Showing Posts For Azrayl.4936:
Wow, I had forgotten I had even written this. I’m interested how someone stumbled upon this post considering it’s 6 months old.
There has been so many changes that very little here is relevant anymore, especially hammer. If anyone is interested I can write up a new version.
Haha, it was at the top of my forum feed and I responded. A new version could be cool.
I lol’ed so hard at this.
Spoken like someone who’s never actually played a war. Oh wait, I just saw your sig.
How’s that Blurred Frenzy treatin’ ya?
To be fair, I thought it was pretty hilarious as well. There’s no reason 100B should be usable while moving or do any sort of cripple/immob/etc. No reason whatsoever.
Use it properly, or fail and get killed. That’s the only redeeming quality about the ability. Personally, I’d rather see it completely changed, but as it stands I don’t want them giving it anything else unless they’re going to take something away.
Maybe being able to move while using 100b is a bad idea, but I am just brain storming to find a solution. The only way you can use it “properly” is to use another weapon combo and then switch to GS + 100b or if the enemy stands there and lets you hit them with it…which will not happen. Is there any other war weapon that requires another weapon to be effective? That’s the only thing I was getting at. A complete change of how the ability works could be useful.
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There are weapons that do fine stand alone though.. Hammer = best CC, good dmg. Longbow = ranged capabilities with minor CC and good AOE burst and cond. Sword + any offhand = leap, decent direct dmg attack with a solid F1 ability. Those weapons don’t require another weapon to work well. Ofc they all get better with your second weapon though. If the intent for GS is just mobility, then ok, it’s fine. But any dmg from it needs to be utilized by the secondary weapon or utility. And that’s mainly because of 100B rooting channel. If it was just a fire and forget like the other weapons it wouldn’t be a problem. There’s a difference between good synergy and requirements.
I like the polearm idea..
I’d like to see Anet make it so that 100b either has an immobilize effect or that it causes the warrior to evade all attacks while channeling.
I lol’ed so hard at this.
Hey, I’m just trying to make it so that the GS’ main damaging ability doesn’t require outside sources to be effective. Mesmers have a damaging ability that also allows them to evade attacks, so I don’t know how it’s that far fetched. And if it’s better going with an immobilize, then give it that or even adding immob effect to bladetrail would work as well.
I wish 100b didn’t require extra set-up outside of it’s weapon set to use. It’s sad it requires a utility slot or switching from another weapon to use(immobilizing from bola’s or pin down, or stunning from hammer, etc.) Without the extra set-up prior 100b, it isn’t reliable at all. Of course a useless F1 ability doesn’t help either, I agree.
I’d like to see Anet make it so that 100b either has an immobilize effect or that it causes the warrior to evade all attacks while channeling. That is if they are dead set on never making it so you can move while channeling.
I’ve been using a greatsword/longbow build for quite some time now. I like the movement and possible dmg from GS and the ability to range and do a mix of direct and condition dmg with the LB. My build:
http://gw2skills.net/editor/?fIAQJARTjcOtu1QyQMxBE0DNMLqC1D84OijUhyA-ToAg0CnIATBmDMDYSwsgNCZ1B
I just started to try out healing signet but I usually liked being able to start a fight with full adrenaline + combustive shot because of healing surge.. Since I’ve been using a berserker amulet my 100B dmg is decent and that’s why I have frenzy and bolas as a utilities.
I’m thinking of switching some things around but it’s hard to tell what’s better. If I start to go with more condition dmg(carrion amulet) then I lose crit and my 100B’s seems kind of pathetic. Anyone else trying a hybrid cond+direct dmg build? Or have any ideas? I have pretty good results with the build I linked but I am always trying to make it better.
What I don’t like about the signet heal is that I can’t counter burst. How are others dealing with this? Using a shield as one of their off-hands?
Gimmicks are: Stun/cc-locking, condition spam, AI zerg, invuln/evasion stalling.
