Showing Posts For Kamikazi.5380:

A standard base hp for all classes?

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

I don’t think there is an issue with the HP of the classes, because in this game stats don’t determine how tanky a character is but their abilities like evades, blocks, invulns, etc do. That’s why back when GW2 was in beta, Guardian had their HP reduced to what it is now because they were just way too tanky thanks to their blocks and invulns.

That’s why D/D Ele, which has the lowest hp and defense, was the tankiest class back in the era of D/D Ele gods because of their numerous boon uptime and evades.

!REVENANT NEEDS A BUFF ANET!

in Revenant

Posted by: Kamikazi.5380

Kamikazi.5380

If they’re actually going to throw Revenant some buffs next balance patch, Anet would you finally fix Offhand Sword #5.

If it actually hit anything that alone would make OH sword more viable.

Elite Specs Need Trade-Offs to be Balanced

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

Uh… I think you list the issues well but your suggestions for balance is somewhat a joke tbh.

It was suppose to be just an idea to emphasize my point, a general direction on how to go about it. The main point is, there has to be trade-offs to picking an elite spec, rather than giving a class superior class mechanics to their old one.

Elite Specs Need Trade-Offs to be Balanced

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

Guardian

Their new virtues overshadow their old ones vastly. Virtue of Courage is a joke, aegis for you and your teammates on a 45 second cooldown? Compared to Shield of Courage which blocks ALL attacks in front of you for 4 seconds, or 6 traited? The old virtues need their cooldowns significantly decreased, and the new ones need to be increased even further.

Revenant

It’s not that the elite spec overshadows the core specs, it’s because Revenant’s elite spec was created and balanced alongside the core specs, and thus Revenant as a whole was balanced entirely around Glint. Their core specs and core legends need to overhauled and buffed.

Jallis is the tanky legend yet in reality is not tanky at all and the only stunbreak is the elite skill that takes 1 1/4 seconds to cast on a 50 energy cost.

Mallyx has been gutted since beta, and the traits on Corruption and the skills on Mallyx are still remnants of the old concept of taking in conditions and empowering yourself. Mallyx needs to be overhauled completely since this concept was changed.

Shiro, being one of the useful legends alongside Glint, is constantly gutted despite being the only damage dealing legend.

Ventari is still clunky to use, drop the tablet or have it follow you around automatically.

Warrior

Warrior is unable to use the normal burst skill anymore, and requires five, or maybe four, bars of adrenaline in order to use their Rage mode. There is no trade off to using the Berserker elite spec, it gives you the ability to essentially spam burst skills for 15 seconds. The trade-off here is that you are able to spam those burst skills for 15 seconds, but you need to build up more adrenaline in order to activate Rage mode to actually utilize your bursts.

Ranger

While core Ranger is arguably at a better position against their elite spec than other classes, it still is behind. The trade-off to using Druid can be you can only have one pet at a time, instead of two that you can switch. Druid has tons of healing options that can sustain their pet, giving them two pets give them, again as mentioned before, survivability AND damage. You can only have one.

Thief

Thieves get less initiative at the trade-off of having three dodges. You cannot give both survivability and damage, this could be -2 initiative or -3 initiative. The point being you trade off the potential for more attacks for more survivability.

Engineer

Engineer is almost close to Tempest in having their elite spec not overshadow their core, but everyone uses Scrapper over core regardless. I think the main issue is that core Engineer needs to be buffed while decreasing the capabilities of the function Gyro and the Scrapper trait line.

Necromancer

Reaper shroud completely dominates over base shroud. Reaper shroud can just spam autoattack to get 25 stacks of might, and does way more damage and utility than base shroud. The trade-off should be you need full life force to enter Reaper shroud.

Mesmer

Same concept as Thief, Chronomancer already gives you many ways to get back your illusions either by traits or by Continuum Rift. The trade-off for using Chronomancer is that you can only spawn 2 illusions instead of three, to balance this ability to return your illusions.

TL;DR

Elite specs need to have trade-offs for their elite mechanics. You cannot give a brand new, vastly stronger, class mechanic to a class and have it overshadow their old mechanic. The Tempest spec, for all the problems people complain about, is the gold standard on how an elite spec should be. It doesn’t completely overshadow its core spec.

Elite Specs Need Trade-Offs to be Balanced

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

Everyone always talks about how elite specs overshadow core specs and there is one reason why. It’s not the elite specs traits, because most of them are actually lackluster which is why you see people using the same one or two traits on each build. The main reason why is the elite mechanic that comes with the spec, like giving Thieves three dodges or Guardian’s new virtues.

