Showing Posts For Cortano.5419:
/agree Dojo. That is what it really needs.
I think that having King of Fires detonate a fire shield upon using a berserker skill OR reapplying a fire shield would be a more interesting model.
(edited by Cortano.5419)
I really enjoy the viper/condi S/T+Bow build; while it’s not ‘meta’, it is an enjoyable playstyle and good in a variety of situations (solo, story, groups, fractals, wvw, etc.) It’s also fun to gear up: doing the achievements for sinister gear, building your viper set. It’s something to work towards.
Let’s face it: Guardians would love Berserker and Warriors would eb so much better off with DragonHunter… can’t we just swap?
how much weaker am I without HoT when compared to other people with HoT? I main warrior.
You are no weaker; getting HoT would only help you if you were to switch your main.
Arms would be the obvious place to put it; swapping it out for ‘opportunist’ (which would give some in-line synergy to tactics as well.)
This is another build I quite like, a shoutbow variant using Zerker and a rifle (instead of a bow.) What I like about it is superior condition removal, good team support via shouts/horn. The addren from the shouts lets you really chain together zerk bursts too.
Leaving aside the fact that Zerker builds are not going to be setting anyone’s world on fire; what build are you thinking of going with for HoT? (You know you are going to try it out.)
Str / Arms/ Zerk: Mace/Torch + Hammer
This is a build I like because it feels like Berserker; a real beat-down theme going for it. Smashing stuff and throwing it around.
As for the other comments about the Berserker spec, i’m not gonna lie. Its not in a good place. The entire warrior class is gonna need a re-work to make that spec viable.
Yes, this.
It’s not a terrible weapon or spec, but it doesn’t work well with existing set-ups.
Right now, it’s a whole lot more effective to swap to longbow when you want a firefield. You lose a condition, you trigger a finisher (maybe clearing more conditions, gaining damage, etc), gain some addren, trigger an on-swap effect.
Fire is a good condition, but doesn’t benefit from Krait runes. It’s hard to get enough burning to really benefit from Fire runes either.
If you load up with all zerk skills, you can get good fire spikes, but it requires full dedication of your skills and a full trait line. Are you going to give up stances for that? (and let’s be real: it’s a face roll spec… you spam zerk skills off-cooldown for burning.)
The whole dropping in/out of berserk is awkward. Instead of saving skills tactically, you just burn them as and when you can. It doesn’t work with a normal play: forces them to cleanse, stun them, load up with conditions; half the time you drop out of berserk at the wrong time.
Everything about it feels either awkward or not quite as good as something we already have.
Well, the problem with berserker is actually not berserker itself.
Yes, this exactly.
Viewed in isolation, there isn’t much wrong with berserker. It has an interesting theme, some nice in-line synergy. At the same time, in it’s current state, I would consider it a failure of an spec.
It is a failure because it doesn’t work well with the rest of the warrior class; and a lot of that is how the other warrior skills are organized.
The real issues with berserker: warrior trait lines don’t have enough in-line synergy; it’s a very selfish line, and while it has good condition burst by spamming rage skills, there is a lack of other ways to apply burning.)
Strength: (clean up cross-line synergy but also have to choose between best DPS and best group support)
Move ‘Phalanx Strength’ to ‘Strength’ (move ’Distracting Strikes to defense)
Tactics (add some sustained burning here with some in-line synergy)
Add a new GM Trait: “Immobilizing an opponent causes 2 stacks of burning for 3 seconds”
Berserker: Add something non-selfish
Merge Bloody Roar and Savage Instinct into a single trait
Add new GM: “Activating a leap finisher applies it to your entire party”
There may be some reorganizing of other traits:
(In defense, remove ‘Thick Skin’, replace it with ‘Distracting Strikes’)
(Merge the reviver traits in tactics into a single trait, make empower allies baseline, move the banner trait in)
(In discipline, add a new GM trait that resets weapon swap cooldown on using a ‘finisher’, move hammer skill down one rank to replace banners)
(Obviously baseline Fast Hands would be awesome too)
Strength – Discipline – Defense/Tactics/Arms
GS + ( whatever )
http://gw2skills.net/editor/?vJAQJARUjMdQlH2GCehApIGICK9Lm+twCgIYAwW/FGBA-TZBBwAAeAAYOCA12focZgAXCAA
For teams: Tactics + Empower Allies/Phalanx
For more DPS: Arms + Signet Skills / Furious
because it didnt give condition builds. We got condi bursts of burning and thats it. .
This.