These are gimmicks because they’re not fun to play against and have no real counter beyond a 1v1. Let me explain. Stunlock will rarely kill you, as long as you have some defensive measures that don’t even need to be a stun break. Conditions can be purged and managed by a single applicator. AI zerging is just a meatshield, offensive is lacking (shatter mesmers aside). Lastly stallers will have very little damage output as well so that even a glass build can just wait for their CD’s.
The problem arises when you get two or more of these builds, and I mean in a 2v2 situation. It’s a fairly cheap sort of teamwork. Dealing with condition pressure and a staller/meatshield isn’t anyone’s idea of fun. Between purging and actually positioning yourself against the right target you’ll be wasting so much time there’s a chance another of their team mates can come along and heavily swing it. Other than maybe 2 condition spammers you see hugely diminishing returns on having more than one type of that character on your team.
tl:dr Gimmicks are hard to counter, easy to play builds that are no fun to come against.
I’ve noticed that more and more lately while playing. I can’t even retreat from a bad situation because of the multiple CC’s that are being thrown around. I wonder if Anet has ever thought about adding diminishing returns to spam CC? I understand that is what stability is for, however you can’t always have stability up. And stability is a must have for pvp, which just goes to the ongoing list of “must haves.” I’m thinking if there wasn’t so many mandatory abilities players have to get in order to pvp at all it might encourage new builds.
Stun, immobilize and fear in particular are too easy to come by in a game where well timed application of these functions decides games.
I’m all for CC being timed properly in order to win fights, but i don’t like how easy it is for a zerg to just lock down someone just because they outnumber them. Maybe in the grand scheme of pvp it doesn’t matter but for me being a solo player who isn’t with a zerg, it sucks. I can’t even try to see if I have enough skill to take on multiple players because I just get CC to death and can’t react. Like I said, I know if my stability is up it can be ok, but it is just a boon which can be stripped easily.
Gimmicks are: Stun/cc-locking, condition spam, AI zerg, invuln/evasion stalling.
These are gimmicks because they’re not fun to play against and have no real counter beyond a 1v1. Let me explain. Stunlock will rarely kill you, as long as you have some defensive measures that don’t even need to be a stun break. Conditions can be purged and managed by a single applicator. AI zerging is just a meatshield, offensive is lacking (shatter mesmers aside). Lastly stallers will have very little damage output as well so that even a glass build can just wait for their CD’s.
The problem arises when you get two or more of these builds, and I mean in a 2v2 situation. It’s a fairly cheap sort of teamwork. Dealing with condition pressure and a staller/meatshield isn’t anyone’s idea of fun. Between purging and actually positioning yourself against the right target you’ll be wasting so much time there’s a chance another of their team mates can come along and heavily swing it. Other than maybe 2 condition spammers you see hugely diminishing returns on having more than one type of that character on your team.
tl:dr Gimmicks are hard to counter, easy to play builds that are no fun to come against.
I’ve noticed that more and more lately while playing. I can’t even retreat from a bad situation because of the multiple CC’s that are being thrown around. I wonder if Anet has ever thought about adding diminishing returns to spam CC? I understand that is what stability is for, however you can’t always have stability up. And stability is a must have for pvp, which just goes to the ongoing list of “must haves.” I’m thinking if there wasn’t so many mandatory abilities players have to get in order to pvp at all it might encourage new builds.
I’ll be the lone voice for Sylvari then.
Now that you mention it, i never have seen a sylvari warrior!
:)
I am most annoyed with sword/dagger thieves. They just have too many good things with just their weapon set. Stripping my only 3 boons(with a 60sec cd) within seconds and then evading all over the kittening place. Plus the ability to throw stealth in the mix if they ever actually get low in hp. 1v1’s are almost impossible to beat one on my warrior,(gs/bow).
Oh lord, just roll a warrior lol. You’ll be cursing at your screen in no time. Nothing will be easy.
It really comes down to what builds your opponents were using. There are times when I can be successful in 1v1 and 2v1’s. But there are also times when I can’t win a 1v1 vs a certain build+class to save my life. This last patch didn’t change your build at all. I use LB/GS, but haven’t tried yours yet. Maybe I should, but I have grown to liking the ranged capability.
