Showing Posts For Equivocat.8246:
I’m fairly new to guardian as well, but I’ve been having fun with a fairly bursty meditation build: http://en.gw2skills.net/editor/?fVAQJARSlsApboVDxcI8DNRDBlZ8zPmvPDXfgEEAA-TpBFwAIOEAOOCAy3fIyDAoaZAAXAAA
The build gets you a decent amount of control with both hammer and greatsword, along with damage at the same time. Only problem is survivability is really tied into the utilities and virtues, so getting comfortable with them is needed to stay in the fight longer, which the build can do most of the time. I went with stability instead of condition clear with the master trait in virtues, since I just like having a protected (team!) stomp/res and tried to make it up with the sigil on the greatsword.
Burning is just extra damage here, and not really the focus, while retaliation feels like it’s doing more work than ever especially now that leaping through symbols gets you the light aura. My combat log is basically big (guaranteed from weapon swap!) Mighty Blow crits (Hammer 2) and lots of retaliation ticks. Fight on top of your symbols and get whatever combo finishers you can out of them, blast/leap are more retaliation while whirling removes conditions. Anyway, hope you have fun with the guard out there, whatever you choose!
Tried triple shout before, and it can work, but it’s generally inferior to guards and is pretty much just good for support. And yeah, stability is a big problem with triple shout, but I would sacrifice the third shout (likely “Fear Me!”) for Balanced or Dolyak. Shouts are a cheap fix for adrenaline with Inspiring Shouts giving 8 adrenaline (out of 30!) per shout, on another note.
Still, if I had to have three shouts, soldier runes, and not be a bunker: http://en.gw2skills.net/editor/?fJAQJASTjMdU5ZnHuewJagqgC9iHAPgqbI9J8BpAA-TpBCwAAeAAaOCAUuAAR3foyhAgbZAA
Lot of different ways to go though with weapon and trait choices, but damage-wise probably going to get the most out of something like that. For amulet, I just don’t know, almost no point not having any healing power if taking healing shouts, but damage is fairly kitten with Cleric, so I figure Celestial.
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Draining adrenaline on a miss is fine, just means must actually be mindful of using the burst skill, but the out of combat adrenaline drain is pretty severe. For example, using Berserker Stance while getting to a team fight on a point to open with Combustive Shot doesn’t exist anymore. Being out of combat, Berserker Stance drains faster than it can build any adrenaline, and I liked having the option of trading condition immunity to having my normal rotation and opening burst for situational control.
So, fine, whatever, I’ll wait to get into combat to use it. However, now that Berserker Stance builds significantly less adrenaline and much more slowly, I find myself just autoattacking for what feels like forever before those three bars of adrenaline fill up. By then, I’ve taken a fair amount of damage since warriors have no choice but to fight, for lack of a better term, honestly (no reliable aegis, stealth, teleport, etc), and having a less reliable Cleansing Ire with less overall adrenaline and it just feels bad. It’s the flow of the warrior that’s changed pretty significantly, and it no longer feels like the same profession. It’s acceptable when certain builds and skills and utilities feel kitten, not when it’s the profession’s entire mechanic upon which so many traits and gameplay flow rely.
Haven’t had less fun playing the game at any point in time (also maining necro) than I have since this patch and that includes betas and day -3 when so many things were broken and/or malfunctioning. BRB 6 months maybe idk.
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Missed what was changed?
Black Powder’s smoke field pulses every two seconds, and the duration of the blind is two seconds.
- 100 Blades and Whirlwind Attack damage reduced
I love greatswords
Arcing Slice is going to be useful, an execute type move that does more damage when targets are below 50% health, and it’s AoE.
Also:
- Adrenaline drains quickly upon leaving combat, so better to spend it
- Signet of Rage buffs decreased by 5s
- Rampage made stronger/take less damage
- Signet of Might gives 6s of unblockable instead of 5 attacks
- Axe 5 has increased damage and decreased cooldown
- Berserker Stance only gives 3 bars worth of adrenaline vs 5 currently
Ahh, we’re all jumping over each other to share the pain a little.
Dual Wield Agility is a little underwhelming, but not woefully so. Its placement deep in the condition tree I feel makes it pretty narrow to use with anything but swords, seeing as warriors have exactly one melee weapon with conditions. I play a full condi war in PvP, and it’s effective enough, and I actually prefer Dual Wield Agility to build up immense bleed stacks with the autoattack chain, or even just to stomp faster when I don’t have a dodge or stability available to me. A lot of people get caught off-guard by the stomp speed with it and mistime their interrupts. I haven’t fully timed it or anything, but it certainly feels faster than a regular stomp. I could also be totally and utterly incorrect.