You cannot simply buff core specs, because people will ALWAYS use elite specs. This will just make builds more overpowered, as they will use the overpowered core specs alongside elite specs. Furthermore, Anet has set the stone for how future expansions will play out. The next expansion will hit, and the elite specs that come along with it will overshadow the elite specs of the last expansion. Maybe not for every class, but for most classes everyone will switch to the next elite spec and the cycle will repeat infinitely.

Take for example Team Fortress 2. In TF2 every class has the stock weapons they start out with, but there are also over a hundred unlockable weapons they can equip. Despite all these weapons they can use, for almost every class the base primary weapon is still the best weapon to use. Their secondary and melee weapons are usually just sidegrades that change their playstyle. Valve is in fact adamant on not having an unlockable primary strong than their stock counterpart, and will go as far as completely gutting an unlockable weapon in order to balance it against stock. Valve’s mindset is that it’s far better having an underpowered weapon that doesn’t break gameplay than an overpowered one that does.

Keyword: sidegrade, something Anet tried to sell elite specs as before HoT. But if it’s a sidegrade, that means there must be some trade-off. In TF2, an unlockable weapon may have higher damage or a different kind of projectile, but it comes with trade-offs like slower firing speed or reduced clip size. There are no trade-offs to using GW2’s elite specs and that’s why their are vastly stronger than their core specs.

The only elite spec with a tangible trade-off is Elementalist, which everyone complains is the worst elite spec. It’s not, it’s actually the best one balance wise. The trade-off of using the overload mechanic, which is the primary elite spec mechanic to the class, is that it induces a longer cooldown on the element you attuned too. No other class really has trade-offs, there is no trade off to having three dodges, or the Guardian having MUCH better virtues than the base virtues. If Anet gave each class trade-offs to their elite specs, it’d make it balanced against core builds.

For example, just some ideas on how it would work:

Legendary weapons

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

dw looks like legendary mace is on its way

Attachments:

New teaser is up (Warrior this week)

in Guild Wars 2: Heart of Thorns

Posted by: Kamikazi.5380

Kamikazi.5380

go disappointment … I was expecting another weapon, never in my head I passed the torch, a warrior can never carry a torch, not natural, every day I’m more sorry for purchase expansion.

Lmao and what weap were you expecting? Pistol? Warr already has rifle. Dagger? Daggers don’t belong on a heavy armor class. Focus fists? Just lol.

Torch is the most thematic fitting weapon Warrior could get out of all the options

Attachments:

Herald

in Guardian

Posted by: Kamikazi.5380

Kamikazi.5380

You sound pretty angry, chill a bit. I love DH, longbow, and even the traps (the one that spreads aegis out is just godly in PvP) but I think thats a topic for the numerous other DH threads.

Shield and the Herald, I agree. Guardian shield has always been the worst shield of the three, now five, shield users. It’s hilarious that focus offers more defense than the shield itself does. It does not work as a support weapon either, as some may argue, since focus offers cleansing and in the first place any support Guardian would wield a Staff/Hammer.

Shield #4 needs to do a knockback, and unsplit the protection duration from PvP and PvE. 3 seconds of protection is just trash.

Shield #5 is just a mess. It offers no defense and little healing. The knockback is a niche, and the short duration of the bubble offers little defense against ranged attacks. It needs to be changed or give some sort of defense, like allies within the shield get damage reduction and cleanse condis.

[TPvP] Dragonhunter Final Impression

in Guardian

Posted by: Kamikazi.5380

Kamikazi.5380

Longbow is infinitely better than scepter/focus. I can’t go back to normal Guardian now I need DH. The #2 skill is basically a 4 second killshot that pierces, and the #5 skill is just so amazing for area control. With GS you are basically a cleaving machine, much better than the single target playstyle of scepter/focus.

Anet pls release HoT already.

Longbow / Dragonhunter Virtues feedback

in Guardian

Posted by: Kamikazi.5380

Kamikazi.5380

Dragonhunter virtues need to be instant cast.

You can use the Shield of Courage to stun break if you have the Virtues GM trait, but if you are fast enough you can cancel it to put it on a 4 second recharged and use it as a stunbreaker again.

So basically get a 4 second stun breaker. They all should just be instant cast.

Sigil of Air and Fire new dmg coefficient?

