Showing Posts For Astos.3609:
so why the shortbow feels still much better against melees?
cause with this weapons it dont care
to stack poison is very easy, same for get bleeds in a 1on1 with auto-hitonly thing i agree with you is the 5 on shortbow..the cd is far to high ><
The two weapons serve different purposes. The short bow has a great kit against melee because the combination of the cripple, evade and conditions let you wear them down.
The Longbow truly has more “utility” because it’s skills can be used in many different ways to be effective. The stealth alone can be a hidden gap closer, an escape, a stealth stomp. And as mentioned before, the knock back and barrage have their uses.
Don’t get me wrong the shortbow is great at what it does. But the Longbow has its strengths as well.
Unfortunate. I really want to play the new content coming out, but this bug just ruins any enjoyment I get after logging in. Checking here daily to see if I can play again.
soon everywhere
Not surprising. Meta team beating non-meta teams. The blue team didn’t have even 1 warrior, you need at least 2-3 to be considered a serious team.
I like how only the ranger spirit build is even considered when the class is mentioned. :/
The Berserker and Beastmaster builds can be as successful as any of the other non-meta builds but are much more difficult due to the pet control and lack of passive defense that spirit rangers don’t have issues with.
I don’t think its fair to say X attack is better against Y class in Z situation. Sure a full hundred blades hurts. And so does spamming everything with a 10 stack of confusion. You can’t just say Power > Condition because example. It’s all situational and traits only make it more complicated.
Back to main topic.
Right now a couple Condi builds are extremely strong while being very tanky. To combat it, mass condition cleansed are needed to not melt instantly. This has left lots of non FOTM condition classes in the dust because they can’t compete against all the cleanses/evades.
Universal nerfs to conditions or buffs to removal would just be the final nail in the coffin for the underpowered builds.
(edited by Astos.3609)
One of the ideas I really like is introducing precision to differentiate Condition builds. At the moment condition builds only need that 1 offensive stat to do effective damage.
I think it would be neat if offensive/defensive conditions specs were more easily distinguishable. Similar to how a Berzerker amulet compares to Soldiers.
Most classes have those traits/abilities to get bleeding/burning chances on critical hit. Almost all of them would probably have to be adjusted to fit the model.
(Ex. Sun spirit has x% chance on crit to cause Y seconds of burning)
Its incredible for how much you can burst heal with Shouts. Their heal scaling was already one of the best in the game and it just got better.
I’m getting about ~3200 heal per shout now in full clerics.
I think the best part of it is being able to pick up reduced Shout Recharge AND The Warhorn cond conversion trait.
Maybe if they fix the bug on it disappearing when you re-order your pet.
It seems so situational being only partially useful for 1 build and even then only being picked fighting 2-3 specific classes.
I primarily just throw up the Longbow’s Rapid FIre when theives get low, since it tracks through stealth anyways.
This is simply the way fights are. Chaotic and full of uneven odds.
Throughout history tactics such as flanking, using terrain are basic strategy.
Straight on Duels would be the “Honorable” fights you are looking for.
I actually run pretty much the exact same build on my Warrior for my guild in high level fractals as well. Because it performs extremely well at what you described above.
Though I mainly run with guild mates for most dungeons I can see how the build could not be performed to its full potential in completely random groups.
Without coordination and understanding of everyone’s Builds and Roles in the group its probably better for everyone to be a damage role and play for themselves. Especially in the easier dungeons.
I feel ya though. Its sad in a game marketed as being so diverse in play style that the majority of Warriors all play the same build, despite having the most weapon combination options.
Same here. Since the patch, my game keeps crashing. It’s especially frustrating for the new dungeon.
So spending lots of money/effort on getting fully upgraded exotic rings is now completely wasted just a couple of months in? Now I should get this other type of ring that already has more stats than my ‘max-stat’ exotic + jewel? Ah well…
How much effort does it take to get those rings though? A couple of gold?
I’m confused though, is the point of getting full exotics to simply look good or to have an easier time running dungeons/new content?
I’m not sure on where in PvP. But in PvE the vendor in Lion’s Arch sells it for tokens from Crucible of Eternity.
edit* lol beat me by a couple seconds
From the healing and cooldowns I can see that warrior had 30 in Tactics and 30 in Defense.
Most likely stacking Pow/Tough gear with a mix of Vit and healing as the other stats.
Having the traits to reduce shout cooldowns and have shouts heal, then using Healing Signet and the adrenal health trait to regen health couples for a lot of healing.
Glad to see other warriors are finally discovering how powerful the Hammer can be played when paired with zerker gear.
I play a very similar build and the ability to lockdown an enemy for so long normally means they will die without a stunbreaker.
I’m surprised you picked Last Stand in Defense instead of Merciless Hammer. That 20% increased damage is beautiful when you lock them down, especially paired with the high crit damage the build runs.
Last Stand also has an internal cooldown of 90 seconds and using Balanced Stance as a utility will also put the trait on cooldown.
I suppose you could wait for the trait to activate then chain your balanced stance right after for a 16second stability.
I had the same problem with mobility you stated and stuck with the sword/mace combo for the offset. Contrary to popular belief, the sword is an incredible weapon and the immobilize burst should not be underestimated.
Also, you will get eaten alive by conditions.
This is more of a class problem rather than a build problem. Our condition removal skills are rather lackluster. You can go the extra mile for a Soldier runeset or a warhorn build but then you’re giving up essential stats that warriors need.
Your best bet is having Mending and possibly Shake It Off and using proper timing to rid the dangerous conditions when needed.
The Longbow #3 and Burst skill are one of our best AOE’s. Sword main hand’s Flurry when hitting multiple enemies is amazing. You’ll be drooling over the numbers.
I wouldn’t recommending foregoing Power entirely though. Its no fun hitting destructible objects for nothing.
But hey thats why you always carry a Greatsword/Axe anyways.
1. I’m assuming because dodging is technically interrupting yourself, so it would put a delay on it coming back.
2. Luckily this has a counter and it is stability/stunbreakers. In a 1 on 1 where someone might chain them, hopefully you would have a stunbreak and be able to dodge/counter with your own. With 2 people on you, well then its either good coordination or just getting zerged.
3. I feel you here. Some of the amulets that you’ll want just aren’t there. No clue if Anet did this on purpose or just thought these amulets were enough. I know a lot of people would love to see a Pow/Prec/Tough.
4. Which skill do you need to have them targeted for? If you know where there are, just attack there. You’ll still be able to hit them.
5. This is extremely annoying, especially for the super long casts like elites that go on a 3 minute cooldown for nothing. But I know that I would be extremely annoyed if I interrupted say a Moa Morph, then they just recast it a few seconds later.
6. Sounds like the Mesmer downed state in particular. They do a lot of damage.
7. Not even going to start on this one, too many threads on it already.
Still hoping they combine Longbow range and bonus damage vs. Burning into 1 trait eventually.
Maybe they’re saving the best for last?
Though I know it was supposed to happen in the last build. The Longbow blind ability seems to be instant now. Before it still had a cast.
I would like to see damage conditions being able to benefit from damage multipliers( like do 5% more damage while over 90% health). Or the ability for conditions to do critical damage. Since as you said, there is a lot of passive condition removal in PvP, requiring practically no effort from the opponent.
Actively trying to get a 10+ bleed stack or a 30sec poison duration on someone takes a fair amount of effort and is frustrating when its just auto-removed by a Guardian signet. That bit of extra damage might alleviate some of the frustration and bring some more variety to condition builds.