I think the placement of abilities for the GS set is fine and doesn’t need to be moved around.
Change arcing slice’s animation. Make it an AOE blind with a 500 radius with moderate AOE dmg, as well as give fury. Make it so you don’t need a target to use. Name could be changed to arcing wind.
Rush needs to be changed to a leap, similar to leap of faith. This way you won’t have to deal with trying to figure out if it goes to the area it’s suppose to. Maybe let it also give 3-5sec of swiftness.
100B’s needs to used while on the move or best thing yet would to get rid of the channel? Channeling while trying to melee dodging targets is no good at all. I know this is the warrior’s most controversial ability. Others can do at least half the damage of a FULL 100B channel with no real set-up but just a press of a button. Or: make it so while using 100B’s your target becomes immobilized? 100B’s shouldn’t require a utility slot being available just to be effective(having to use bull charge or bolas just to get full potential from our weapon ability sucks. even then it might not work)
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The ability needs to just be turned into a leap or port, I don’t know why it hasn’t been already.. What’s the point of going slightly faster with possibilities of being CC’d when it could just jump to the target? Just saying. It isn’t as fast as a bull rush or leap which makes it easy to be dodged.
It’s kind of bad that the answer is “go play guardian” if you are looking for sustain. I’m not sure but I have seen guardians with more survival skills and equal dmg running around. In general that’s what players no matter what class they play want. The class choice should come down to play-style not effectiveness.
I would like to see more F key options, they don’t have to be directly tied to the weapon or could be. They don’t have to be just +boons like other classes have, but rather abilities that give: evasiveness, damage reduction for a short period, leaps or teleports, maybe even a 2sec AOE knockdown(which might require altering of a hammer skill or two) to use offensively or defensively.
It’s not all about adrenaline either, some weapons could use added or new effects to them.
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Does empowering allies give the power to the warrior though? I selected it a couple of times and it doesn’t give any +power on my character sheet and I don’t see any buff that shows up on surrounding allies. Am I missing something? I’ve been just trying desperate power.
I don’t understand this whole blind thing. Before the patch everyone could auto-attack the air and clear the blind? Then such a change was needed, just how, a few months back, blind wouldn’t negate basilisk venom until that was fixed aswell.
In GW2 with limited weapon buttons to use, every attack counts. No, you shouldn’t be able to clear blind if you are attacking the air. However, you should be able to clear blind when your auto attack is in range of an enemy.
For my build the patch was kind of… mixed feelings. I say that because some of the things that were changed(adding Cleansing Ire) are nice, yet I had to drop Last stand to get it. So, I now have more condition removal, but I picked up more problems versus being CC’d. I lost Heightened focus, and since I use a longbow, warrior’s sprint would only be useful half of the time, so I just got Signet mastery. The duration of furious speed was a nice addition, that helps me keep sprint up instead of relying on SoR. The change to Berserker stance is kind of a toss up.. I mainly used it just to keep my longbow burst ability ready to be used, but with the 60sec cooldown and the fact that it only gives 2 strikes of adrenaline make it almost useless for keeping my adrenaline up and ready. I guess the condition thing is nice, but I would assume to just get signet of stamina that has a 36 cooldown(traited) or 45sec cd non-traited. At least that would remove all conditions. Unless berserker is removing them each pulsing tick of its duration? I’m not sure.
Of course, this is just going off of the build I was last using. Overall it seems like I have to sacrifice certain decent abilities for a new one. I’d rather be able to get rid of bad abilities or even be able to make new builds, but the way things were placed I’m not seeing that even happening. Maybe I’ll figure it out, who knows…..
Balance/diversity in builds
Anti-zerging (make game modes that have more going on than just holding points) What if the team had to channel something to actually take the point?
Different game modes would be nice
I hate rooting offensive skills. 100b should be ONE SWING that hits multiple times same goes with similar skills with other weapon set.