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

Can confirm. Tested it with my Mesmer with 2700 power, fire sigil doing 500-600 dmg and lightning doing 800 dmg. Thats half of what thry should be doing. My friends have the same issue, so it could very well be that the sigils got nerfed.

Increasing Warrior Build Variety

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

Honestly some of these suggestions are just flat out bad. The simplest method of reviving Hambow is this.

Switch the banner master trait and Merciless Hammer.

Combine all the previous banner traits into it. The GM banner trait will now give regen, shorter cooldown, deal damage when you place a banner, and has increased radius

Done.

Warrior vs guardian Dueling

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Signet of Might Zerk Stance and Endure Pain.

Bam you counter any Guard. Guardians are just low hp Warriors with blinds and blocks. Take away their blinds and blocks and they are defenseless.

[IDEA] How to bring back glorious Shout war?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

You don’t.

Shoutbow is brainless as kitten. Good riddance.

Classes related to player personality?

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

snip

So let me guess what your main is: Elementalist!

Nope, my main is Warrior. Don’t even have an Ele.

And Let The Bunker Wars Begin!

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

GW2 PvP had gone full circle. After the specialization update everyone and their mother went for full damage, just like back in the 2012 release of the game. Guess what meta came after the zerker one?

Bunker. Enjoy the bunker meta, we’ll be expecting a condi meta next then we’ll be back to the Cele meta.

GS: having problems to engage or disengage

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

I don’t have any problem engaging or disengaging, you’re probably doing somethingwrong. Sure Rush and WA are slower, but everyone else has slow movement skills and on top of that cripple and chill no longer affect your escape. Yes I agree Rush should be faster but it’s not so bad that you can’t outrun anyone. The only class who can catch up to you reliably is Thief.

Try to have dedicated safe zones to fall back to while roaming. This can be a keep, a nearby zerg, or a pool of water. In EB the lake in the top left corner of the map and the little pond under Durios Gulch are the best places to juke opponents. Make sure you have a spear because spear #5 travels very far.

Be very cautious in engaging opponents, especially deep in enemy territory. Always keep an eye on your surroundings for other enemies and if you see some coming, disengage if your opponent is not near death yet and get to safe range before assessing the situation to see if you can 1vx or not.

The only situationin which you are screwed is if you are up against two Thieves. No one can outrun two Thieves. Unless you are near a safe zone you have to fight. Thieves will chase you to the end but if you retaliate they can get scared and back off, especially if you catch them by surprise by running as far as you can to make them waste their teleports and initiative via heartseeker then attacking them while they’re vulnerable.

Classes related to player personality?

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

Here’s my experience in general with class personalities in sPvP and WvW.

Warriors tend to be commanders or zerglings. They are generally seen as PvE heroes and players generally think of most Warriors they meet to be at the low skill side of PvP. Generally seen as the newbie class and is the class with the highest low skill player to high skill player ratio

Guardians tend to be commanders or zerglings. Guardians can either be scary if they are medi or harmless otherwise (anyone can outrun a Guard). Most Guardians tend to be bros and are pretty chill in general.

Thieves tend to be gankers and roamers. Some are like Velociraptors that travel in groups to kill low skill targets. Thief players are probably the saltiest players in the game, a common trait Rogue players in MMOs have. They tend to be obnoxious and arrogant and don’t like losing.

Rangers tend to be backliners or keep campers. They are generally fragile and weak alone but any Ranger knows better than to be alone. They will camp keep walls, WvW guard NPCs, camps, or just behind other players and range you from safety. Consensus says they are the most annoying class in WvW, and are generally looked down upon and seen as cowards.

Mesmers tend to be supportive backliners. In WvW Mesmer players are friendly and great team players. They will help their team however they can and are probably the most seflless and underappreciated class. In the forums and sPvP however they are whiny and complain about every little change to their class. They will defend their class so that no one is allowed to call them out on their class’s overpowered abilities.

Necromancers are generally backliners and are played by people who like the attrition class. Necromancers are pretty neutral in every mode and are frequently played as a side class rather than someone’s main class. In the forums Necromancers hanging on by a thread and hoping Anet will finally give them some love.

Engineers are generally backliners and is the most FOTM class. Engineer players vary from veteran Engineer players being chill and PvP experts to newer Engineer players havingThief player level salt and most likely jumped on the Engin train because of the buffs. Seen as the fotm class due to the fact Anet devs main Engineer and have been giving them far more attention than any other class, while ignoring certain bugs that one shot people for over a week now.