My suggestion of a “balanced” forceful greatsword is this : the skill is fine – despite your personal opinion the skill is where it should be. It allows GS to become relevant and overcome its inherent flaws ( 100b root, bad autoattack).
Why is that we must “rebalance” everything? What other evidence apart from your own personal opinion and feelings do you bring to the table when you state that the skill is “OP” and needs to be rebalanced?
How can you possibly think this skill is fine?
HOW?
Without this skill, warrior goes from being competitive in groups to being really, really second rate.
How can you possibly think that means the trait is ‘fine’?
One or two over-powered traits propping up an entire class is -not- fine.
Here’s a thought: maybe the inherent flaws you see in greatsword are no greater or less than the inherent flaws in any other weapon. I challenge you to come up with a competitive build that doesn’t use greatsword; a build that isn’t totally overshadowed by other builds.
Think you can do it?
(edited by Cortano.5419)
Might on Crit would be an amazing trait – on its own.
Without a cooldown, it is easily a grandmaster trait – on its own.
Having one weapon massively better than all others is not good for the class.
Lot of good point; couple of extra comments:
Forceful Greatsword is an amazing trait. +10% damage AND might on crit (no cooldown) AND 20% faster on BOTH greatsword AND spear … and it’s not even a grandmaster trait. Let’s face it: might on crit on a 1 second timer alone would be better than half the warrior grandmasters.
The tactics minors: reviver’s might and determined revival: these are awful. Just combine them into a single (still lousy) trait and put in something less sucky. The whole tactics traitline is basically carried by phalanx strength.
Speaking of which: phalanx strength deserves to go into might. A trade-off between berserker’s might and phalanx strength makes for a hard choice: boost the team or top the DPS? Yes, -of course- it would be a nerf to no longer be both the best DPS and the best buffer -at the same time-… but then you might be able to have a real warrior balancing discussion.
Imagine redoing tactics:
(control) Leg Specialist, Opportunist, Crack Shot (and buff this)
(volume) Quick Breathing, Shake it Off, Inspiring Shouts
(movement) warriors sprint, dogged march, powerful synergy
with minors: merged rez talents, inspiring presence, empower allies
… it’d be a really tight set of skills then….
(I haven’t thought through that… just throwing out ideas.)
I’d really like to see the lines cleaned up to have more of a theme (like we see with the elites.) A set of related skills that have some synergy without depending on another line.
For example:
immobilize on crit, fury on immobilize should be in one line
phalanx strength and GS should be in the same line
etc.
For axe, it will never be useful where it is, lets say for example we rearrange Arms to make it more about 1 handed weapon mastery:
Precise Strikes
sword mastery, mace mastery, axe mastery
Rending Strikes
blood lust, body blow, signet mastery
Dual Wield
furious, distracting strikes, burst precision
the point is: each of those ‘lines’ is basically a stand-alone package. You don’t need to reach into different specs to make them work. That means you can mix/match builds more easily; right now it feels like you are well locked into str/def/disc (pve/wvw) and str/tactics/disc (pve) just to do anything.
(edited by Cortano.5419)
Fast hands is important to warriors because without it, the warrior mechanism (finishing attacks) just doesn’t work well. We have some amazing talents that trigger off of finishers ( +20% damage, clear 3 conditions ), and the finishers themselves are very powerful. Being able to swap just for the finisher makes the warrior a ton better. Without fast hands, you basically can’t use addren fast enough.
In one sense, this is why Berserker is so poor. We already can swap weapons and land a finisher every ~7 seconds and trigger some amazing side-effects. Being able to trigger a lesser effect every 5 seconds without the supporting effects from talents is just… ‘meh’.
Axe off-hand isn’t as bad as people make out.
Axe-4 can hit 3 targets, for 2 times each… which is 18 sec of fury on a 12 sec timer. You aren’t always hitting 3 targets, GS gets fury for free, and you might have the shout or signet, or tactics and get it on cripples… but if you don’t, it’s a decent talent.
Axe-5 is a whirl finisher, hits targets all around rather than just a front cone, and can rapidly fill an addren bar. It’s OK.
They aren’t so much worse that they aren’t viable; just not optimal. My gut feeling is that if the placement of the GS and axe talents were reversed, axe would look a lot more attractive. Axe isn’t so much weak because it’s innately bad; it’s just that the GS has an overpowered-talent supporting it in a otherwise sucky spot.
