Showing Posts For GenoGar.5497:
S/D is pretty obsolete nowadays in all modes but can be a good learning tool to learn mechanics and be unkillable once you’ve mastered content. S/D 3 is a good dodge to play with while you have hard and soft CC, Stealth, condi cleanse to help you. S/D can solo much content in HoT maps if you’re good.
Staff is a better PvE weapon though once you know mechanics as the evasion, damage, and traits are all superior. If you get bored spamming Staff 2 with your camera pointed down, I don’t think other weapons are that much better, well other than S/D.
Changing the CD on Battle Standard doesn’t really fix the problem I have with it. Also changing it would affect WvW the most and would shove warriors into a Banner bot role more than anything (referring to the 75sec cd). I prefer moving the functionality to a shout where it’s function makes sense in terms of skill types.
Battle Standard is arbitrarily a res on a Banner which isn’t really anything more than a dragon facet on the floor whereas warrior banners are more known for their unique buffs that they supply. With this logic, you can make any skill type like Physical, Rage, or typeless like Mending be the big res, it doesn’t have to be a banner.
I’m just lamenting that it’s the Banner that Anet chose to have a big game changing class defining ability at the sacrifice of another functional skill that would make more sense.
There are a couple things that bug me about Battle Standard.
- It’s conditional and situational.
- It has a 240 second cooldown.
- It’s a Banner but not really.
- It’s an elite skill.
It’s so situational that you can’t be pressed to actually use it more than a couple times an hour even. You don’t really use the banner as a banner, it’s really used for it’s one-time resurrection function. The duration is much shorter than a regular banner so you can’t get the most out of it anyway even if you did spam it off cooldown.
What I would like to see is Battle Standard changed into an actual banner like the utilities with its own unique effect. By removing the resurrection away, banner traits can actually be good again and maybe we’ll get the cooldown buff back. I know it’s been said that Anet wants to force players to carry banners and that they don’t want 1 warrior to be able to have 100% uptime but they could probably be more creative with traits if Battle Standard had a different function. One idea is have the Battle Standard have all 4 Banner effects but last only 15-30 seconds with an appropriate cooldown, not 4 minutes. This gives warriors a “burst” banner and gives “100%” uptime on their key banners by investing in an Elite rather than investing in a trait (in a world where warrior traits are already a messy ordeal). You could also have a scenario where multiple warriors can alternate banners more actively rather than every 2 minutes-ish.
The resurrection function could find its way to an Elite Shout. We already have “I Will Avenge You!” voice lines so IWAY could find its way back into GW2 and have a res function or something. Maybe reuse the old GW1 shout “We Shall Return!” which has pretty much resurrection as part of the skill. Having the Shout have the res could buff Vigorous Shouts and shout warriors in WvW. The shout can have identical cast time and obvious animations to spot (maybe they’re taking a breath before shouting?) and the original Battle Standard didn’t root you during cast so it could work as a shout as well. Only change would be that it may not have the targetable AoE circle but it could be balanced accordingly (or just be a targetable shout).
I’m not sure how attached everyone is with Battle Standard and the design behind it and I know these boards focus a lot more on PvP. At this point it may be too late and be considered “iconic” to have Battle Standard be what it is but it isn’t the first time Anet has changed skills completely like Guardian tomes into Shout + Signet (although that involved removing tomes completely).
I just want an elite banner that’s actually a banner and not a giant rally button.
Reproduction: Drag out the inventory bag in the first slot into any other bag. This will cause the entire inventory to hide itself, preventing access. In order to get access back, you have to go to the inventory options and “Show Bags”.
May be related to the Shared Inventory Slots. Search Bar is empty if you’re wondering.
Shelter is the only good guardian heal. It’s also the only channeled block a guardian has access to.
All spirit weapons have a use. Stacking burns, CC, projectile defense and such. Though bow could be more useful.
Hold the Line is mainly used with soldier runes and tanking bombs sorta. But I would like to see a CD reduction. It was recently buffed to actually have the voice lines enabled so there’s that.
Sanctuary is fun in EotM. You can deny stomps at range as well. CD could be lower.
Wall of Reflection is basically the King alongside Feedback. Also Revenents can’t reflect projectiles. They only block them. You’re using Hammer… Or Ventari… What mode are we playing in?
JI is so good… Why are you complaining about a shadow step. Warriors have been crying for ages because of cliffing and lack or teleports.
Traps can be used by non berserkers.
Signet of Courage is terrible. Nothing about it is good other than looking shiny in DR.
Renewed Focus’s 3 second invuln is an eternity. I hate this skill lol.
Hammer is actually the guardian’s #1 DPS weapon.
The only weapon that needs serious review is Sword.
The other stuff is neutral or I agree with but man… The points I said above kinda show you don’t know what guardians need right now.
The whole point of PS warrior is group support. Open world PvE you’re mostly going to be alone and times that you’re with other people the support is pretty unnecessary.
The reason to use banners is improving a sustained fight in an area like dropping it on a capture point, stack spot, or directly on an immobile boss. In open world PvE you’ll be spending a lot of time moving and skirmishing random events, not defending points. And even if all you do is do specifically defend events, unless you have a couple people actually benefiting from it, you’re much better off with utility skills like stuns, stun breaks, mobility, or even Signets for the passive stats with good actives. Also 2min CD banners FeelsBadMan.
Tactics is focused on group support at the expense of personal utility and DPS. I would recommend taking Discipline instead for Warrior’s Sprint and Fast Hands. You’ll be able to juggle between your weapons much more freely and be able to run around faster without relying on Warhorn and Signet or Rage to get anywhere. Burst Mastery also benefits Berserk sorta. You can also take Defense instead for Rousing Resilience to synergize with Berserk skills, take Shield Master if you like shields, and also sustain Adrenal Health pretty much forever allowing you to take Blood Reckoning instead of Heal Signet (but Heal Signet is still awesome).
People are arguing semantics over passive and active.
The nature of AH is passive. It is literally but not technically a BOON that stacks 3 times. It’s basically super REGEN. The nature of a BOON is passive because you get benefits from it by simply having it on you. What’s better is that it can’t be corrupted or stripped, kinda like Berserker Stance of old.