Elementalists tend to be backliners and support but outside a zerg they are roamers and duelers. Opposite of Warrior Elementalists have the highest high-skill player to low-skill player ratio. They are played by most elite PvPers and are generally the most knowledgable player base. Ele players tend to be mature and respectable, and don’t really have much salt as being the top PvP class having salt would be embarassing.

Adept Strength traits are too exclusive

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Don’t like the fact that you might as well leave that slot empty with quite a few builds. Anything with Healing Signet and no Rampage, in fact.

Looks a bit like someone was trying to make warriors play different healing skills and some physical skills. It worked with Rampage, I guess.

Looks like that way too, like Anet is really trying to push Warrior’s to use different healing skills or use the active of Healing Signet. The problem is our other heals are situational, Defiant Stance and To The Limit, or just bad, Mending.

If you don’t have Rampage and have Healing Signet without any other Physical utilities you might as well have no adept traits because you benefit from none of them.

Defensive traits seem too weak

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Defense is Warrior’s best trait line and invaluable in PvP and WvW.

Adept Strength traits are too exclusive

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

The Strength line is a great trait line, but my only gripe is that the adept traits are way too exclusive. Death from Above is situational only in WvW zerging, Restorative Strength I can only see being used in some PvE dungeon builds, and Peak Performance depends on you having a physical utility.

Infact Peak Performance is the only good trait here, but if you don’t run any physical utilities then you are stuck with two other dead traits since I know for a fact any Warrior with Healing Signet won’t press it to benefit from Restorative Strength.

The only other Strength adepts worth bringing back to replace it would be Short Temper or Great Fortitude with the previous 7% rather than 10%, both can be applicable to any build.

[Forum Specialist] Specialization Update

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

1. No, using Healing Signet is almost always a death wish. We have other ways to deal with conditions that won’t get us killed

2. Stances are great now, I’ve been using a six stance build in tPvP(4 utilities and 2 traited) and have been doing really good with this burst meta

3. I don’t use Shoutbow and I don’t plan to ever. Please stop promoting Warrior’s to use this brainless skilless build. Nerfing Shouts was a start, now please buff our other utilities like Mending and Physicals so that we don’t have to be a Ranger in heavy armor with longbow.

PvP is garbage

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

It’s 2012 launch burst meta all over again. Everyone’s kill everyone in seconds. Just wait for a while until Anet nerfs all the damage and then we’ll return to the bunker meta then the cycle will repeat until we return to the Cele meta.

Necros have made PvP un-fun

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

Necros?

You don’t mean Engineer or burn Guardian?

Condi Damage vs. Power Damage [merged]

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

condi builds require condi damage as a offensive stat to put out damage with dire gear. Thats one offensive stat and your thinking that they should equal the same dps output as a power build that has 3 offensive stats and no defensive stats?

Dire gear is to Sinister as Soldiers is to Berserker.

come on man use your head.

Lmao no.

Only condi builds that need precision is Mesmer and Engineer. Necro, Warrior, and Thief go Dire and if you ever fought one of these three classes you’ll know how broken Dire is. These guys can 1vx easily. All you need for Condition Damage builds is Condition Damage. Power needs power precision and ferocity to be effective. Someone in full Dires can annihilate you as fast if not faster that a zerker can. Condition Damage needs a new stat to spread out it’s damage, like Power builds need ferocity.

Everything wrong with Warrior, post-patch

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

…every War should take Discipline anyway.

What possible argument could you have to support the above? Why should there be a mandatory trait line for any class?

Every class has a “mandatory” trait line. By taking Discipline you are taking Warrior’s Sprint, a must in any melee build, Brawler’s Recovery, really great especially with conditions out of control, Destruction of the Empowered, also a great trait, Heightened Focus, or Burst Mastery.

Guardian’s mandatory trait line is Valor for either Monk’s Focus or Altruistic Healing, and Thief’s mandatory traitline is Trickery.

When I say mandatory, I don’t say it in a bad way. They are mandatory because they are so great you’d be gimping yourself not taking them.

Everything wrong with Warrior, post-patch

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

My response in bold.

Thick Skin – Still just as useless and boring as ever. This trait is bland, horrible, and mathematically provides as little as a 0.004% increase.