Major Feedback
1 The Berserker felt very clunky; it did not feel like you were going berserk.
For example, you berserk, you get locked out of berserk skills for a second. You headbutt, even when you stunbreak, it’s still about a second disruption. You do the rock summon/shatter thing, you come to a stop. You have to use the heal prior to bursting, and prior to that you need some lockdown, but you have to time that correctly with the adren gain and you need to be watching the timer, or else by the time you’ve set up the whole thing you are out of zerker, and omg, some stun interrupts the whole thing.
The spec felt like: wait for adren/headbutt, take a deep breath, use berserker, take a deep breath, use an ability, wait several seconds for more adren. Very calculating, deliberate and to be honest, frustrating: it just didn’t feel right. “Zerker Stance” feels like berserker; the elite spec does not.
2 The Adren bar changing from 30 to 10 felt really awkward and unintuitive.
Partly this feeds back into the point above, it added a level of thinking about abilities: use the finisher before zerk to get the 20% or use it after and get only 10% bonus? Use the more powerful finisher or use berserker?
Traits like regen in the defensive line just don’t work well with berserker; it feels like too many trade-offs.
3 What’s the point of going berserk?
The berserker abilities didn’t seem bursty enough, but at the same time, going berserk didn’t seem to add much to sustained damage either.
I did find it useful for the stun break / condition clear / stability / death insurance. That stuff was great; but it wasn’t like I had opened a can-o-whoopass either. It was shifting to a very strategic gameplay with a defensive mode.
4 The 15 sec on – 15 sec off thing didn’t feel right either
It felt very disjointed; getting into zerker felt awkward and then you were always dropping out just when it felt it was starting to flow. It felt jarring. A 45 sec duration on a 300 second timer would have felt 100 times better.
5 The existing warrior abilities need to be reorganized
I was constantly finding that I was missing key abilities for anything I did. The key skills for every spec are scattered over too many different lines and there are too many ‘must haves’ to take.
Specifics
1 The heal is terrible; just throw that idea away for now and start over. It belongs in some spec called the ‘master tactician’ that involves chaining 3 or 4 moves in the correct order with specific timing. I can’t see this being used in PvP (people will just run away); even in PvE it has the same basic problem of coordination.
2 The whole self-stun on the head-butt is a cool idea, but utterly disruptive to play.
3 There seems to be a lockout after going berserk before skills can be used; again it is really disruptive to play.
4 The position of the F2 ability behind the F1 is not a good place for it
5 The torch-4 skill seemed like a randomizer. Sometimes it would hit and do something; other times: nothing.
—————————————-
Suggestions
1 Replace the heal with a passive affect that heals per damage done; gaining increased damage against foes that are bleeding or burning. (Maybe leave the current ability as an activated one?)
2 Make the leap skill the elite. Add 5 seconds of blindness/block protection and a fire shield; remove the vulnerability.
3 Trigger berserk by using a berserk finisher. Every time you use a berserk finisher, you extend the berserk by 5 seconds. Leave the adren bar at 30, but add a passive effect of 1 addren per hit while berserk.
(For the sake of a clean interface, I’d leave the old F1 ability usable in zerker mode and add the choice of that or the F2 ability, where the F2 ability is a little weaker but extends zerker. Keep the cooldowns separate; which removes some of the warrior dependence on ‘quick hands’.)
4 Really give some though to reorganizing existing lines
The way that the Elites are organized is GREAT. You have 3 skills that basically have some in-line synergy/theme. The other lines basically need to be grouped up the same way.
KEY POINT
The Berserker spec is very frustrating because key abilities are scattered all over the place.
Move ‘Phalanx Strength’ to ‘Strength’ (it’s mostly only useful with the greatsword strength trait)
Consider reorganizing the ‘Berserker Power’ into discipline ( so that disciple has a line more about using burst skills; there is a lot of synergy with ‘burst mastery’.)
Move the ‘immob=fury’ into tactics to have synergy with ‘snare=immobilize’. Maybe add ‘rifles mastery’ as a new GM skill with the added ability to weaken (or whatever) on criticals (which plays off of the fury). That becomes a pretty tight line all by itself.
OK, to give a more detailed example:
Lets rearrange Arms to make it more about 1 handed weapon mastery:
Precise Strikes
sword mastery, mace mastery, axe mastery
Rending Strikes
blood lust, body blow, and signet mastery
Dual Wield
furious, distracting strikes, burst precision
the point is: each of those ‘lines’ is basically a stand-alone package. I don’t need to reach into different lines to make them work. That means you can mix/match builds more easily; right now it feels like you are well locked into str/def/disc (pve/wvw) and str/tactics/disc (pve) just to do anything.