However, getting that boon on you is ACTIVE in the truest sense of the word. If you manage to never land a Burst, you were outplayed or you need to L2P. In this scenario, the passive boon is being denied to you in a similar fashion as a Mesmer repeatedly dazing your heal. It rewards you for successfully hitting your burst which is an active component.
AH is basically Troll Unguent but with a different way to activate it. The buff itself Troll Unguent is inherently passive but the action itself to get it is deliberate and thus can be exploited.
The argument now stems to whether AH is deliberate or not because landing bursts is what everyone would be doing anyway. Technically AH requires a few conditions to be true but the gameplay itself can trivialize those conditions (like using a Longbow or primal spam) so the conditions themselves may as well not be there.
I’d rather see discussion on whether AH might get nerfed, if it has made warriors not garbage, or whether AH or whatever else is enough to finally see Warriors in proleague.
I still don’t understand why Glint can’t be used underwater. It only has 1 targeted ground ability that could easily be made a pbAoE or center targeted on an enemy. Mallyx has a targeted leap that has changed functionality underwater and yet an entire elite spec of their newest profession is scrapped because of 1 subskill of 1 skill.
I’m hating underwater Revenant because of how wishy-washy Anet is about underwater content. They seem to utterly hate underwater with their lack of support yet they continue to acknowledge that it’s still a thing like adding ascended breathers and adding it in one map in HoT.
You can’t get the “Gravewater Ooze” from Tequatl.
I put the ooze on before getting caught in Tequatl’s attack but I didn’t get the item. I put it on underwater as well and it’s still not working.
Beside, their is a nasty drawback in this kind of change. The main drawback is that being able to remove boon would become necessary. Which mean that it would cause an uproar since few professions have access to a reliable way to remove boon. This would kill diversity.
Boon corruption is something interesting in the game but, and sadly it’s a relief, it’s impact on PvE is abysmal. The best solution for the necromancer to find a place in PvE is a way for the necromancer to gain a direct and valuable ability to support it’s teammate. Boon coruption and condition in general is an indirect way of support that certainly work well in PvP but not in PvE due to the mobs specificities. While I love the breakbar as a mechanism, the breakbar is also a mechanism that directly nerf soft condition in PvE, making indirect support useless.
There are plenty of “easy” way to bend the core necromancer in a way it may support it’s allies. There are ways to do it while also making the core necromancer more balanced. I’ve already put some ideas while plenty other player have put theirs the same way on this forum. But nothing will change until Anet have the will to balance imbalanced thing and start granting direct support to the core necromancer (note that Vampiric aura was a great start but PvE wise it stop at that)
There are plenty ways for other classes to deal with boons, just not in the conventional way of corrupting/stripping.
Warriors can be “boon haters” with more traits like “Destruction of the Empowered”. If Anet chooses to go that route, Warriors can “deal with” boons on PvE mobs if they expand this mechanic across more traits or weapons.
That’s just one example of how a boon heavy PvE meta could work and it’ll definitely help Necros in being a useful asset while still allowing other classes some relief on their own.
I often get mad when i compare skills from warriors with others.
I know its not always fair to do this, but still..
Things like autoattacks are very low on warrior compared to others, its like Anet doesnt want that because Warriors have Burst skills!
So dont make there weapon skills too rewarding because the burst skills..
Uhm OK???!!! Anet other professions also have profession skills? so wtf?
Compare our healingskills vs others..
Compare our boons vs others
Compare our Profession mechanic vs others
Compare our other weapon skills vs others, most warrior weaponskills does dmg.. and thats pretty much it.. no other effect.. and its dmg issnt even that high on those weaponskills.. its our traits that make them better.. but that cost us traits also, while other classes can stack sustain traits because there base weapon skill dmg is already high.
I think part of it is that Warriors are just not allowed to have certain things for whatever reason. Warriors are “non-magic” class.
We aren’t allowed to have combo fields that aren’t situational and isn’t fire.
We aren’t allowed to have shadowstep or teleport (but Revs and Guardians are okay).
We aren’t allowed to have access to many boons like Protection or Aegis (and yet it seems more and more classes are getting both). And even the ones we do have like Quickness, it’s tied to a ridiculous thing like Frenzy which is a 60cd.
We aren’t allowed to have mobility it seems. Outside GS, Sword, and Hammer, we have Bull’s Rush I guess. Even swiftness is hard to come by.
We aren’t allowed to have damage mitigation other than complete damage immunity. Even the ones we do get like Shield Block are spilling over to classes like Chronos and Daredevils while Scrappers seem to have access to it more than an actual Shield Warrior. We get garbage like Thick Skin and 1 minute CD stances.
ANet seem to be scared of giving a High HP High Armor class any sort of mitigation, so they make the lighter classes tank gods. We’re in a game where the best archers are donning heavy armor and the tankiest classes are in cloth.
As a warrior main and thief secondary, I am no stranger to the lack of Dev love our classes get.
However, I find it odd that anyone with a class in this current state would ever call for nerfs for their own class.
As an example from the Warrior forums, the Greatsword is pretty much the universal weapon for Warriors, required for Greataxe and required for Phalanx Strength (and consequently raids). It is determined that the culprit of this dominance is the trait Forceful Greatsword which is probably the best Master trait in the entire game, giving a huge damage modifier, 20% CD reduction, and Might on critical without an ICD.
However, gutting the Greatsword is not the way to go. Why would anyone want to shoot Greatsword in the foot just to make other terrible weapons look better? Why not just make the terrible weapons better? That analogy with the 3 starving children with 1 fat one… it’s more like 3 starving children cannibalizing the 1 fat one. So now you have 3 somewhat nourished but still miserable children and 1 dead one. Is the problem that the one kid was fat and got chocolate? No, it’s because the kitten parent isn’t feeding their dam kids (ANet, hello). You should be happy that one kid is actually relatively successful rather than being spiteful you don’t get chocolate.
As you are all PvPers and WvWers, you all should roughly know that Warriors are all forced into a Defense trait line while using 3 stances + 1 or 2 traited stances. Warriors complain that they’re all forced to use stances to even be good because they’re bad without them. Do we want stances nerfed into the ground? No… Do you think if ANet gutted Stances with a knife, they would somehow actually make other garbage utilities better (Keyword here: garbage utilities)? No… The thing is that there is a much more underlying problem with the warrior as a class.
