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Condi warrior practice

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Even as non warrior main it’s super easy to reroll and you barely notice any difference between a multiclassler and a I only can play warrior guy

I understand what you’re saying, Grim… I just didn’t agree with the above statement. I agree the skill ceiling for this meta is pretty low, though…

When Warriors asked to get out of the trash tier meta, I don’t think any of us wanted what we got… Although Drazeh’s build from the ESL finals is more enjoyable to play than pure condi imo…

edit for grammar

(edited by Mashedwarf.8235)

Condi warrior practice

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I actually did play with and against the top warriors. Two of them – Roms brother and Amstardam – are even in my team and I used to main warrior myself. When I rerolled back to warrior after 3 months break I could literally faceroll Levins revenant when we did serveral test 1v1s.
But np mate,you can’t know.

Warrior vs Rev favors Warrior in the current state of the game, but good job on facerolling Levin’s Rev! I won’t take that away from you.

I meant more along the lines of dueling another Warrior in my statement… That’s where a good Warrior truly shines vs someone just picking it up.

Condi warrior practice

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Even as non warrior main it’s super easy to reroll and you barely notice any difference between a multiclassler and a I only can play warrior guy

I always laugh when I see posts like this… You clearly haven’t gone against any of the top Warriors, then. I don’t disagree that the current Condi meta build is pretty easy to pick up and learn to be competent with, but there’s a HUGE difference between that and being good at it. But this misconception has always existed within the Warrior profession… It’s ZOMG EZMODE until you go against an experienced Warrior and get totally schooled.

-Brude

Who's still running power warr in PvP?

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I switch between Condi and Power to mix things up a bit, but there’s no doubt that Condi is more effective overall against equally skilled opponents. Sure Power is a lot more fun to play, but all you have to do is avoid the easily avoided Bursts of the Power build and they are sitting ducks… With LB you don’t have that concern.

Also… the RR and CI debate… You guys are being ridiculous! Each have their own merits, and fit particular builds/comps. There isn’t just ONE way to play b/c not every match is identical… and if you play like there is only one, then you’re going to get wrecked.

Tarcis- A Veteran Warrior- Build Share

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I haven’t tried Sage, but I much prefer Rabid over Wanderer. Everyone knows condis are coming in this meta, so they bring cleanses… Which in my opinion negates the usefulness of the Expertise on Wanderer… and in turn makes the extra condi dmg on Rabid that much more valuable… If I’m only getting one tick off, it’s going to hurt!

WTB Ranked Qs

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Posted by: Mashedwarf.8235

Mashedwarf.8235

We can create a new MMR that is used during off season, but it’d have the same problems as unranked in that it is dormant 8 weeks at a time. If we continued to use ranked MMR, would that be a problem for when the new season begins? Would people try to tank their MMR in the off-season to try and get easier matches?

I mean, consider it as 3 separate modes with separate MMRs independent of each other. Unranked, Ranked, and Leagues.

During League seasons, disabled Ranked and freeze everyone’s MMR and start using Leagues matchmaking system. Replaced the "Ranked’ button with “Leagues”. After Leagues, re-enable “normal” Ranked queues with the frozen MMR from before.

It’d also give you data to compare the MMR of players who play ranked regularly and the MMR from Leagues.

It’s a fine idea, I’m just cautioning that the volatility in matchmaking that happens during off-season will still be there with a third off-season ranked arena. It just maintains the barrier to entry and split queues.

Matchmaking will perform better with more people, and only having one arena helps that. Is there anything that could create a shift in perception with unranked that would solve these problems?

I don’t quite understand how everything works in programmer land, but what about this idea… It builds off of what I quoted…

3 Queues… Unranked, Ranked, League (This would be ideal)…

Let’s say we are in an active League Season… So that would leave Unranked and League open to queue into, both with their own MMR ratings working as they are designed… and Ranked would be unavailable.

Now the League Season ends, closing League queues and reopening Ranked. Why don’t you just carry over the League MMR rating into Ranked play to continue giving competitive players the competitive/more serious games they are looking for? Think about it like Ranked and League queues are playing HoT potato (see what I did there) with player’s MMRs when seasons end and begin.

Unranked MMR would stay in Unranked and that’s where it would live. As it’s been discussed previously… Ranked and Unranked players are two totally different types of people, and the only time this could potentially cause problems is when Unranked players decide to make the leap into Ranked/Leagues. They would just need to “settle in” so to speak, which is what we all have to do EVERY League Season anyway…

I realized that after typing this slurry of thoughts that I could’ve just said create the 3 queues I mentioned… Give Unranked its own MMR, and let Ranked and League share their own seperate MMR rating… Oh well I’m leaving it all in case this last part doesn’t explain things thoroughly enough, haha.

(edited by Mashedwarf.8235)

Adrenal Health change

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I only came here to shut down the idiocy behind the active vs passive argument, but I figure while I’m here I should at least address the original thought behind this thread…

I think the change to Adrenal Health is both terrible and fantastic…

It’s terrible b/c now we are forced into 2 lines for minor traits (AH and FH), and it doesn’t give us anything new to work with as far as build variety goes.

It’s fantastic b/c it works! It gives us some serious staying power in fights, and doesn’t negatively impact the builds we were already forced into using.

Adrenal Health change

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Posted by: Mashedwarf.8235

Mashedwarf.8235

No it is not wrong, it is my decision to consider sth. passive. And a trait that provides passive 7,5k heal over 15 seconds for a minimal action is in my eyes passive not active.
This isn’t science where I say 1+1 is not 2.

Nope. Wrong.