This is way easier to balance than having to guess how many of the swings actually hit while wondering if it will be OP if all swings hit. I mean come on Anet! Why are you making it hard for yourselves?
I like this idea. I would even go for a slightly longer cooldown if I knew all of my 100b dmg would actually go off.
The best way to fix adrenaline is giving warriors different abilities that use adrenaline (offensive, defensive and support). As of right now other classes have abilities that define them as a class and are more helpful in different situations in combat, not just about doing dmg.
Downed state:
- interrupts the natural pace and flow of combat
- does not spectate well
- is not fun
- precludes skilled 1v2, 1v3 victories
- turns a close 4v4/3v3/2v2s into a whitewash because of ridiculous rally mechanics
- promotes instagibbing
- introduces imbalances that wouldn’t otherwise exist
DS should at least be an option on custom arenas. I’m willing to bet that DS-disabled arenas would be more popular than default.
I agree there are times I have 1v2 or 1v3 people, but it gets me no where when I can’t actually “finish them.” For PvP I don’t like it at all.
^ Because 100 Blades has been proven many times over to be the strongest DPS we have?
Every build and weapon setup will work in PvE, its that easy, the only difference is the Greatsword wielders will be dishing out a lot more damage than you are. Sword has a nice leap but staying on top of your target and keeping them locked down is rarely an issue here. From the sounds of it you’re not in Berserker’s gear either so your damage must be very sub-par, and considering damage is our only job, you’re not making a very good warrior there…. Err… No offence.I never said I don’t use zerker, but it’s a hybrid, and im saying ppl don’t think about how when they put 20 points in arms and they’re primary is a GS that it’s gonna do much. Perception comes with Arms but it also has condition dmg which is laughable with a GS.
Ur better off getting your crit chance else where, and inveting at least 10 of those points in tactics for leg specialist, and the other 10 in discipline. Blade Trail is the most under used GS skill, and ppl don’t think to improve it to immobilize someone for over a second depending on ur condition duration, plus after immobilized they’re crippled. I’ve tried my GS build out and it does rule. but the condition dmg with a sword is insane, and often not taken into account with direct dmg.
I’m aware that you can cut the CD on GS through arms, but with how short the CD is on GS skills ppl must be morons to think 20% reduced time is gonna take anything worth while away. The might is really the best part of that trait. Watching a warrior use 100b in pvp is fun for me because i love to shield bash or pommel strike them when they’re dumb enough not to have any stability, or disable they’re opponent. They must think ppl are stupid if they’re gonna sit there and take it.
I also would prefer to be a good warrior without using a GS. There’s no challenge with a GS.
Being a GS using warrior is actually quite a challenge. EVERYONE can easily move out of the way of a 100b attack. They only time they can’t is when they are cc’d. I play GS/LB and it gives me decent results. I have ranged attacks, condition dmg and I can switch to direct damage. LB is way easier to use than the GS, that is unless your target is just standing there being your target dummy… which doesn’t happen much :P
Changing how weakness works is not needed. It is already a good debuff.
I’d like to see GS skill 5 be an actual leap rather than a charge that everyone can see coming. The leap could have an immobilize for 2 sec attached to it.
Yes, 100b should be a faster channel that lets you move while channeling. Damage could be reduced by 5-10% if need be?
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As Varonth said. Think outside of box.
We need better sustain, thats a fact.
Better condition removal? A bit, but not much highter from current place.
Lacking of vigor? Pick up warhorn with quick breathing trait and tell me that again.Also engineer constans protection? Should i move to their forum and link what did u just said? They will have nice time talking with you.
Maybe not perma protection, but kitten good – comparing to a warrior..? duh :P
10 points in inventions ((gain 3sec of protection when hit with a crit(20sec cooldown)), 10 points in alchemy ((gain 3sec of protection when CC’d(5sec cooldown)). Not too shabby I’d say… If they use elixir H, they have two chances of gaining protection there as well.
I would like to see the warrior GS skill 5 be a leap, like the guardian leap, instead of a charge.