Ehm ehm. Full DMG traits 3013 power (20x might) All spell on CD and 9k BS vs Warrior eviscerate without power traits and with power traits 2668 power( 5x might) 9.6k, 90% CD ready
I don’t understand what you’re trying to say here. Nowhere did I deny that Eviscerate hits for a lot of damage, only saying that Backstab has the potential to hit for the same numbers, and that denying it is narrow-minded.
From what you’re showing, it’s natural that the warrior would have no cooldowns (which are defensive in nature) spent, since you generated all your adrenaline by slowly chopping away at a target dummy, and that you blew all your cooldowns as thief to burst the target in one instant. Translate that to a game situation: the warrior would be generating adrenaline faster from Berserker Stance and Cleansing Ire (which you’re missing!) by trading hits with their target, and the situation is largely unchanged for the thief – opening on their target from stealth and blowing cooldowns to burst (but missed venom!)/lockdown.
I still maintain that the problem is Eviscerate’s consistency, not costing adrenaline and/or the short cooldown on a miss. The build it belongs to (Celestial Axe/Sword+LB) adds to the issue, but looking at the ability in isolation, it would be that. Neither has to be nerfed, but both sides can’t deny how hard they can hit.
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How can you one-shot a thief as a necro, and what thief will stay in the open long enough for that damage to go through? I feared him off a point and he disappeared, next thing I know, I was melted. I also said Melandru runes, which give some toughness, however minor. And yeah, I don’t normally play zerker, but was trying something out in hotjoin, and I just happened into the situation. Kinda funny how the thief’s allowed to go zerker and get away with it, and everyone else has to suck it up and NOT play that.
And on topic, having a war as well, it’s a weird game where everyone’s waiting out, or baiting out the Eviscerate. They know you have it, and you know they know that the pain’s coming. The distance on the heatseeking isn’t big, but it is way too reliable since missing it doesn’t drain adrenaline. That, plus the relatively low cooldown, sigil of intelligence, and added condi pressure from Celestial runes/longbow/Impale, and it gets pretty overwhelming. Only have so many dodges, so do you dodge, the Pin Down, Impale, or Evisc?
“how can you one shot a theif with a necro?” If you’re playing zerker you should try using life blast sometime, maybe lich form. You are clearly unaware of how high a zerker necro can hit, so i’ll let you try those and figure it out.
Right, that’s exactly what I was testing out, by going zerker. The second part of my statement was that no thief will stay out in the open to take that kind of damage. Blowing a 3-minute cooldown on a thief that’s not even there? They’re obviously just going to wait it out, even they were there. Life Blast can hit hard, but there’s not a chance it hits for anywhere close to as much as I was hit for, in the same short span of time, and again, thief just decides to re-engage at a different time. Not to mention both are able to be dodged, since they’re out in the open, how’s about dodging that 11.5k Backstab (not counting sigil/other procs and steal)?
Don’t get me wrong, I’m not saying nerf thief. I’m just saying that denying they have ridiculous burst potential is myopic. Yes, a lot of professions have that burst/high damage potential, but thief is burst potential is tied to when they choose to engage, in relative safety.
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You said you were using zerker. Most likely the thief was using D/P revealed training 6/6/0/0/2 which means that you can practically 1 shot them. If you’re crying about 11k backstab when you’re zerker then that’s your fault for playing zerker…
How can you one-shot a thief as a necro, and what thief will stay in the open long enough for that damage to go through? I feared him off a point and he disappeared, next thing I know, I was melted. I also said Melandru runes, which give some toughness, however minor. And yeah, I don’t normally play zerker, but was trying something out in hotjoin, and I just happened into the situation. Kinda funny how the thief’s allowed to go zerker and get away with it, and everyone else has to suck it up and NOT play that.
And on topic, having a war as well, it’s a weird game where everyone’s waiting out, or baiting out the Eviscerate. They know you have it, and you know they know that the pain’s coming. The distance on the heatseeking isn’t big, but it is way too reliable since missing it doesn’t drain adrenaline. That, plus the relatively low cooldown, sigil of intelligence, and added condi pressure from Celestial runes/longbow/Impale, and it gets pretty overwhelming. Only have so many dodges, so do you dodge, the Pin Down, Impale, or Evisc?
Clearly someone doesn’t want his “precious” to be nerfed.
I have yet to be hit by 9-10k backstab, so 15-20k numbers are out of thief reach imo.
https://www.youtube.com/watch?v=S9d4Og8KbEM
This is footage from a full glass thief. He has to use ALL his utilities to get might/boost to dmg to even get close to warrior numbers, leaving him with almost nothing if his combo fails. All this is from before thie Ferocity patch, and the highest numbers 16k are on some squishy or uplvl guys (not to mention they’re total nubcakes, but it’s just to show the numbers). Now, how many hits will it take to kill 12k hp 1800 armor thief?Warrior however… “F1 , oww he dodged, switches to GS – run away 1500 range, 7sec later F1 magic button is ready again, Boom! 12k, 7-10sec, Boom! 15k”. Feel free to input random 2-3k auto atk hits in between.
edit:
Because some ppl posting below didn’t seem to have read my previous post, go read it. This is about WvW zerg situations where zerker thief pulling out 16k numbers will just evaporate from few hits.
