this is an exploit, you do know Anet was the one who mentioned that it would be possible to do this in one of their videos showcasing the berserker..
Where? I legit can’t find it.
Its funny, because they actually explained you were possible to do that with the multiple firefields in the official berserker elite spec announcement.
So unless they are intentionally teaching people exploits and leaving them in the game, its not an exploit, just smart use of game mechanics
Oh did they?
Because I don’t remember that. And I just checked the Meet the Berseker blog post, and the LB sections of the GW2 Berserker Warrior Elite Spec Livestream, and they didn’t say that in either of those.
In fact, in beta (i.e after they announced it) the skill worked differently. Instead of the current series of explosions that create perfectly connected square fields, it was a projectile that left side by side circular fields.
So could you tell me where you saw this(I don’t mean this sarcastically, I’m legitimately asking)? Because I can’t find an official berserker elite spec announcement which specifies that Scorched Earth can/should be used in such a way that you take advantage of the side by side positioning of the fields to get simultaneous double ticks on damage from the field.
It’s no an exploit it’s an intended mechanic. If anet didn’t want this to happen they wouldn’t have given scorched earth multiple hitboxes. It would just be one long rectangle. It greatly raises the skill cap on warrior DPS.
You can use the same argument to defend most exploits. “If it wasn’t intended, they wouldn’t have made it that way!”. And yet exploits they are.
I find it quite unlikely that this was in any way an intended use of the skill. The side-by-side fields are probably there because of the way the skill fires off. They wanted the field to appear in sequenced sections based on the firing of the projectile. Their tech meant side-by-side fields was the easiest way to achieve that.
With regards to it raising the skill cap, I’d hesitate to use the word “greatly”. It’s finicky positioning at best, and is unrealistic against anything that moves. You really can’t use this against moving enemies, it wont work. Which means you will necessarily be using it against unmoving enemies, at which point you’re just standing at a predetermined distance while attacking, something you’re pretty much doing anyways. I’d barely call that an increase in skill cap, let alone a “great” one.
They made these things into fields for the sake of persistently hitting things in an area, not so that you can corner/wall stack to keep the enemy from moving and then exploit the side-by-side positioning of the fields to get double-ticks on the damage.
It’s another hit-box exploit in the same vein as FGS, Whirling Wrath, Ice Bow, the double-hit spot on Tequatl, and what ever others there were/are.
Did you know you could get triple, maybe even quadruple damage ticks from Scorched Earth on enemies with large hitboxes? Same exploit, different ability.
So another condi LB build that makes use of the Scorched Earth exploit…