So all this talk about D/P and other weapon sets is pretty odd. In my eyes, D/P is successful at what it sets out to do and has its own flaws. It’s probably the best designed and balanced set. Other weapons are either well designed and terribly balanced… or terribly designed and well balanced (or terribly designed and terribly balanced… what I thought of P/P for a while). D/P being well designed/balanced does not in any way limit the design space or balance of the other weapon sets: the problem is the other weapon sets limiting their own design space or being terribly tuned or balanced.
You can look at it directly in game, compare PvP lobby to open world.
Axe5 is 50% stronger in PvP than PvE.
And they specifically mentioned this change in the preview but Dulfy didn’t catch it.
(edited by GenoGar.5497)
Uhh, no, it’s not normalized yet.
Here’s a change that wasn’t really mentioned anywhere: Axe 5 is now normalized across PvE and PvP, making PvE now much stronger.
Is that enough to take offhand Axe? Probably not.
The hilarious thing about Crack Shot vs Warrior’s Sprint is that rifle might actually be better with Warrior’s Sprint. The new Rifle 4 may break immobilize seeing as how it’s a movement skill now.
The sad thing about the heal buffs is that warriors will still take Healing Signet. To think that even a 40% increase in a heal skill is still not enough to take over signet kinda says a lot about how garbage Warrior healing skills are or how ridiculous Healing Signet is.
Seeing Axe 3 used at melee made me sad…
Since they’re buffing Adrenal Health, seems that every warrior will still be stuck with Defense + 2.
Since we finally have some semblance of a greataxe in the game, do you think there’s any hope for a Warrior to get a greataxe?
I feel like if they fixed SCAR, this meta will have a 50% success rate compared to the below 20% or whatever it is success rate it currently has.
Most of my frustrations with the meta involve random people who don’t join squads and thus overscale the lane, wander around and do nothing, die and sit there expecting people to res them in a purple donut, or cruise by with soldiers + Halloween food (or no food) while spamming all their buttons without caring whether applying fear or weakness to the boss is a good thing.
Only problem is that scaling past 20 people is a tad ridiculous and SCAR lane is always sabotaged by the NPCs, making it disproportionately difficult.
The meta super tightly tuned but completely doable to people with half a mind to pay attention.
But this is a terribly designed event for this game, simply because the mega-server/open world meta is not really a good system. It plays more like an 80-man instanced raid rather than a open world meta event. The fact that you have to taxi people to a random instance that seems good is such a stupid thing to require, I can’t believe this is a thing and no one questions it.
The implications of this is that the “out-group” or people that aren’t taking part of the meta are liabilities, chaff, non-players, etc. It is so kittenty to see that map chat is filled with “IF YOU AREN’T PARTICIPATING IN META, GTFO, JOIN ANOTHER INSTANCE”. You see so much disdain for a random passerby who probably just discovered the map, sees an event, goes into participate, and suddenly 18 people are yelling at them saying “GTFO, NO MORE AT SCAR LANE” without them really realizing what they’re doing.
I have to tell my sister or my friends who casually play “sorry you can’t play this meta” and they ask me “why not? I did Tequatl just fine.” And I just say to them like an elitist kitten that nobody wants you there, you will ruin the event, and aren’t “good enough”.
So TL;DR: the meta itself is great and finely tuned but terribly… terribly designed for open-world. It does not belong in an open-world meta.
It seems everyone has some serious reading comprehension problems. Seriously…
I do not advocate the nerfing FGS. I don’t think GS is OP.
If you look at the OP, I even have counter-arguments for discussion which everyone seemed to gloss over.
The reason I made this thread is that Phalanx Strength’s only place in a Warrior build is PS GS Warrior. It’s such an important trait but it is basically a superfluous GS trait. It is basically FGS 2.0. I think that the relationship between these 2 traits is very bad design and it goes against what Anet wanted to achieve (only 1 weapon specific trait).
The problems I see is that the base weapons on the Warrior are pretty kitten terrible. One of the solutions that I support is moving most of the power from traits into the weapons themselves (moving 10% damage from FGS into baseline in an example). Another would be changing the traits themselves (Axe Mastery and the hammer trait… ugh) It would be one step toward making a proper balance in all the weapons.
But with Phalanx Strength, by hypothetically changing it to apply to all weapons, GS would need to be changed because it is, IMO, a pretty terrible weapon other than mobility and FGS (might on crit without iCD). If PS was changed to apply to all weapons (by moving might on crit to it from FGS), PvE Warriors would have little reason to actually take GS which is a problem.
So yes, Greatsword is a problem. No, it’s not because it is OP. I’m not saying it is OP. I do not want it nerfed.
- Increased radius of Burst skill.
- GS1 hits 5 targets in cleave.
- GS2 allows movement and turning at -80% speed, making it a crawl.
- GS3 increased range (as far as FGS’s whirl) if the key is held, but otherwise tapping it (like how everyone uses it) goes as far as the original duration. Cleanses cripple, chilled, immob.
- GS4 The returning hit pulls enemies toward you.
- GS5 Doubled the speed. Stuns for 1 second.
- Rifle Burst can be used while moving. Damage is increased on targets from the side or behind. Does increased damage to downed enemies.
- Rifle 1 has 1% more critical hit rate for every Vulnerability stack on the target.
- Rifle 2 hitting a crippled enemy knocks it down for 1 second.
- Rifle 3 has Rapid Fire speed. Reduced damage but much lower cooldown.
- Rifle 4 refreshes all stacks of vulnerability on the target to match Rifle 4’s duration if they are less.
- Rifle 5 a new subability is enabled for 3 seconds upon successfully hitting a target. The new skill is a shot that applies cripple and blind for 5 seconds.
- Hammer Burst destroys an amount of Stability depending on adrenaline level. Level 1 destroys 1, Level 2 destroys 3, Level 3 destroys 5. Thus to shake off a stun from level 3 Burst requires 6 Stability.
- Hammer 1 last hit destroys 1 Stability.
- Hammer 2 also applies Vulnerability.
- Hammer 3 does increased damage to enemies without Stability.
- Hammer 4 Weakened enemies are stunned for 1 second after getting knocked back.
- Hammer 5 damage is increased for every condition on the target. Hits 3 targets.
- Longbow Burst applies 0.5 second Reveal on the first tick of damage.