Yea I don’t see tactic minor traits being that useful. I don’t even see the strength minor traits being useful either. We don’t gain any bonuses to dodging, besides evades, which every class gets.
Protection. There’s no reason that defense warriors shouldn’t be as tanky as guardians, we spend the same amount of points in our defense-oriented line. But it needs to come from a deep defense trait (minor or major) to keep it out of reach of full-offense builds.
Rangers with just 15 in wilderness survival, a minor trait, gain protection just on a dodge roll.. Eng’s with just 10 in the Inventions line gain protection for 3sec on a crit with just a 20sec cooldown and with only 10 in the Alchemy line can gain protection for 3sec when CC’d with a 5sec cooldown. Seems like perma protection to me, and thats just 20 points spent. Giving a warrior protection on a utility ability doesn’t seem too over the top at all.
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Protection is awesome.
I get alot of access to it on my mesmer. 30 points in chaos stealth skill and you can get it to stack 2 times, mass invis possible 3 times.
Dogged march proc protection instead of regen or Dolyak signet gives protection instead of stability. If they do give Dolyak signet the stun breaker as Jon Peters was saying I can’t see a reason to take balance stance anymore. 180 toughness and stability and stun breaker unless they want use to be stability warriors with balance stance, dolyak, last stand trait.
Protection on dogged march instead of regen would be great. And if dolyak signet gave protection instead of stability that would be great as well. Just a little bit of protection would help in a fight where I am being focused. It wouldn’t really give me any sustainability like heals but it would be useful enough. My thief which uses a healing build with only 13.8k health can last much much longer than my warrior. I wouldn’t mind other ways for warriors to heal if protection isn’t an option.
Careful there.
The signets are a dangerous beast. Deep Strike and Signet Mastery make it so that you only need a handful of signets to be perceived as “good” before you end up with a 5 signet warrior.
And I’m not convinced with your Dogged March idea either. 30% uptime on Protection would mean a +15% boost to your effective HP. That’s quite a lot for a 10 point trait. Certainly far more than the 200 Toughness that Turtle’s Defense gave.
Well, timers could be adjusted for it to make more sense without being overpowered, but I was just meaning that having a short period of protection makes more sense to me than the small scaled healing from regen.
Protection is awesome.
I get alot of access to it on my mesmer. 30 points in chaos stealth skill and you can get it to stack 2 times, mass invis possible 3 times.
Dogged march proc protection instead of regen or Dolyak signet gives protection instead of stability. If they do give Dolyak signet the stun breaker as Jon Peters was saying I can’t see a reason to take balance stance anymore. 180 toughness and stability and stun breaker unless they want use to be stability warriors with balance stance, dolyak, last stand trait.
Protection on dogged march instead of regen would be great. And if dolyak signet gave protection instead of stability that would be great as well. Just a little bit of protection would help in a fight where I am being focused. It wouldn’t really give me any sustainability like heals but it would be useful enough. My thief which uses a healing build with only 13.8k health can last much much longer than my warrior. I wouldn’t mind other ways for warriors to heal if protection isn’t an option.
I would rather see defensive abilities instead of making +healing better just for the shout build.. or our crappy healing signet. I say give the warrior ways of gaining protection instead of regen or add other ways to to heal rather than having to use shouts.
Fix Earthshaker’s miss on higher to lower elevation please.
That’s a big gripe of mine. The fact that there are many abilities to leap or rush to a target, but if they are on a higher plane than you, you’re screwed. Other games I’ve played have it so if you use a leap or port ability you switch to your targets plane. Without it you are forced to just run away completely or die to a ranged attacker. I know being ranged is already an advantage, but I can’t use my gap closer because they are 6’ higher than me? /sigh..
I kind of like this idea, but something this good might turn into a must have for any pvp build. I’d rather see improvements be made but not improvements that take away diversity. I know it’s difficult to do. It would be better if Anet would go in and make changes to traits no one ever uses so players can actually make different builds that are all effective. This goes across all the classes, not just the warrior.