(I know this insanely ambitious; but the key point is that ‘berserker’ does not work because of the way the other warrior skills are organized.)
(edited by Cortano.5419)
Defense – Discipline – Zerker
The seems some uncertainty on whether or not berserk-burst skills get the level 1 or level 3 affect; but either way discipline’s burst mastery will be very powerful. (Insane if it gives the level 3 affect), but versatile rage (+5) and burst mastery ( +3 or +10) mean non-stop zerk-burst attacks.
Combine with defense where you can have dogged march + warriors sprint… really hard to stop. With the stun from the zerker elite, perma stability, stun removal on zerking, and insane condition removal (on swap, potentially on finishers, on zerking) OR extra healing and armor ( + attack power ) on rousing resilience: you’d be a tough guy to stop.
It’ll be a very, very tough combo.
(Strength-Discipline-Zerker would also be very strong)
Speculation on the skills:
Heal: Stun yourself for 3 seconds and add 20 stacks of vulnerability. If you survive for 3 seconds, you are fully healed and gain all buffs for 10 seconds.
Utility 1: Every 2 seconds, set yourself on fire. Set your allies on fire. Set all objects within 600 meters on fire. All enemies are set on fire. Twice. All engineers on the opposing team with bomb, grenade or flamethrowers explode and die horribly. No saving throw.
Utility 2: Sacrifice a team mate to gain of 10 stacks of strength, fury, speed and stability for all other team members within 600m.
Utility 3: Cut yourself. All enemies think you are creepy. and weird. and find someone else to fight. notice the synergy with the heal
Elite:
Consume the soul of any downed player to gain strength. That player can not be rezzed for an hour. If the player is on your team, the bonus is permanent.
the fairest class in the game
in this game, “fair” is only defined
I think fair in this context is defined more along the lines of “Mirror, Mirror on the wall…” not “Cricket”…
I think it would be cleaner to have the ‘Weapon Master’ implemented as ‘kits’ rather than just as additional weapon sets; which might open up whole new ways to use certain weapons.
Yes, forceful greatsword is too strong an ability; really needs to be split into two separate abilities just for balance reasons (having your entire class balanced around a single over-powered trait is not a good thing.)
“Because axe hits so often ( especially axe 5 lol )…”
Any issues like this could always be addressed with a 1 sec internal cooldown or something.
Inquisitor: Sword – Torch
set the sword on fire and go crazy with fire fields, create a fire that reveals stealthed characters
“Kits” or “Conjured Weapons” … yeah
“Sniper Rifle” – Elite
Does more damage the longer you stay in place
(Takes the F1 from rifle, which is replaced with a fast cast knockdown)
“Scorpion Style” – Axe/Dagger
Leaps / Evasive / Dodging Attacks
“Water Staff” – Healing
Defensive Staffs – Regen – Blocks – Water Fields
“Demolition Hammer” – Hammer
+50% damage to stationary targets
If your condition damage is higher than your power, these values are swapped while using this weapon
Move “Leg specialist” to adept strength, adept strength lacks some good traits (only the physical.. but what if you dont run rampage? and “Leg specialist” doesnt fit into tactics.
lot of good ideas here, but this left me scratching my head
Personally, I’d like to see the warrior lines cleaned up a bit and made a bit more distinctive.
For example:
Strength: Physical, Knockbacks, Might
Discipline: Rage Management and Swapping
Tactics: Movement/Cripple, Party Buffs,
Defense: Add interrupts, confusion, etc
Arms: Condition Damage and Criticals
Move “Phalanx Strength” and “Reviver’s Might” into Strength
“Building Momentum”, “Stick and Move”, “Axe” move to Discipline
“Warriors Sprint”, “Opportunist”, “Banners” move to Tactics
“Distracting Strikes”, “Shrug it Off”, “Hammer” moves to defense
“Burning Arrows” move to Arms
(I haven’t thought through all the moves, but those at least ‘make sense’ to me. I am sure at least something there is not appropriate; just trying to demonstrate the idea, it’s not a fully thought out plan or anything.)
(edited by Cortano.5419)
Swap it with crack-shot… no one uses that anyway…
People will aways find the best builds. To many good theory craters out there for them not to
and for each person experimenting to find those builds, there will be at least one person saying “that sucks, I am awesome and you are all idiots. I have never heard of a dumber idea ever. you all suck. your ideas suck. Play the meta my guildmates made me spec or you all suck”
Why you want fury if the direct is so low unless you running cele?