Agreed, thick-skin should have the threshold lowered maybe at 50% and above HP you get the bonus, 90% is too useless for 120 toughness

Rifle – The trait competes with Mobile Strikes, and isn’t very good regardless. More importantly, the Baseline rifle is just extremely similar yet inferior in every way to Ranger longbow not to mention inferior overall to Warrior Longbow.

Rifle needs a complete rework now to compete with other weapons, it doesn’t have enough utility and it doesn’t deal enough damage outside KS

Movement Skills – Without the swiftness boost to GS5 Rush and Bullscharge, they’re back to being mostly useless. Before, Rush was primarily a travel/escape skill, not often used in combat, and Bullscharge. Now they don’t even serve that purpose.
The fix however, is very easy: Have Bullscharge and Rush grant 1 to 1.5 seconds of Haste on use. No, really, think about it. Haste would greatly increase the speed at which that distance is covered, and the speed at which the striking animation happens, making them both a rapid gap-close strike.

Agree the movement skills feel very slow now but I don’t agree it should grant Haste. Maybe Anet’s technical team can come up with a way to speed up the movement speed animations so that it doesn’t feel so slow because Rush looks like you are walking, not rushing.

Blackhole Traits – Fast Hands, Cleansing Ire. Fast hands needs to just be baseline already, and Cleansing Ire needs to be a minor trait, in the slot where Retribution Armor currently sits. Swap the two.

Fast Hands should never be baseline, it’s fine the way it is every War should take Discipline anyway. Cleansing Ire needs to be a master trait, unless they plan on making it proc when adrenaline is spent, not when you hit someone with a burst. i have no isea why Anet made this a GM trait now, no one will ever use Last Stand a d Rousing Resilience because of it

Berserkers Power – Currently, a level 1 burst proc overwrites a level 3 proc, meaning the 10% damage buff deletes and overrides the 20% damage buff.
The Fix here is easy too, allow both buffs to exist, but only the stronger buff has any effect. So for example, you could end up with 8 seconds of +10% and 4 seconds of +20%. Your total damage bonus will be 20%. In 4 seconds, you’ll just have 4 seconds of 10%, and the 20% will have worn off.

Agreed

Adrenaline Loss on Miss and Traits – Cleansing Ire, and now Berserkers Power, both fail to proc on a miss. But adrenaline is still lost. There are no other skills/traits in the game that drain your resource/cooldown from some thief spamming blinding powder, yet fail to activate and take effect. It’s got to be changed to be either one way, or the other: Either adrenaline is kept on a miss/blind, or the traits activate when the adrenaline is SPENT, not only on a hit.

Berserker’s Power and Cleansing Ire should proc when you spend adrenaline after a burst. This opens up Warrior to builds other than longbow and promotes stragetic play. “Do I want to use my burst skill now even though I know I will miss to get rid of these condis or can I survive long enough to land it?” It turns burst skills into a both defensive and offensive option. Right now Longbow gets both benefits on the most brainless burst skill the Warrior has. Anet cannot tell us they make it proc on hit to promote “skillfull” play when Longbow’s burst skill exists

Earthshaker – Nothing new here. Still a crazy long random precast delay, still misses targets on a slight incline, still prone during this crazy-long-windup process to be hit by the random blind-spam that everyone is vomitting up left and right.

Want to add that Inspiring Battle Standard should give reduce cooldowns and increase banner radius and swapped with Merciless Hammer. Merciless Hammer being in GM and competing with Burst Mastery is a kneejerk reaction to Hambow. It doesn’t belong in GM and I feel Anet just did that to kill Hambow once and for all. Problem wasn’t the hammer it was the bow, hence why every pvp warr build relies on longbow.

Not this again...

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Now that we have to hit to gain the buff… does the buff actually apply to the burst skill? We used to be able to cancel the burst and retain the buff, meaning the buff got applied before the strike, but now it applies after checking for a hit. So does that mean our bursts’ damage no longer is augmented by the trait?

Yep. Yet LB burst remains unchanged. Honestly I don’t see how else they’d fix this broken bug, it was way too OP the way it was. I’d just wish it’d grant the bonus the moment your adrenaline gets depleted after using a burst rather than right when you press the burst skill or having to hit someone with it, otherwise the only weapon that really benefits from this trait is LB.

Why is Last Stand at 90 seconds still?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

It also increases stance duration by 25%. Thee traits in one. I’d say it’s quite good.

It’s pretty good, but the problem is it competes with Cleansing Ire. If Cleansing Ire was not competing with it, it’d be a decent GM to take. But unfortunately it won’t see the light of day because of that.

