Showing Posts For Kesmai.8527:

Long absence - LF PVE Build

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Posted by: Kesmai.8527

Kesmai.8527

For Solo PVE:

http://gw2skills.net/editor/?vJAQFAxiMdgfHwJiliA7d4mcfuGDgHQA4YMcB+ZA-e

Second weapon can be anything really, sword/warhorn for moving around, axe/mace for vulnerability stacking, rifle/bow if you need to range.

For group situations, drop Arms and get tactics instead, traiting Empowered, Empower Allies and Phalanx Strength.

For utilities, apart from Signet of Fury you can use whatever you want in solo situations…in groups bring Banner of Strength and Banner of Disciple.

For runes, Superior Runes of Strength are propably the best for soloing but are quite expensive. For a cheap alternative you could go with Superior Runes of Rage.

For weapon sigils, Force and Air are propably the best(most expensive) choises. Cheaper alternatives : Strength, Blood, Accuracy.

(edited by Kesmai.8527)

Burnzerker state post patch

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Posted by: Kesmai.8527

Kesmai.8527

This goes to show how foundamentaly broken and limited this class is in specs/weapon choises.

A couple of changes to a single weapon skill and one trait, and the whole build goes to the trash. No alternative trait/weapon or even rotation to supplement atleast some of the power loss.

The nerf was needed because the spec was a bit over the top, but they could atleast look at buffing the gimmicky hybrid nature of sword, making it a real condi weapon. And if not sword, atleast do that with mace which lacks identity and sees no real use in PVE (apart from the occasional breaking of the break bar)

Banners

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Posted by: Kesmai.8527

Kesmai.8527

Banners should imo work similar to traps. Small cooldowns (like 30 seconds or something), some type of effect when you activate (plant) them like damage, knockdown, knockback, immobilize, fear, anything really based on the banner type. After that you get a pulsing effect for a duration (like 10 to 15 seconds), again based on the banner type. Those effects could be anything from flat stats (like we have now) to boons (might, protection, regen, fury).

Some rework to the banner trait in Tactics plus a new Banner Grand master trait would also augment this.

Result: Banners that actually are worth a kitten in PVP, more active gameplay in PVE.
Win-win in my book.

(edited by Kesmai.8527)

Warrior balance and melee warrior

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Posted by: Kesmai.8527

Kesmai.8527

When your bread and butter melee class ends up using a Rifle just to do be worth a kitten in PVP, something is seriously wrong.

(edited by Kesmai.8527)

Re-evaluate Blood Reckoning

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Posted by: Kesmai.8527

Kesmai.8527

First it was useless in all cases.
Then they made it atleast usefull in PVE.
Now they made it useless in all cases AGAIN.

My god.

Mending

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Posted by: Kesmai.8527

Kesmai.8527

Make it a physical skill. Heal for a fixed amount/remove condis, deal damage around you and heal for an additional X based on damage dealt by the skill.

Fixed.

And while you are at it, fix the useless Blood Reckoning. Atleast make it last longer or have charges….like i dont know…Shiro heal?

Warrior balance outline released, link

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Posted by: Kesmai.8527

Kesmai.8527

Its pretty simple…Warrior utilities and ESPECIALLY weapon skills need to do more….period. They are outdated as f in HOT.

When other classes can get boons,blinds/debuffs/condition removal and evades for FREE just by putting on a weapon, all we get is damage, damage and some more damage… or some unreliable CC/gapcloser.

The majority of utilities are just laughable when you think of it. Physical skills? Long kitten cooldowns/one trick ponies. Banners? Nothing interesting gameplay wise apart from War Banner. Shouts? Does anyone even use them nowadays? Rage skills? Underwhelming to say the least. Stances? The only saving grace pretty much, and even those need help (especially Berserker Stance/Defiant Stance). Healing skills? Is there any other viable option apart from Healing Signet?

Berzerker is fun

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Posted by: Kesmai.8527

Kesmai.8527

Its not even THAT fast paced. It’s fast paced for the first 3 seconds you enter Berserker mode. After that its 15% more attack speed…and that’s about it. And spamming primal bursts only happens with Arms and Furious…other than that ,Adrenaline builds quite slowly especially against a single target.

Perma Swiftness while in Berserk would be nice. Adrenaline regen while in Berserk would also be nice (like 1-2 adrenaline every second.). Maybe reduced weapon swap cooldown while in Berserk aswell?

Just some ideas.

Berserker BWE3 Feedback

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Posted by: Kesmai.8527

Kesmai.8527

It would be REALLY surprising if major things change for Berserker with launch. Some numbers or small trait changes will propably be the only thing happening.

The saddest thing is the lack of synergy with the other trait lines…i mean look at Reaper for crying out loud. You can make like 3-4 (maybe more) good builds with it. 1) Power Necro with Soul Reaping 2) Condi Reaper 3) Blood magic Reaper with Lifestealing Wells and Shouts 4) Minion master Necro with Rise…..and im sure there will be more. And they all sound fun…and make sense.

I struggle to find synergy with Berserker, especially when you lose SO MUCH when you drop other lines, to get so little in return.

Berserker BWE3 Feedback

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Posted by: Kesmai.8527

Kesmai.8527

I really hate the Berserker mode cooldown…it shouldn’t be there imo…Having to build 30 Adrenaline is fine…but having that AND the cooldown is pretty harsh.

There is this awkward period of time after Berserker mode ends where:
1. You HAVE to use NON primal bursts just to fill up the rotation.
2. You have enough Adrenaline but Berserker mode isn’t ready yet.
3. Berserker mode is ready but you dont have enough Adrenaline.

Now if you remove the cooldown of Berserker mode:
1. You use NON primal bursts by choise (when you want them, not just to fill in the rotation)
2. Removed
3. There is still play here, since you can use abilities to fill up your Adrenaline fast (Rage Skills, Signet of Fury, Shout Heal etc). Concept wise it also makes sense to require max Adrenaline to go Berserk. What doesnt make sense is an invisible wall that prevents me from going Berserk….when im ready to go Berserk.

Berserker Changes for BWE3

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Posted by: Kesmai.8527

Kesmai.8527

I would love to see goin into Berserker, having your weapon skills change to something else…similar to what Reaper does when entering Reaper Shroud. It could be anything from punching things with your bear hands,

…Rampage…already exists.

I suppose he’s just echoing the sentiment that Berserker doesn’t change nearly enough about the class to merit it being hyped as an Elite Spec.

Exactly.

Berserker Changes for BWE3

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Posted by: Kesmai.8527

Kesmai.8527

I would love to see goin into Berserker, having your weapon skills change to something else…similar to what Reaper does when entering Reaper Shroud. It could be anything from punching things with your bear hands,

…Rampage…already exists.

It doesn’t have to be like Rampage per se. Im talking about the general concept of weapon skills changing to something else while in “Berserker mode”, similar to Necros and their Shroud.

Berserker Changes for BWE3

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Posted by: Kesmai.8527

Kesmai.8527

I would love to see goin into Berserker, having your weapon skills change to something else…similar to what Reaper does when entering Reaper Shroud. It could be anything from punching things with your bear hands, to summoning a flaming weapon (Greataxe maybe?). Right now, going into Berserker just adds Primal Bursts almost identical to normal Burst Skills and some passive bonuses that bring almost nothing new to the profession in general.

Berserker Changes for BWE3

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Posted by: Kesmai.8527

Kesmai.8527

The Berserker GM trait line needs a bit more love for Power Builds. What about Bloody Roar giving % damage for X seconds after taunting the target….or something like % damage while under the effect of Fury.

(edited by Kesmai.8527)