- Longbow 1 shoots 3 arrows, but all onto different targets. 1 arrow always hits the targetted enemy with the 2nd arrow prioritizing the target if there are 2 targets. If there is only 1 valid target available, all 3 arrows will hit the target.
- Longbow 2 applies a short duration fire field trail on each arrow, burning targets who stand on it.
- Longbow 3 is now 3 smaller bombs with 1/3 the damage. Triggers blast 3 times.
- Longbow 4 does 4x damage on burning foes.
- Longbow 5 shoots 2 arrows that bleed and immobilize with a tiny bit less duration with the second arrow seeking out another target.. If only 1 target is available, both arrows will hit the target.
- Sword Burst on targets below 50% take double the immobilize and bleed.
- Sword 1 applies torment on final hit. Consecutive sword 1 hits increases the speed of the next hit, stacking 5% for until 25% attack speed. Removed if you haven’t hit anything for 2 seconds.
- Sword 2 reduces cooldown in half if the hit connects on a target.
- Sword 3 consumes 3 stacks of Bleed and Torment on the target, immediately triggering all the damage it would have applied in its duration.
- Sword 4 ripping the sword out blinds for 3 seconds.
- Sword 5 blocking an attack gives you a subability that is basically what we have now, allow you to use it yourself within 3 seconds of blocking. Hitting with the subability refreshes Sword 4.
- Mace Burst is now an unreflectable ground crack, similar to Rev Hammer 2 (not as big a range). Hits and stuns up to 3 targets in a small area in front of you.
- Mace 1 last hit applies 1 extra adrenaline. Last hit also applies 1 stack of confusion if the target already has confusion on them.
- Mace 2 if timed out, refreshes all mace skills by 2 seconds.
- Mace 3 hits 3 targets in a narrow line in front of you. Applies Confusion. Also becomes a 2 second stun if the target is already dazed.
- Mace 4 hitting a target that is stunned/cc’d doubles the duration of vulnerability.
- Mace 5 the hit up close is a 3 second knockdown instead of 2.
- Axe Burst increases the range of the leap depending on how much adrenaline you have.
- Axe 1 first part hit hits 1 target. Second part hits 3 targets. Final part hits 5 targets.
- Axe 2 cleanses 1 condition. (weird, but think of it “spinning” kitten off of you)
- Axe 3 refreshes its cooldown on successful hit.
- Axe 4 gives 3 seconds of quickness.
- Axe 5 applies Resistance and Super Speed for the entire duration (think of LS2 Caithes uber spin skill). Reflects projectiles.
- Shield 4 now requires a target to use. Has increased range. Enemies between you and the target are knocked back outwards 300 units. (Zerg Breaker!)
- Shield 5 reflects projectiles baseline. Applies stacking toughness buff for every hit blocked.
- Warhorn 4 breaks stun on affected allies (but not you). Applying this to allies without any movement conditions to clear (Cripple, Chill, Immobilize) will also get 5 seconds of Super Speed.
- Warhorn 5 is now unblockable and undodgeable (try and dodge SOUND you fools). Along with weakness, also applies slow.
- Saying something is “too strong for a master trait” makes no sense ever since we moved to a system in which you get access to all traits in whatever line you choose
There is still a tiered system. GM traits are supposed to now be “gamechangers” that are supposed to change the way you play your class but not necessarily outright give you power. At least, that’s what they said during the trait revamp preview.
I just feel that the relationship Phalanx Strength and Forceful Greatsword has is so intertwined that they might as well be one trait. Like, when you have PS Warrior, people will use GS. It isn’t because GS just happens to be more effective or has a better utility or anything, but rather it’s the only weapon with a trait that makes the Phalanx build work.
I feel like if the might generation was moved but FGS had something like Revenant’s sword trait (stacking damage buff), it wouldn’t hurt PvP GS but also allow for more flexible weapon choices.
A 1 second ICD is a terrible suggestion that I keep seeing on this board. I don’t think people understand why PS Warrior is the way it is. Adding an ICD would make it a superfluous sigil.
I also agree that the traits seem to give way too much power while the actual weapons themselves are in a terrible place.
Axe Mastery vs Berserker’s Power. If you, for some reason, use 2 axes for the 300 ferocity bonus, it is only 20% extra damage on critical hits whereas Berserker’s Power gives a flat 20% damage increase with a very manageable uptime and it applies to all weapons, not shoehorning you into double axes. How can a very specific trait like Axe Mastery ever compete with an encompassing trait like Berserker’s Power? Meanwhile, GS can get both their weapon trait plus BP. Axes skills are all pretty terrible other than 1 and 2 and adds very little utility. If, for example, Axe skills adds bonus Adrenaline as a unique baseline skill fact for the axe (similar to life force generation for Necros on specific weapons), the baseline Axe would be in a much better place than relying on an untakeable trait.
Guardians seem to be using GS even without Zealous Blade in some cases. In fact, you could argue that all Guardian weapons have a place and are usable without their corresponding weapon trait.
One of the many problem warriors have posted on this forum is Forceful Greatsword.
This trait does way too many things for a master trait, giving 10% damage, 20% cd, and might on Crit all on a single weapon. Compare this to Axe Mastery in the GM traits and you realize there is no comparison, especially when Berserker’s Power is competing with it.
One of the suggestions made was nerfing FGS to not give might on crit but adding it to Phalanx Strength, thus making every weapon a might generator and eliminating the mandatory use of GS and taking the Strength line (though, you might want to take it anyway depending on your build).
But there are many implications for this change.
- Would anyone ever use GS if it was changed like this? Imo Warrior’s GS is a pretty terrible weapon with its only redeeming attribute being FGS and some amazing mobility.
- By changing this trait, wouldn’t condi warriors be way too powerful because they can be condi and be a might stacker? I’d imagine Sword/Torch Berserker would be ridiculous.
- Would offhand Axe be a useful weapon or will it still see no use? 15 hits with maybe some quickness would seem to be quite powerful.
Warriors could tank, just not as well as other classes. Warriors are on the extreme end of complete damage immunity for short periods of time, but not in a long sustaining bunker/wall/tank sort of way.
At this point, I would rather have an /idle emote just to bring back those animations.
Bolt is FINALLY FIXED.
I finished my Zap and made Bolt directly.
Great to hear. Maybe I’ll start on Bolt now.