(I know this guy is trolling, but general response to everyone else in the thread… because even trolls stumble onto good questions.)
Rampager (which is cheap) with some Zerker trinkets (which most people have anyway) is a pretty cheap way to run a decent condition build that still has very solid direct damage. A lot of people are going to run condition builds for variety, to try different playstyles… but you don’t need to splash out for all sinister before trying it out.
The combination of pressure from bleeds combined with reasonable burstiness is a solid WvW mix as well. A quickened flurry + final strike + rip is pretty brutal, especially when your crit rate is up near 100%.
The only thing GS really has is the insane might stacking, which to be honest, needs to be nerfed. It’s too good a trait and warriors are sort of propped up by that one overpowered trait. Remove the 25-stack might from GS, and it is nothing special.
Are there better sources of Fury so I can switch my offhand?
I know people don’t like axe-5, but it is a great AoE and it’s amazing at filling an adren bar. I also think a fair bit of direct is very beneficial for sword builds; even discounting the bleed, its reasonable damage with a berserker kit. With something like rampager armor + zerker trinkets it’s very solid (you don’t need all sinister to have a solid build, and you’ll want a set of zerker anyway.)
That being said… on fury… you have two good fury traits in arms-1; the 25% health one or the one on immobilize. Both sword (flurry) and bow (pin down) have immobilize naturally… and you can trait for immob on snare, which really is 100% fury with immob-fury.
The 25% fury is basically perma-fury on trash, and with either the elite banner or signet, you really good up time on bosses too.
i noticed a bug
The F1 skills are each on their own timers; the cooldown on sword is independent of bow.
Could I get away with just trained warhorn? My least favorite condi removal option would probably be defense for cleansing ire since I feel that arms/tactics/discipline make up the backbone of the warrior condi build.
Yeah. If you are comfortable soloing in Silver Wastes, Season 2 is about the same. It is a lot more condition damage than we have seen previously. Runes to remove conditions, war horn traited, using mending, use the endurance/clear condition signet… any of that stuff works. I wasn’t trying to imply that you ‘need’ soldier runes to do the content; it’s just one way to do it.
Having a plan to deal with conditions is important though. Blinding, blocking, dodging and curing conditions are just more valuable if you want to ‘feel tough’ or be ‘tanky’. If anything, there are a lot of cases where it’s dodge the red outlines or go down; it feels a bit over used to me (and it reduces the value of toughness/vitality.)
I think it’s 15% to your auto-attack chain; but with swapping weapons and other abilities all doing significant damage, its not the same as a straight 15% bump. I am kind of torn between dual wielding and furious… its pretty easy to get a lot of furious stacks and the adrenaline gain is really high. Both seem to be very solid talents.
Any tips for a solo condi build refined for doing solo pve (season 2)
Season 2 has a lot of condition damage; you’ll want some good cleansing. A shout build with ‘remove condition on shout’ runes would help if you aren’t running with defense. (I don’t think there is anything wrong with rabid, but with dodging you might not get hit much.)
(edited by Cortano.5419)
Conditions warriors are viable now; sustained damage is excellent and ramp-up is pretty good too. Don’t let the “Zerk-PS or Go-Home” guys scare you off; condition warriors may not be meta, but they very solid characters.
I really like the sword-sword playstyle; auto-chain is good, finisher is good, the leap + fire field combo is good, the block is good. Long bow is a fantastic weapon with fire fields and blinds. Lot of synergy between the weapons.
Armor: Sinister and Rampager are both solid; even a couple Berserker/Assassin pieces are fine and you can run with some Celestial as well. Lots of runes work; it’s a pretty forgiving set in terms of gear. (Rampager is easy to get and inexpensive; Sinister is more work. If you have the choice, Sinister would edge out the other options. I’d go with Rampager and whatever trinkets you have until you know its a build you like.)
Sword/Sword + Longbow
http://dulfy.net/gw2traits#build=AggC_ARsBbw~
There are a lot of ways to go with that; you could easily swap in defense/strength for discipline (or tactics.) Burning Arrows is awesome, but in a group, Empower Allies can be swapped in. Furious vs. Dual Wielding is kind of a toss-up as is Burst Master vs. Heightened Focus.
For group play, you could consider Phalanx Strength + might on crit on your sword, might on swap for your bow. You won’t generate the strength stacks a GS would, but you can still boost a group a lot. The shout and leap traits aren’t bad either.