Signet Mastery is far stronger than Last Stand and it’s an adept trait. Last Stand should have it’s Vigor removed and be placed in the Master spot if it’ll stay at a 90 second CD.

Why is Last Stand at 90 seconds still?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

The trait is more than just a stability now.

Honestly we can do without the vigor, especially after the vigor nerf.

Things we know

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

How did you not know 8k burn ticks wasn’t already too strong? Everyone’s getting nuked in PvP, whether it be Power dmg or Condi dmg.

Why is Last Stand at 90 seconds still?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

IIRC it was reduced to 40 seconds in the ready up stream.

For a Grandmaster, that’s a bit too high isn’kitten

powerful synergy = blast finisher twice

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Or they can make any combo go twice. I don’t understand why it’s only leap finishers. It’s as bad as when Brawler’s Recovery was remove blind on weapon swap and they made that a grandmaster lmao

Meanwhile, in engi land...

in PvP

Posted by: Kamikazi.5380

Kamikazi.5380

The devs main Engi, notably Josh. It’s Anet’s pet class. Why do you think Engi’s segment of the Ready Up was the longest?

Anet, Reconsider Cleansing Ire & Defense GMs

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Cleanse ire and last stand in the same tier is a MASSIVE nerf to everyone playing zerk/non shout builds. Most players in top end spvp also use last stand currently for the “two layered” stability it provides ( one automatic, one utility based)

This nerf-by-promotion of LAST STAND to grandmaster along with CI is a bummer.

This honestly. I don’t care if they remove the vigor or not like they mentioned on the April ready up, but with the Frenzy change I’d like to be able to use Last Stand in a stance build. But it’s suicide to choose it over Cleansing Ire. Shouts don’t compete with anything, in fact you can use Cleansing Ire with Vigorous Shouts or Rousing Resilience with Shrug it Off which is much more powerful. I don’t know why Anet is pidgeonholeing us into shouts shouts shouts.

Please Make Mending a Physical Skill

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

I don’t see how Mending can be a physical skill, since it doesn’t do any damage so Peak Performance only really gives it the CD reduction.

Anet just needs to reduce the cd to 15 seconds and maybe up the heal to ~6,000 so it can compete with To The Limit and Healing Signet.

@josh: Why 'Fast Hands' is not baseline?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Why do we need a daily thread for this?

Fast Hands will never and should never be baseline. It’s fine the way it is, Discipline is a great trait line in general why wouldn’t you want to take it anyway? Hell Warrior’s Sprint alone is enough for most Warriors to always take it, never mind Burst Mastery, Brawler’s Recovery, Destruction of the Empowered, Heightened Focus, soon-to-be Merciless Hammer, etc.

Anet, Reconsider Cleansing Ire & Defense GMs

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

We all had high hopes that Cleansing Ire would proc when you use a burst skill, only to have Josh crush our hopes by saying it was a typo. Now I’m confused as to why exactly you guys moved Cleansing Ire to grandmaster then? If it only procs when you hit with a burst skill, it doesn’t deserve to be in the grandmaster slot.

I understand if you don’t want to change it because you feel as if it would be too strong, but then in that case why does Longbow’s burst skill Combustive Shot allow it to proc without needing to hit someone then? Combustive Shot is Warrior’s most powerful burst skill; burning and direct damage equates up to a decent amount of damage on the enemy, fire field that allows you and your allies to blash finish and leap finisher, area control, and of course proc CI without any worry of hitting your enemy.

If you want to argue that landing a hit to proc CI promotes skillful play, why then Longbow does the exact opposite? At least make CI activate when adrenaline is spent, not when you hit with a burst skill. This will allow other weapons to be brought up to Longbow and no longer will practically force Warriors to take longbow to be viable.

Another thing, all our defensive traits in the Defense lines compete with another. During the April ready up many Elementalists were mad that Evasive Arcane and Elemental Attunement were competing with each other in the same trait line, forcing them to choose one or the other. Now Warrior’s are facing the same thing because conditions, traditionally Warrior’s biggest headache, will force us to taking Cleasing Ire leaving out Last Stand and Rousing Resilience. Either allow CI to proc when you spend adrenaline alone, or move it to master because it doesn’t deserve GM.