If you read the part about 1v1, it’s not big problem to beat a warrior.
This is not crying post. This is pointing out at a certain problem with balance of warrior class, just like other people in this thread are trying to point out.
This is from a hotjoin, using Melandru runes and zerker amulet on necro. If it hits that hard not as full glass, and not in WvW, what could it do in WvW?
The first and most prominently, is doing sPvP/tPvP/hotjoin with my necromancer causes my computer to completely turn off. Most recently, it happened as a thief opened on me with basilisk venom in hotjoin at Battle of Khylo, but I don’t think it’s tied to that as it’s happened across different maps. Doing the same activities with my warrior causes no such issue, the shutdowns only occur with my necromancer. I don’t particularly use my necromancer for PvE activities, so I don’t know if that will persist there.
Secondly, the game seems to anchor my mouse to it, preventing me from clicking on objects outside the game, from time to time. It begins with me being unable to click on objects in game/inventory, and as that goes away in a few seconds, I am then unable to click on anything else. I can use keyboard shortcuts and movement to restart to end the issue, but it’s a matter of time until it happens again. At first, I thought it was perhaps an interaction of the game with background programs (browser, video player, etc) but even in isolation, it occurs. I run the game in windowed fullscreen and frequently tab/click out to other monitors.
These have been going on since my return to the game around a month and a half ago, and it’s still the original client file from release (early start, even), perhaps copied and pasted to another drive. Any idea as to what could be causing such odd occurrences?
You’re so close to the meta/effective Phalanx Strength build, which maximizes personal DPS while still providing adequate support to take down the relatively simple PvE content. It may sound silly, but bringing large/consistent stacks of might and better DPS can be looked at as a form of support – boss dies faster and does less overall damage.
I use a shout variation along with zerker gear and Trooper runes (since I don’t feel like shelling out for Strength runes), and trait IV in Discipline (Inspiring Shouts) cannot be understated, as it provides 8 adrenaline (3 full bars of adrenaline is 30) per shout. Going for Fast Hands lets you swap out of GS more often and dump your adrenaline on Eviscerate. GS+Longbow is fine, since you can provide fire fields and detonate them for even more group might, but GS+Axe/Mace is still better for vulnerability and the 1200 range knockdown.
For Great Justice and On My Mark are staples, with the third being either the power banner or crit banner; there is usually another warrior in the group to bring the other one anyway. Empower Allies can be swapped for Quick Breathing or Burning Arrows as the situation requires. And yes, you can occasionally change Phalanx Strength to Vigorous Shouts when you’ll want to do that little bit of burst healing. Also, if you’re still feeling squishy with all of that, you can change out of zerker gear to something like knight (Power/Precision/Toughness+), but it shouldn’t really be necessary for the majority of content if you consider dodge roll to be an invulnerability you can cast with a relatively short cooldown.
I play a Shout War in just about everything, and I would love if there was an elite shout. Condition on each nearby foe is way too good, considering how much x it could give you, even in a small engagement, and 15s is absolutely too low of a cooldown. Shouts in GW2 are also less about the self and more about everyone else, so stacking a buff on yourself for that doesn’t really fit. Trying to dodge without endurance gets some characters to say they don’t have energy, so perhaps it can be tied into that?
“Victory is Mine!” | 60s | Instant
Refill endurance bar and grant 1 second of vigor for each condition on target foe, for self and allies within range.
Pretty defensive CD overall, and a more offensive version could instead increasing attack speed by a certain percentage (25%?) for self and allies for a medium duration. Not quite quickness levels, but certainly enough to feel it for a res/stomp/burst window, whatever. Maybe I’m just trying to get “I WILL AVENGE YOU!” back.
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I use something very similar for WvW, right down to the Knight gear and the Trooper runes. However, I use Sword/Warhorn or Sword/Mace and Hammer, along with the trait allowing shouts to generate adrenaline (a huge amount), and triple shout. Not really saying my build’s better, but I find it works well in zerg v. zerg, going in with Earthshaker and getting out with Savage Leap to disrupt their lines. It does pretty well in small engagements too, being tanky enough to avoid being targeted, while doing surprising enough damage to scare off squishies or outright kill them. Sword/Sword and Longbow is what I use for spvp, but that’s as full condition and triple stances like a true scumbag.
I tend to swap traits and utilities as needed as well, typically moving the last point out of Discipline to grab Cleansing Ire if I feel more conditions coming on. If going mace in the offhand, I change Quick Breathing to Leg Specialist.
