Showing Posts For Hugh The Great.9367:
I want a CAPE very badly.
I play warrior as my main. Every time I see the loading screen for Forest of Niflhel, I covet that hero, the one with the bright red cape trailing behind as he/she leaps in to strike the monster.
The Arah leggings provide a slanted piece that can be colored red; but, I’m looking for a cape that wraps around the neck and extends down to the ankles. Now such a cape would be VERY cool!
Defiant Stance is a horrible skill. The enemy just defends for 3 seconds while the warrior is low on health. Then resumes attacking afterwards. Using this stance is simply a delayed warrior death for 3 seconds. It’s too unreliable to be useful.
It’s absolutely ridiculous that thieves can reflect projectiles after stealing our whirling axe, especially when our axe 5 can’t do so.
I play Hammer/Mace/Shield a great deal and have found many classes to easily counter the full melee warrior:
1. Prismatic Understanding mesmers equipped with 4 stealth skills plus staff and traited; they come out of stealth with 4 sec Aegis/Protection/Regeneration-they gain alot of time to recuperate plus cripple when you destroy their illusions;
2. Necromancers with focus off hand to chill (traited for focus recharge) plus plague signet for 14secs of chill/cripple, plus tons of opportunity for weakness;
3. Necromancer Minion Masters; minions can immobilize, cripple, knockdown
4. Spirit rangers; spirits maintain ranger defense long enough for conditions to wear down a full melee warrior plus burst on exploding spirits;
5. Slippery thieves with S/D evades, shortbow’s disabling shot, and shadow step; the warrior must time his CC at the right instances. And lastly, there’s blinding powder.
6. Grenade/Bomb Engineer; Will recover from CC by out-healing the warrior, then destroy a full melee warrior on a point with conditions, finishing him off with supply crate;
7. Guardians (scepter/focus, sword/shield +berserkers amulet); they will use their many sources of stability and blocks to nullify stuns then out dps the hammer/mace warrior.
In light of these challenges a Hammer/Mace warrior faces, I think the damage nerfs on hammer, the shift of Unsuspecting Foe, and the longer execution of mace are too many changes.
The CC warrior should be rewarded by skillfully closing the gap to do CC-it is his only viable defense against strong opposition. He has no choice but to fight melee to survive.
So please Anet, please consider your nerfs on hammer/mace carefully.
(edited by Hugh The Great.9367)
The Hammer/Mace CC build which I love to play in Spvp will lose too much of its effectiveness as shifting Unsuspecting Foe to Master Tier would cause too many key traits to be given up.
Key traits include: Fast Hands, Merciless Hammer, Unsuspecting Foe, Burst Mastery
The first 2 are absolutely necessary as they contribute the most to CC skill access followed lastly by burst mastery (F1 access). This means that at least 20 pts must be allocated to both Toughness and to Discipline to maintain that CC style of play. Cleansing Ire is also a must for adrenaline regeneration and survivability but that would be given up if Unsuspecting Foe were taken.
My prediction:
If Unsuspecting Foe were shifted to Master Tier then the new Hammer/Mace meta would become:
0/20/30/0/20—Unsuspecting Foe, Merciless Hammer, Cleansing Ire, Fast Hands
Suggestion:
ArenaNet, if you decide to reduce Staggering Blow and EarthShaker’s damage, please hold off on shifting Unsuspecting Foe.
For a full melee class such as this which requires closing the gap to do CC in order to protect itself in battle, and to remove chill/cripple while doing so, the hammer/mace build, I predict will be hemmed into the above setup if it is to remain viable.
Also, as other classes are buffed up, the Hammer Warrior will become less viable; so, I’d like to suggest not shifting Unsuspecting Foe to see how the meta plays out. I think shifting both Unsuspecting Foe and reducing damage on Burst mastery/Staggering Blow/Earthshaker would be too many changes in one patch.
Thanks for your consideration ArenaNet.
(edited by Hugh The Great.9367)
You need to craft Mjolnir; next, slay 1000 mesmers then craft a necklace out of their skull and bones and wear it around your gigantigus neck to instill fear into all your enemies for generations to come.
I find that stances have an incredibly long recharge time of 60 seconds.
Who else wants stance cool down to be reduced?
I’d like to suggest-a trait that reduces stance recharge times by 20%-just like the trait that reduces signet recharge time by 20%.
What does everyone else think?
(edited by Hugh The Great.9367)
I’d also like to thank A-net and the community for further improving the warrior. I’ve been waiting for so long to have some fun with this class and finally I am after the recent buffs.
Presently, most warrior stances have a recharge of 60 seconds.
I’d like to suggest that the recharge rate be reduced, perhaps by introducing a trait such as: All Stances recharge 20% faster.
By reducing stance recharge times, stances would become more popular and useful.
The 25% speed boost seems to be gone while I’m in combat with an NPC in Heart of The Mists. After combat, the speed boost resumes its effect.
Does anyone know if this trait is working as intended?
I haven’t tested it yet in Spvp or WvW.
Does anyone know?
When I have this trait equipped in Heart of The Mists, I lose the 25% bonus while in combat. After combat has ended, the 25% boost resumes its effect.
Is this trait currently working as intended? Please take a look. Thank you.
Very good mesmer balance changes ArenaNet! Keep up the excellent work!!
IGN: The Panty Gnome
Main Professions: Engineer, Elementalist, Ranger
Region: North America
Practice Times: 5PM-12AM (7 Days a Week), some afternoons
Rank: 43
Level of Desire: Tournament Play
Remarks: I use TeamSpeak, and Ventrillo (no Mumble)
IGN: The Panty Gnome
Main Classes: Engineer, Elementalist, Ranger
Experience: Rank 40+, Free Tournies with friends from various guilds
Region: North America (Pacific Standard Time)
Practice Times: 7 Days a week, mostly evenings 4pm-12am, random afternoons
Remarks: Ideally, I’d like to join a dedicated spvp team; however, I’m also looking to meet many friends for spvp experience. I use TeamSpeak and Ventrillo (no mumble). Please add me if you’re looking for more friends to do spvp with and/or recruiting. Thank you.
Null field was not stripping boons from enemies in spvp.
But it has removed conditions.
Just as melee weapons such as swords can hit multiple targets in an arc, I’d like to suggest that lightning whip be allowed to do the same.
Lightning Whip misses targets at point blank: When I’m strafing left or right while lightning whipping, two “misses” could result.
On Raid on the Capricorn, the cannons are bugged in two ways.
1. Cannons become “stuck” and fire primarily in one direction; for example, after firing to the left, the cannon’s reticle remains red if you tried to fire to the far right. If you manage to get the reticle green-by aiming less to the right-then the cannon will turn and fire.
But, shots cannot be made on the right capture points or any important areas to the right, as the reticle remains red and even after the cannon has turned to the right.
2. Cannons dislodge the user after each shot. Sometimes, the player will be unequipped from the cannon after each shot. This forces the player to press the Re-use button to requip the cannon.
Thank you.