Unless you’re moving CI back to master, then remove the heal portion of Rousing Resilience and give it to Defy Pain, then switch them so that RR is in the master slot. Rousing Resilience synergies better with Last Stand than Defy Pain does, because if you stun break with Defy/Endure Pain you’ll be taking no damage anyway so that’s 4 seconds of RR gone to waste.

Tl;DR: Make Cleasing Ire proc when you use a burst skill, not land a hit with it. Give Defy Pain the healing portion of Rousing Resilience and switch them so that we can have some more defensive options in the Defense trait line, instead of choosing one of only three real defense traits in the GM spot.

(edited by Kamikazi.5380)

@josh: what about mending/physc skills?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).

Healing Signet now gives 6 seconds of Resistance on activation.

Can you tell us how much healing it provides and what the cast time of it is? Also the cooldown.

“To the Limit” is a 30s CD and the healing is now set at 6,450 base. It does not scale with adrenaline. However, it now is affected by shout CD redux so it can go down to 24s CD. This also means you get the 1k~ heal from Vigorous Shouts.

Edit: “To the Limit” now heals for 6500~ and does not scale with adrenaline.

Ouch, that’s even worse than before 2013 when it got it’s healing buff. I guess now it’s more of a support heal instead of a selfish heal. I really hope you are not making all these changes based on Shoutbow healing, because not every Warrior runs Shoutbow.

@josh: what about mending/physc skills?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).

Healing Signet now gives 6 seconds of Resistance on activation.

Thanks Josh for taking the time to reply, the Warrior forum has been ina state of confusion since the Tuesday stream so we really appreciate you clarifying things for us.

Is Healing Surge/To the Limit still going to heal based on how much adrenaline you have? And are you going to reduce the passive healing or increase the cooldown of Healing Signet with this change or leaving it as is?

Cleansing Ire no longer 'on hit'

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Trait functionality has not changed. It will still require landing a strike to proc Cleansing Ire, just as it does now on the live game.

So what was the point in moving it to grandmaster then? This is actually a nerf now that we can’t take any of the other two defensive traits because for sure we’re pigeon holed into using Cleansing Ire now. Now we are forced to use longbow especially after the buffs. The only thing you’ve done this patch is buff Shoutbow even more. Is this what you intended? Are we only suppose to roll Shoutbow now?

(edited by Kamikazi.5380)

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

Going to add a change list at the top of the bottom post for updates that I make to the list. Here’s one change we forgot to document:

Guardian

  • Shield of Absorption cooldown goes from 30s to 24s baseline.
  • Shield of Judgement cooldown goes from 25s to 20s baseline.

The above skills will still be affected by the shield recharge trait and will go to 19s for Shield of Absorption, and 16s for Shield of Judgement.

As a Shield Guardian I’m happy, but as a Warrior I’m still confused. Aside from forgeting Tactics in the presentation, you forgot to mention what will happen to Frenzy and if the 25% damage penalty will be changed, whether Inspiring Banners will be baseline, or all that you’ve said about changing Mending into a physical skill and Healing Surge into a shout.

Cleansing Ire no longer 'on hit'

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

I wonder when the cleansing will occur. If immediately on activation, opponents will have a much harder time using blinds, chills, immobilizes, etc. to stop an impending Eviscerate or Earthshaker.

It depends on the weapon. Eviscerate and Earthshaker both spend adrenaline only at the end of the animation, which is likely when CI will proc. Flurry, however, insantly spends adrenaline on use and thus CI would proc the moment you press it

What about Frenzy and healing skills?

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

Since quickness is a boon Anet removed the penalties of Thief’s Haste and Ranger’s Quickening Zephyr to giving fury and super speed respectively.

What about Frenzy? I see nothing in the patch notes on it. And also last Ready Up Anet mentioned Mending and Healing Surge being changed to a physical skill and shout respectively. Nothing mentioned in patch notes or stream.

Anet spent like 20 minutes on the Warrior section and like 2 hours on the Engineer it’s clear to see which class is Anet’s main.

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Kamikazi.5380

Kamikazi.5380

You changed all the skills that granted quickness like Thief Haste and Ranger to remove the downsides when using the skill because quickness is now a boon.
Well you left out Frenzy. Do we still take 25% extra damage?

Disappointed, can we get another designer

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill

Does anyone understand this??

they didn’t explain it very well in the video, but I think this means that now you can’t drop a full tier 3 burst, then swap weapons and instantly drop a tier 1 burst (with the leftover adren from burst mastery or berserker’s stance). you have to wait the full recharge time, even if you swap your weapon set.