If you guys don’t know, in Ragnarok Online, there is a GvG mode called War of Emperium (WoE) where guilds take over castles and try to hold them until the mode ends. The point of the mode is to hold the castles when the mode ends and any castles you still have you’re allowed to loot everything inside.
The positives is that a mode like this doesn’t use PPT but rather a flat “you got it/you don’t got it”, meaning a crucial team fight at the last second could mean a castle for your guild. Likewise, small contingencies can sneak a castle at the last second if it’s poorly guarded. Since the schedule is set in stone and only for a few hours, night coverage wouldn’t be a thing. Being “swingy” may sound bad but it makes the game alive until it ends. With PPT, being super behind is like “why bother trying”.
The negatives of this system is that to translate this kind of mode to GW2 would mean that there wouldn’t be a 24/7 game mode. Also the nature of capping objectives at the last second means the game becomes swingy which may encourage collusion between servers even more. If this was for weekends only, people who play during the week wouldn’t be able to participate.
But I feel like if WvW was just a weekend event it would be a lot better than the night capping problems and the barrenness of non-Gold servers.
As an amendment to my original post, what do people think about dropping weapon specific traits altogether? Someone, I can’t remember who, suggested this ages ago, replacing these traits with more generic status effects to weapon attacks.
An obvious example that people have called for is making the might stacking of Forceful Greatsword apply to all weapons. But we could take the concept further, like adding or boosting various conditions and buffs without naming the weapon.
Weapons would retain their core attacks but, in this way, someone could trait to make any weapon a halfway decent damage, condi, hybrid, or (soft) cc weapon, recognizing that some weapons would be naturally better for a particular role than others.
Weapons with lots of iterative attacks (gs, offhand axe) would be better for effect on hit or crit, weapon with lots of hard cc (mace, hammer) would be better for effects triggered by landing hard cc, dedicated ranged weapons would be better for effects tied to ranged attacks, etc.
The rationale for this approach is much clearer for warrior than any other class – we have so many weapons to choose from, slotting weapon traits in a way that doesn’t create conflict is nearly impossible. Taking this approach, players select the effects they like and have them interact with any weapons they choose to equip.
Leg Specialist is an example of a trait that takes this sort of approach.
I do like the idea. Weapon specific traits are way too conditional for a class that is all about the variety. The worst case is when the weapon itself is pretty terrible without the matching trait to make it good (Forceful Greatsword being the most egregious example).
The problem with taking out weapon specific traits is that you need to rebalance the weapons that depended on that trait. Without FGS, GS will probably not see too much play since Axe/Axe can achieve the same effect that PS GS achieves (if it had the might on crit effect) with a much much better auto attack and overall more forgiving skill application (because kitten HB channel) and a more convenient vulnerability stacker. You would have to make GS way better to balance it against other better weapons. Hammer GM would make GreatAxe pretty stupid. Some traits plain don’t translate well at all like Longbow or Rifle trait.
It would probably be best to take the Guardian approach where the weapon trait is not a super big difference maker. You can still use Hammer, Scepter, Sword, Mace, Shield, Focus, and Staff to great effect without the specific trait that makes it better. GS has a small case to be made. I think this is true because there are so many traits that compliments the Guardian that affect multiple weapons. Things like burning related traits, stat and damage modifiers that aren’t weapon specific but strewn across entire categories of weapons (Right-Hand Strength, old Two-Handed Mastery), or straight up buffs to the base class (Virtues line).
if you’re a condi build, it’s very difficult to use Torch because every mainhand (including mainhand sword) has pretty bad condi to absolutely zero condi application
So you’re saying that someone with torch ( and hence access to primal bursts) has no option…………….. when mainhand swd and mace are now gamechangers for condi builds ( cuz firepews & confusmack primal bursts)
So you take Strength instead of Discipline or Tactics?
I’ve been trying Sinister/Viper for PvE and I’ve noticed that there’s a lack of good condi weapons other than torch, offhand sword, and Longbow.
The problem with this is that if you’re a condi build, it’s very difficult to use Torch because every mainhand (including mainhand sword) has pretty bad condi to absolutely zero condi application, thus making torch pretty terrible.
The only option I see is Longbow, so Longbow camping seems to be the best and only weapon for conditions.
Even worse is that underwater, we have zero condition weapons at all, making high level PvE content like aquatic fractal god kitten terrible to play in. Our only condition utility, Shattering Blow, can’t be used underwater either.
Do you think Berserkers need something like a Torch mainhand + a condi Trident underwater?. I think I can see Berserkers poking fish with a burning Trident underwater.
Our burst and adrenaline traits are strewn across several trait lines which is arguably good or bad.
Guardians have the benefit/detriment of having all their Virtues on one line. However, they have to pick and choose which traits they want and they can’t have them all.
There is a case to be made whether splitting the Defense line will be good or not but if it did, Warriors will probably just spec into all those lines and grab them all, taking any residual traits along the way.
Again, Defense and Discipline is just a symptom of a greater problem where the base warrior is so poor. We have no counter play like blinds or teleporting and our (mandatory) utilities are too selfish and unimpactful.
Let’s do something fun.
As much as base Warrior is in a dire state and Berserker is being touted as Physical 2.0 and Rampage-lite, I do like that Berserker added some expansion to condi builds.
Though, I think it’s fun to see Warrior expand in even more ways than the “simple” ideology that Anet keeps.
So everyone, post skills or abilities from other games (action, adventure, fps, rts, moba, puzzle?, rpgs, mmos, fighting, strategy) from their Warrior/Berserker archetype and post them here. Also, post how it might translate into utilities, heals, elites, traits, or even weapon skills, within the balances of Guild Wars 2. Think of this as crowdsourcing different Warrior ideas that you really enjoyed from other games that you might want to see in Guild Wars 2.
- Inner Beast (Beastmaster from DOTA2): 15% Attack Speed aura for your allies.
- Primal Roar (Beastmaster from DOTA2): Replace Headbutt, shouts at the enemy from ranged and stuns them for 3 seconds, any enemies along the path of your target get pushed back and crippled.
- Thirst (Bloodseeker from DOTA2): Attacks on enemies below 50% can’t be blinded. Enemies below 25% HP can be seen by the Warrior even through stealth (but not revealed).
- Reactive Armor (Timbersaw from DOTA2): Every hit landed on you gives you a stacking buff of toughness for 5 seconds.