I’ve set up that example with an immob on snare / fury on immob… which is 100% fury uptime. The signet talent or berserkers fury are also good talents in arms, the horn and destroy empowered are situationally useful as well. In many ways, you are spoiled for choices. Other than Arms+Blademaster -every- talent there is changeable.
“Mantra’s” would be kind of cool too:
‘Poison Dagger’ (Poison)
‘Holdout Pistol’
‘Smoke Grenade’ (darkness field + blind)
‘Flashbang Grenade’ (Daze + interrupt)
…
and our new weapon: Trident
600 range thrown under-water weapon
Our specialization is definitely kits
Scorpion Style: Axe/Dagger
Specializing in evasive moves, interruptions, weakness, snares and poison
Dagger and axe benefit from axe talents
Flaming Blade Style: Sword/Torch
List your sword on fire and go to town with fire fields, blinds (smoke), leaps, and a whirling attack. Sword benefits from sword talents.
Iron Legion Style: Pistol (MH) / ChainSword
direct ranged damage
chain sword rush to close
daze front / stun back with a short range pistol shot
channeled (stationary) chainsword attack
psitol benefits from rifle talent, sword from sword talents
BackBreaker Style: (Double Sized Hammer)
When in this style, your condition damage and power are reversed if your condition damage is higher than your power
Slow, High Damage Attacks perfect for taking out static targets
150% damage to physical objects, stunned or prone characters
Chance to shatter chilled characters for extra damage
Benefits from Hammer talents
Crane Style: Staff (Healing)
basic attack that siphons health, block+heal, condition transfer, AoE (whirl), water field
benefits from mace talents
Sniper Rifle: Elite
1500 range. Damage increases for every second you are stationary.
benefits from rifle talents
Takes the F1 talent from current rifle
(Rifle now has a ‘instant’ that knocks down and dazes enemies.)
(edited by Cortano.5419)
You know that there is more game modes than your PvE ? what you are asking is simply killing GS once and for all.
The sad fact is that GS is our one actually viable weapon (along with longbow maybe); rather than have one over-powered talent propping up the whole build… it really needs to be separated out to give some more diversity.
Let’s say for the sake of argument that ‘gain might on a crit’ replaced the ‘do damage on a dodge roll’ talent or something. How does that possibly change things for GS?
(edited by Cortano.5419)
It could be a good strength adept trait, instead of the crap we have there. At the very least it will allow axe to compete with GS.
Yeah, it makes more sense to have something about ‘might’ being in the ‘strength’ area anyway. (That would actually be true of Phalanx strength as well.)
(Stuff would have to be reorganized of course,)
More random specialization thoughts: Kits
Scorpion Style: Axe/Dagger
Specializing in evasive moves, interruptions, weakness, snares and bleeds
Flaming Blade Style: Sword/Torch
List your sword on fire and go to town with fire fields, blinds (smoke), leaps, and a whirling attack
Iron Legion Style: Pistol (MH) / ChainSword
direct ranged damage
chain sword rush to close
daze front / stun back short range pistol shot
channeled (stationary) chainsword attack
BackBreaker Style: (Double Sized Hammer)
When in this style, your condition damage and power are reversed if your condition damage is higher than your power
Slow, High Damage Attacks perfect for taking out static targets
150% damage to physical objects, stunned or prone characters
Chance to shatter chilled characters for extra damage
Crane Style: Staff (Healing)
basic attack, block+heal, condition transfer, AoE heal (whirl), inspire allies
Monkey Style: Elite
Dual Greatswords, 2000 Blades channeled attack, unstoppable, you can’t see your health bar, you can’t dodge, extra damage below 50% life
(after expiry leaves you crippled and weakened)
Phalanx Strength is a great talent; it is one of the more important things that a warrior can bring to a group. I am not particularly unhappy with it exactly, but rather on it’s interaction with Forceful Greatsword; if you want to play a PS build, you are pretty well locked into two talent lines (Strength/Tactics) and you are pretty well locked into GS as a weapon.
I think it would work out much better to move the ‘might on critical’ off of Forceful Greatsword and onto its own talent in the tactics line ( probably displacing the +400 toughness while rezzing; not very interesting and how many rezzing talents does a specialization need anyway?)
Forceful Blows (tactics minor):
When you score a critical hit you gain 1 stack of might for 5 seconds.
Why bother? That suddenly makes tactics basically a self-contained tree that can be slotted into other build; all of the skills to make Phalanx Strength work are there in one line. You can play a support build with any of your weapons: hammer / mace-shield / sword-horn / rifle / etc.
I think that would make a lot of warriors happy and you’d have a lot more diversity in support builds.