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So basically, if I understand this correctly, you want to upset the current working system to suit your particular needs, because you don’t want to spend the time that other people did in PvE (and/or karma and/or gold farming) to be “competitive” (air quotes because WvW is a joke) with them in a format where it’s rarely or never about individual contribution. It was said so well earlier: glory gear is worthless and doesn’t grant you an advantage, where you want an advantage in a completely separate entity.
WvW has its own pseudo-currency anyway in Badges of Honor, and still you want glory to apply?
Taugrim.7604
Axe (direct damage) or Mace (CC) would be better mainhand options than Sword, since the Sword is a bleed weapon and this build offers direct damage not condition damage.
I mainly went sword so I could zip around the map with Savage Leap, but I’m definitely going to try axe and mace individually and see how they feel! The control is certainly there, but I feel like my damage has been lacking a fair bit. Granted, it’s a rare occassion that I’m checking out the combat log, but I’ll start paying more attention to it and see how well each weapon set stacks up against each other.
No love for the spiked chain/bladed chain a la D&D trip fighter? Bladed gauntlets/knuckles would be a welcome addition too, but I would tremendously love to see polearms of any sort come about.
Now that I think about it, incorporating the staff but for physical use could be interesting as well, in the same way a ranger uses a torch as a stick with fire on the end of it. Even modifications to existing one handers to span an entire bar would be welcome, though that may be encroaching on thief territory. This is just dreaming now, but even stances that change how the existing weapons are held/carried and how they would allow some different abilities would get a lot of mileage without having to create entirely new weapon groups.
Thanks for the build, I haven’t had the chance to test it as much as I would like, but initial results came out well, especially on how much healing and adrenaline the shouts give out. I did make some changes though, and I think they were more just playstyle differences:
- Sword/Shield for the swap set
- Leg Specialist instead of Empowered
- Warbanner instead of Signet of Rage
I’m back and forth for the Warbanner/Signet but I’m amazed at how well this worked out. Considering that I was running a paranoid build (not trusting teammates in hot join = Endure Pain, Defy Pain, Last Stand and Shrug It Off), I felt like through shouts and Lung Capacity, I could keep myself up so much better. Not having that rifle felt silly at first, but the hammer’s utility easily made me forget it. I still wanted the movement Savage Leap offered though, along with the shield stun.
I’ll definitely have to try the Empowered version in PvE, it seems like it’ll handle dungeons so well while still putting out better utility than banners. Thanks again, looking forward to other builds you put out!
Warriors are not in an altogether awful place, but even beyond the polishing of bugs, could use a little in the way of flavouring, or fun.
- Mentioned already, how unexciting and how ineffective Rampage is. Also, the set of elites in general. None of them super exciting, and while I love me some Warbanner and love how it can completely turn the tide, it really encourages you to sit on the cooldown. A largely unused elite is pretty close to not having one at all. On the subject of banners, and while I haven’t experienced many banner thieves, how about making them carried on the warrior’s back, like a standard, and used again to be dropped and picked up as it currently is on live?
- In the same vein, some utilities that serve no purpose other than fodder. This may be from being just bad, but I see no true use to Berserker Stance or Banner of Tactics – anything they can do, other utilities can do better, or they’re just simply superfluous. The majority of the others are highly situational, and that’s perfectly fine, that’s up to us to figure when we’ll need them and promotes thoughtful play.
- Downed abilities. Super unexciting, and I really hate to be comparing professions since it’s apples to oranges, but it’s just a feel-bad moment when you see or play another one that does exciting things on down. Throwing anything but a rock is that much more exciting – how about throwing mud in their eye for a short blind? Pulling out a pistol or shortbow that was hidden and just doing mediocre damage from the ground would be more exciting. Throwing a hammer essentially lets you select who your executioner will be, in the majority of cases. Vengeance is a finicky mistress, but that’s why we keep going back to her, but I still can’t help but feel it’s lacking, especially in PvP.
- Making Adrenaline skills more exciting, though I’m not quite sure how yet. There’s not much incentive to be spending adrenaline all that frequently decreasing the value of the entire Discipline tree and its associated traits, except maybe Heightened Focus. Maybe adrenaline doing a weaker attack but then changing to a different set of attacks with the current weapon for a short amount of time?
I would personally like to see more cohesiveness in the existing weapon set attacks that our longbow has, but I would be very happy with just making warriors more exciting with a few of these changes.
Character Name: Equivocat
Quest: Kellach’s Attack 30 (failed/left) directly to Forewarned is Forearmed 48
Made bug report in game as soon as I noticed about a week ago, but don’t typically read forums; only chanced into this thread. Would recommend more communication/outreach to others affected by this.