- Kraken Shell (Tidehunter from DOTA2): Taking too much damage in a small window of time cleanses all conditions from you and breaks stun.
- Berserker’s Call (Axe from DOTA2): Using a Shout taunts enemies next to you.
- Culling Blade (Axe from DOTA2): Using Axe Burst (Eviscerate) on an enemy below 10% HP instantly defeats them without downing them. Successfully defeating an enemy this way gives swiftness to you and your allies around you.
- Enrage (Hero from Maple Story): All attacks and AoE can only effect one targeted enemy. All cleaves do not cleave anymore. Substantially increases damage against your targeted enemy.
- Final Pact (Dark Knight from Maple Story): Vengeance and Berserk activates upon being defeated.
- Magic Crash (Warriors from Maple Story): Prevents boon application on the enemy for a short time.
- Leap: Call of Arreat (Barbarian from Diablo 3): Changes Sundering Leap. Enemies within an AoE of the impact area of the leap are pulled into its center.
- Sprint: Marathon (Barbarian from Diablo 3): Added to Warrior’s Sprint, Swiftness bonus increases to 40% movement speed increase.
- Sprint: Forced March (Barbarian from Diablo 3): Added to Phalanx Strength, Swiftness you apply also applies to your allies.
- Brawler (Barbarian from Diablo 3): Increases damage if there are at least 3 enemies near you.
- Unforgiving (Barbarian from Diablo 3): You no longer lose Adrenaline.
- Peco Peco Rider (Warriors from Ragnarok Online): A trait that allows you to mount a Moa, giving 25% additional movement speed while riding but attack speed is reduced.
- Endure (Swordsman from Ragnarok Online): Immune to Daze. Every other CC still works.
- Berserk (Lord Knight from Ragnarok Online): Along with normal Berserk, HP is doubled but healing effects are halved. For more flavor, you cannot chat during Berserk (typing in /say or /party will say “You are too enraged to talk.”
- Melt Down (White Smith from Ragnarok Online): Burst Skills breaks a piece of armor from your opponent, one by one. Could also mean Burst Skills breaks the opponent’s current weapon/kit/attunement/legend, forcing them to switch and putting the broken switch on CD.
- Wonder Guard (Shedinja from Pokemon): Glancing blows do 0 damage to you.
I forgot that if you down, you lose all your precious Adrenaline. So ressing a warrior is not as impactful. Worse is that downing during Berserk loses the Berserk and Adrenaline.
We’re also Always Angry, frequently Outrage whenever a patch knocks us down, and keep butting our heads on this forum section and realize nothing is happening because the devs keep dodging us so we try again every 20 seconds.
Why do the content?
- Content can be fun.
- Content can be rewarding.
- Content can be fun and rewarding.
- Content can be fun if rewarding.
- Content can be rewarding if fun.
Pre-patch : 5/5
Post-patch : 2/5
People will still do the content but it accommodates less people post-patch.
That was a long time ago and the logic was sound at the time.
As I understand it for PvE, the nerf for it was because the old Berserker’s Power was so prevalent in a way that the devs didn’t like it where no one was using their Burst skills opting to just keep a 20% dmg modifier up all the time. So they nerfed Adrenaline to drain quickly ooc so that it encouraged Warriors to “use it or lose it”.
Then they completely changed how BP works so that you get a buff when you use your burst (if it actually hits and not get blinded or blocked). That’s fine and all but then the old nerf to OOC adrenaline should be looked at again. People are using their Bursts as soon as it’s up thanks to the change to BP and if possible won’t carry their adrenaline over and just sit on it, they’ll use it immediately. But thanks to the nerf, Warriors hilariously enough are never using their Burst skills because they never have enough Adrenaline to use between PvE encounters because the mobs usually die before you can even spend the Burst and the moment you get out of combat all your adrenaline disappears.
Warriors are so starved for adrenaline that their heal skill isn’t even a heal skill anymore, it’s a 4th utility. I think there was a period during WvW where Signet of Rage was better off never used because the adrenaline it generated in combat was so precious. Thus when you roamed, you had 2 skills that were better off never used for their actives, one being an elite which is acting to rectify a nerf rather than serving as an elite.
Headbutt seems like the most glaring “bandaid buff/patch” I’ve seen. It was like the devs recognized that generating Adrenaline was so terrible that they devoted an entire elite to do pretty much that instead of actually changing the terrible underlying mechanics.
At the moment Adrenaline feels terrible because you either can’t use it at all, you struggle to use, you have to use a utility/heal/trait/elite to use it, or you get punished severely if you use it and miss (Cleansing Ire and Berserker’s Power). What’s stupid is that Warriors get punished for using Adrenaline at all because you lose Adrenal Health. It’s like they hated the old BP so much that they forgot Warriors depend on this trait. And considering what people have to deal with from the new elite specs and how much burst these classes can dish out, I really doubt keeping a pocket Eviscerate before a fight starts is gonna be that game breaking.
Sometimes I wish I had a “Stressed” debuff from molten furnace fractal on all the time just so that I can keep my Adrenaline from disappearing in 1 second. That’s when you know the mechanic is terrible when you wish you were always in combat.
@hazenvirus Thank you, that chart is extremely helpful.
Do you know what the blade aura is? Does the blade glow or something? I feel like Sunrise has a blade aura so I don’t know how strong of an aura Eternity is.
So back in the day, I had a look in mind for one of my characters and the best legendary for the look was Sunrise. I made Sunrise and was quite happy with it.
Someone suggested that I make Twilight so that I can fuse my Sunrise, make Eternity, sell it, and basically live the high roller life while still having 2 legendary skins. So I went for it and now I’m pretty close to finishing Twilight, halfway through Twilight II collection and have Gift of Mastery+Fortune+Twilight ready.
But then I saw someone with Eternity and it wasn’t really what I expected. I always thought it was just Sunrise and Twilight on a day/night cycle but there seems to be more differences than I thought.
What are all the “upgrades” you get from Eternity compared to Sunrise and Twilight? I don’t know if another skin is worth potentially 4000g. I think if I sell Eternity I may regret it for a long time and realistically never have another chance to get it if I really wanted it.
Prismatic Lodestone is made from combining Charged/Molten/Glacial/Onyx Lodestones.