I was pretty satisfied with the overrall warr changes til I saw this, and now that I think about it I’m pretty sure you’re correct. Unless Cleansing Ire is a typo, the new GM cleansing ire activates when you use a burst skill, you no longer have to actually land a hit with it. This means if you have full adrenaline and use a burst skill you can proc CI then switch to your second weap set and if you get 30 adren again proc it again which makes 6 condis cleared.

Not only that but it also works for Berserker’s Power, you can stack it by using a burst skill with max adren then switch and activate level 1.

I’m sure Anet noticed this and nerfed burst skills for it which is a load of bull. I don’t see why they don’t put internal cool downs on CI and Berserker’s power to 8 seconds instead of nerfing the burst mechanic overall

Ok nvm I just took a longer look at the text

using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill

I’m pretty sure this means that all weapons share the same cooldown based on the adrenaline tier.

For example; you use a t3 Eviscerate then switch to GS. With burst mastery you can still use a t1 Arcing Slice, however if you use Signet of Fury or have Berzeker stance activated you cannot use t3 Arcing Slice until the cooldown from when you used the t3 Eviscerate is over.

So tier 1, tier 2, and t3 burst skills all share cooldowns from their persepctive tiers. If you use a t1 burst skill on one weapon you cannot use a t1 burst skill on another weapon after switching but you can use the t2 or t3 burst skill of that weapon because they don’t share the t1 cooldown.

If that’s the case it’s not a big deal, you can still blast finish with bow+hammer or use eviscerate+arcing slice burst. It only makes it so you can’t spam the same tier burst skill over and over

make cleansing ire grandmaster

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

They just ruined the combo Cleansing Ire + Rousing Resilience (something I’ve been using for months, highly powerful) and Last Stand + Rousing Resilience (benefiting from the synergy of Balanced Stance). All in all, they’ve probably just killed Rousing Resilience.

It’s highly disappointing to me, the only positive thing about it is that it’ll reduce the BM of players not knowledgeable enough to understand how a warrior could be as tanky as hell and still inflict berserker damage…

It’s a mixed bag. On one hand CI now procs on burst use rather than hit, on the other all our defensive traits on the defense line compete with each other. I’ve been using defy pain + CI so this doesn’t really affect me, but it really hurts build diversity. Cleansing Ire is that black hole trait, whether it’s in master, GM, or hell another trait line all together, we’ll all be taking it and its competors will be hurt. Tbh I’d be happy yo switch last stand and defy pain, remove the vigor from last stand and keep the 25% duration bonus so we can at least have another defensive option to go with CI.

Disappointed, can we get another designer

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill

Does anyone understand this??

they didn’t explain it very well in the video, but I think this means that now you can’t drop a full tier 3 burst, then swap weapons and instantly drop a tier 1 burst (with the leftover adren from burst mastery or berserker’s stance). you have to wait the full recharge time, even if you swap your weapon set.

I was pretty satisfied with the overrall warr changes til I saw this, and now that I think about it I’m pretty sure you’re correct. Unless Cleansing Ire is a typo, the new GM cleansing ire activates when you use a burst skill, you no longer have to actually land a hit with it. This means if you have full adrenaline and use a burst skill you can proc CI then switch to your second weap set and if you get 30 adren again proc it again which makes 6 condis cleared.

Not only that but it also works for Berserker’s Power, you can stack it by using a burst skill with max adren then switch and activate level 1.

I’m sure Anet noticed this and nerfed burst skills for it which is a load of bull. I don’t see why they don’t put internal cool downs on CI and Berserker’s power to 8 seconds instead of nerfing the burst mechanic overall

Versatile Power - Recharge 30% faster

in Warrior

Posted by: Kamikazi.5380

Kamikazi.5380

15% recharge is applied to baseline, Anet said during the core specialization stream that all classes are getting 15% recharge to their profession mechanic, the other 15% will be in traits, specifically the grandmaster minor trait of their original profession mechanic trait line.

So it’s a buff, not a nerf.

Warrior Speculation

in Guild Wars 2: Heart of Thorns

Posted by: Kamikazi.5380

Kamikazi.5380

Warrior’s are most likely getting off-hand pistol, since Rytlock had an offhand pistol and Anet told us that NPC’s with weapons outside their class was a hint on what their spec was, such as Trahearne and Majory using GS.

For utilities, the one that seems the most plausible is gadgets. It ties in with the whole Charr thing after all.