But it also says “Double-click to consume.” I got curious and tried it and it destroyed the item with no noticeable effect or buff or drop.
So… is it supposed to be consumed for something or is it a crafting component? I’m assuming I wasted a chunk of gold for nothing and Anet will probably not refund me the Prismatic Lodestone…
(edited by GenoGar.5497)
PS/EA Warriors will probably not take Discipline at all, going Strength/Arms/Tactics. PvE Berserker may do PS/EA because Headbutt into rotation will solve the need for To the Limit! or the Precision Signet for Adrenaline problems. As a result, PS Berserker will probably be geared in full Assassins due to the loss of Signet Mastery. The question becomes whether PS Berserker in Assassins is stronger or comparable to a PS Warrior. A PS Warrior will basically become the pre-Traits overhaul where everyone went 3 in Discipline for Fast Hands. Better, but pretty much the same. Maybe worse because we lost Boon Duration and 100% banner uptime. Baseline Fast Hands doesn’t solve the problem where Warriors have to take 2 trait lines, Strength and Tactics, to achieve the Might stacking role.
In WvW, Warriors will still probably take Discipline because Brawler’s Recovery and Adrenaline on swap and some other decent traits. Every Warrior in Tyria will be locked to Defense because Dogged/SM, Adrenal Health, and Last Stand are basically base Warrior except we have to sac a trait line for it. Berserker may take Rousing Resilience but Berserker kinda works against Adrenal Health. Dead or Alive works against Defy Pain. Last Stand works against Headbutt. The amount of dissynergy between Berserker and Defense is ridiculous. Headbutt may not be taken just for the fact that the self stun, the miss potential, and the amount of momentum loss for missing not only the elite skill but wasting Always Angry and proccing Last Stand on your own. Other than Outrage, I have no reason to use terrible Physical skills over 2-3 stances to keep me up to par.
I’m just convinced that baseline Fast Hands and even Warrior Sprint is putting a bandaid on a gaping wound. At first I thought Berserker was bad, then I thought Discipline was bad, but then I realize the core Warrior is in such a terrible state that a silly half second reflect or a short distance 25 second CD leap isn’t going to fix it.
(edited by GenoGar.5497)
It goes beyond restricted choices for traits and adrenaline management. There’s so many things that a Warrior is “not allowed” to have:
- Non-telegraphed big attacks
- Boon stripping
- Condi conversion
- Blind spam
- Anything “tricky”
And actually, I’m ok with all the above IF there’s some compensation elsewhere. There isn’t. Burst is our class mechanic; but it’s not like we do that better than any number of other classes.
We have group Might stacking. Yay! Drag the ball ‘n chain Warrior around for the buffs. And I’m so tired of hearing hvy armor/high hlth pool retorts. In the context of TOTAL DEFENSE (including all forms of damage mitigation/avoidance: Aegis, Protection, Stealth, Blinds, Blocks, Dodges, Evades, etc.), Warrior isn’t even average.
Warriors are also not allowed to have teleports or shadow stepping of any kind, which I agree with.
We also used to have condi conversion but it has been taken away from us from a weapon that was already suffering.
My biggest miff is that our party contribution is Might (when traited) and Banners which were nerfed. I really dislike that pretty much every trait line except Arms and Tactics is focused on making Warrior not suck and therefore very selfish.
I understand that Guardians are a Paladin archetype and with it comes cheap and easy to many toys Warriors shouldn’t have cheaply (protection, aegis, healing, all around boons, stability, reflects, shadow step(?), condi cleanse, condi conversion, wards, retaliation), most of which is part of the base Guardian and doesn’t require traiting. That’s fine because it doesn’t really fit Warriors to provide stuff like that. But now Guardians have cheap access to party quickness so suddenly Guardians are offensive supporters now along with all the stuff they have. If Feel my Wrath! was a Warrior skill, it would be a self applied skill (which Frenzy is). Idk, I feel like Feel my Wrath! for Guardian was the first sign of ANet giving way too many classes Warrior related aspects (DH, Reaper, Scrapper, Herald).
Meanwhile, ANet is giving even more selfish utilities, Rage skills, which all but 2 are pretty worthless but as a whole continues the trend of giving very selfish skills to a base class that suffers many problems.
Phalanx Strength gives Might on Crit on any weapon.
On My Mark! gives 10 second Reveal on the target.
Last Stand gives you the ability for any stance to break stun for all allies within a small radius.
Whirling Axes reflects projectiles for the entire duration. Wielding TWO axes and using Whirling Axes doubles the projectile speed of the reflected projectile and doubles its damage.
Kits Weapons: A new trait that gives 10 seconds of Swiftness on weapon swap even out of combat.
Faster Hands: 5 Second Weapon Swap is now baseline warrior. The new Faster Hands gives Warriors no cooldown penalty in combat, allowing them to weapon swap at will (but still subject to other weapon swap cooldowns like Brawler’s Recovery or sigil effects). OP? cough ENGI cough
Activating Frenzy taunts nearby enemies for 1 second.
New Berserker GM trait: Activating a Primal Burst recharges all Rage utilities by 2 seconds every cast. Activating a regular Burst instantly recharges Berserk, making it ready to use again.
In addition to its effects, Dead or Alive also auto activates Vengeance on down and triggers Endure Pain for 3 seconds. The enemy or source that downed you gets 10 stacks of Vulnerability and killing the enemy that downed you rallies you, otherwise you’re still subjected to the 25% chance.
Headbutt stuns the primary target but also launches all enemies in a small radius around the primary target a short distance. Beastmaster’s Primal Roar incarnate
Dual Wielding, wielding two of the same weapon now gives a 25% attack speed increase.
Always Angry, breaking a stun refreshes Always Angry.
Kick, when traited with Peak Performance, the launch distance doubles at 2 bars and triples at 3 bars of Adrenaline when used.
Bull’s Charge becomes a stun break at full adrenaline.
Throw Bolas doubles/triples in projectile speed depending on adrenaline.
New Inspiring Battle Standard. Now GM. When a Banner is placed, a new 30sec CD skill in place of the banner appears. The new skill varies between each banner. Strength applies weakness within its radius. Discipline applies vulnerability within its radius. Tactics applies Regen and Vigor within its radius. Defense applies protection within its radius. Battle Standard applies quickness/stability within its radius.
Powerful Synergy applies to all combo finishers but also any fields you generate also activates allied finishers twice.
Cull the Weak, using a Burst skill on the enemy below the threshold also immediately downs them, regardless of the damage. Level 3 Burst skills used on an enemy below 5% HP immediately defeats them. For the sake of not being absurd, for longbow/sword, the final tick activates this.
Defy Pain, along with its effects, activate Berserker Stance for a short time when you have 5 conditions applied to you.
Sundering Mace, Break Bar penetration is doubled when a mace is equipped. Tripled if using 2 maces.
Thick Skin, Toughness bonus above the 90% threshold is 10x when there is no enemy within 300 radius of you.
This was more fun than I thought.
(edited by GenoGar.5497)
I’m trying really hard to incorporate Berserker into all modes of play but I can’t justify any of the benefits.
- The new Bursts are worse than the old ones.
- Smash Brawler feels mandatory because 15 second downtime as soon as zerk ends feels so terrible to play with.
- None of the utilities except Outrage and Headbutt are worth taking. They’re all too weak, too selfish for group play, and the cooldowns aren’t justified. Headbutt is 20 seconds but Sundering Leap is 25?
- It’s too difficult to activate zerk without To the Limit, Signet of Fury, or Headbutt, one of which can be blocked, blinded, and flatout missed because the range is so low.
- And while ramping up the adrenaline to use Zerk, the enemy usually dies before I can activate it and then all my Adrenaline completely drains within 2 seconds. Sometimes I wish I was always in combat forever and just toggle it off when I need to waypoint.
- Another thing I hate is that getting downed drains all your Adrenaline, making it even worse if you blow all your adrenaline cooldowns.
- Torch is worthless because by taking Berserker, I’m giving up Sprint+FH Line. I end up never using it besides activating Torch 5 before a fight then switching to something else permanently. And by dropping Sprint+FH, I tend to use Warhorn for the swiftness because the only access to any sort of meaningful movement speed is Sword, Warhorn, Greatsword, and Signet of Rage.
- There is no place for Berserker in a PS+EA build and thus many dungeon/fractal builds. Strength and Tactics are so intertwined because of FGS+PS, thus Arms and Sprint+FH is competing for the 3rd line. Berserker is utterly outclassed between the two when comparing to Signet Mastery/Furious + Vulnerability stacking or Sprint+FH.
I feel like Berserker works so well with the Sprint+FH line because of how fast you gain adrenaline during zerk gives you the ability to use both of your weapon’s burst skills. But the way it is now, Berserker actually competes with Sprint+FH and it’s hard to fit in both without Strength/Defense/Arms depending on whatever you do. In the PS example, Strength and Tactics are a given with the 3rd being competed with 3 other trait lines.
It just feels so bad when Chronomancers get Dogged March+Sprint in a minor trait whereas we have to dedicate 2 adept traits from 2 different trait lines to get both of them on a class that has no teleports or really any good movement. I’d give up 3 second quickness and 10 Adrenaline generator if I could have that in a single trait in Berserker.
So with the introduction of Marauder for PvE, you can now buy Exotic/Ascended insignia/inscriptions from crafting vendors. With it, we get Power/Precision/Vitality/Ferocity.
Compared to Berserker stats, Marauder sacrifices a little bit of Power and Ferocity for increased Precision and Vitality.
Is there any viability for this stat combo in any of the new/old content? Or is it just Soldier-lite/Valkyrie-lite for those transitioning to a full Berserker?
IMO it may be a decent PS Warrior stat build because of the Precision with a little bit of survivablity though the loss of damage on an already damage deficient build may not be a good thing.
A reward chest keeps crashing my game if I click on it.
From what I saw from the ReadyUp Warrior portion, there was not much love for the Rifle. In fact, I think the devs/designers forgot that Rifles are an actual weapon that Warriors use, funny considering they are only 1 of 2 classes that use the Rifle. They talked about the Hambow and Longbow buffs but Rifles were pretty much omitted. In fact, the only trait that really stood out for me is the old trait pretty much grandfathered into the new system.
As it currently stands, there isn’t any mode other than cheesy WvW builds that use the Rifle as the Longbow pretty much stays competitive with it. Arguably, the only niche Rifle has is superior single target damage, but Longbow isn’t that far off while also offering way more utility with a more versatile burst skill and a Blast finisher. With Longbow getting more consolidated traits like range + cooldowns + Burning on auto-attack, Rifle is pretty much untouched.
I’d like to see Rifle receiving a Grandmaster trait, something that would give it a clear defined role that not other warriors or even other classes could manage. A couple ideas I thought of is Kill Shot (burst skill) could down people under a certain threshold in the spirit of Executioner type moves like GS Burst, or insta-finish downed enemies (inspiration from Kudu, CoE Story Boss). A move with the name “Kill Shot” would be indicative of its purpose. Or maybe add the opposite effect of Destruction of the Empowered where you do more damage per condition the enemy has, in the spirit of Rifle being a weapon to finish off weakened enemies.
Or, change some of the functionality of Aimed Shot, Volley, and Brutal Shot (Rifle 2, 3, 4) to work with more traits. Aimed Shot currently works with Leg Specialist but not much else, Volley is a worse Ranger Machine Gun 2 and a more telegraphed Kill Shot (which already has a big tell), and Brutal Shot is just not a very interesting skill other than applying it before Kill Shot.
I know it’s sort of insignificant but the trait name “Superior Aria” is a very cool name and “Pure of Voice” is, well, not as good imho..
In the livestream, they talk about combining the Guardian’s shout trait to just 1 Grandmaster Trait using the old name “Pure of Voice” and culling “Superior Aria”.
They are both indicative of improving Shouts but “Superior Aria” has that uniqueness and character to it that makes it fit for Guardian. “Pure of Voice” does too I guess but it seems like it could apply to Ranger or Warrior and it might be something I might see in another game. It just feels generic.
Also the name feels “stronger” or better than normal. “Pure of Voice” would mean your “voice” would, for lack of a better word, “suck less” than a normal “voice”, making it “pure”. “Superior Aria” indicates power that is greater or stronger, also characterizing it as an “Aria” rather than a “Shout”, putting them on a different level than a regular shout, further differentiating themselves from other classes with Shouts.
This is just opinion however. I might be thinking too much about it but I just really love some of the little things like good trait names.