Adrenal Health change

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Posted by: Mashedwarf.8235

Mashedwarf.8235

If you consider the warrior trait, the scrapper trait and the necro trait active then feel free to do it.
I don’t.

Then you are wrong.

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I found a little bit of time to make a few changes to my sheet this morning… I updated some of the old traits (pre-January-Patch) I still had in there, I made tweaks throughout every trait-line, and I gave weapons like the Longbow and the Torch a better identity/more utility. I look forward to seeing what the community thinks!

-Brude

Powerful Synergy and King of Fires...

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Posted by: Mashedwarf.8235

Mashedwarf.8235

That was directed at the post you quoted saying that the King of Fires aura proc was incorrectly being put on cooldown when you gained fire aura from other means, which doesn’t seem to be the case.

It’s complicated to write this without some confusion, but if you look back and reread what I typed, I said that the ICD only applies to the King of Fires procced Fire Aura. For example… if you start a fight, crit (proccing the Fire Aura), and then destroy the aura through Berserker skills… you won’t be able to crit proc the aura until the ICD is over. You will still be able to gain fire auras and break them via combos and other professions sharing them, though. (That’s so complicating to write, holy kitten!)

Savage Leap is sword #2, hence I mentioned using it twice. Reading that again you said it burst the aura after making it, so I now assume you/they mean Sundering Leap.

Whoops! I’ll correct this in my previous posts, b/c I did mean to put Sundering Leap. >.<

Powerful Synergy and King of Fires...

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I tested the trait cooldown in HotM by leaping through the torch 5 field and waiting for it to expire and then weapon swapping (in combat) to hit something with an int sigil proc and the trait worked despite having just generated a fire aura by other means.

That makes total sense since your first Fire Aura was created via a combo, and not by King of Fires. I think it’s the Trait’s crit-proccing aura that gets the ICD, so I don’t think it’s possible to back-to-back proc a fire aura from crits alone (before the ICD is over, that is)… but the trait allows you to burst any fire aura at any time.

Since the torch 5 field only lasts 5s it wouldn’t be possible to use savage leap through it twice without alacrity, but you could weapon swap to an axe/shield or bulls rush to trigger it again quickly.

Right. I mentioned the use of Sundering Leap and then Sword #2 for the second leap, which easily fits within Torch #5’s duration. Just clarifying.

Thanks for testing it out!

Edit: Corrected Savage to Sundering

(edited by Mashedwarf.8235)

PVP BEST Condi Build

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I’m giving you a /bump Warlord.9074! I’ve been really enjoying this build, and it would be a shame for the Warrior community to not see it. Great job creating it!

Powerful Synergy and King of Fires...

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Oh! in that case yes. When you use a Berserk skill (which is very poorly worded, what it means is when you use a Primal Burst Skill) you will detonate your fire aura. Then your second fire Aura will become activated. Then the next time you use a berserk skill THAT fire aura will detonate.

As for the second question. Yes and no. You get more burn stacks through the detonation and the fire aura itself, but you do not extend the burn duration. Each stack of burns goes off of your burn duration. you you could get them up to 7 seconds but every seven seconds you would drop a stack of burn. The two traits have synergy but not as well as we would all like.

I appreciate the thorough explanation, though again I’ll say that I understand the individual mechanics of the traits. In the end I was really hoping that ANet’s change to King of Fires included a stealth buff to Powerful Synergy, since it’s a pretty terrible trait and could use some love… I should have known better, haha.

it’s actually every single skill associated with Berserker, including all torch skills and rage skills that will explode the fire aura. also I’m pretty sure that the trait aura icd gets put on cool down when you generate your own fire aura through leaps or tempest ally but i haven’t done too much testing

From my understanding… once King of Fires gives you the fire aura through crits (no combos required by you) the trait itself won’t be able to proc the aura again until its ICD is up, but the trait will allow you to burst any fire aura and spread the burning with Berserker skills as fast as you can apply them.

There was another thread on here where a Warrior mentioned popping #5 on torch, and then Sundering Leaping to their target(proccing and bursting the fire aura), and then again quickly Sword #2ing in the Torch’s fire field (proccing the fire aura) and then bursting the aura again with either Headbutt or Torch #4 (I can’t remember right offhand). That’s an incredible amount of burning application! Especially if Rage skills are traited! That’s why the idea of Powerful Synergy giving a x2 Fire Aura would be AMAZING with the new King of Fires!

Ehh… We can always hope ANet will see this post and make it work. Until then… Powerful Synergy will continue being one of worst GM traits in the game.

Edit: Corrected Savage to Sundering

(edited by Mashedwarf.8235)

Powerful Synergy and King of Fires...

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Posted by: Mashedwarf.8235

Mashedwarf.8235

No. First powerful synergy only applies to leap finishers. King of fires does not do leap finishers. Second, powerful synergy basically activates the leap finisher twice. When you leap a field the aura is applied when it ends you get a new field.

I understand how both traits function individually, but I didn’t ask a totally spelled out question I guess… What I should have asked was “Would leaping in a fire field with Powerful Synergy (creating the fire aura) burst twice when critting with the new King of Flames?”

powerful synergy doesn’t grant you double auras, only one aura with double duration….
so you still only have one aura to shatter, so it’s still the same

With that being said, is the duration of the burning stacks from King of Fires increased b/c of Powerful Synergy? Or does the trait continue to ironically be horribly synergistic?

Thanks for the replies, btw.

What do you enjoy about warrior?

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I actually found Warrior to be incredibly boring in the first year of the game… I always found myself playing other game’s “Warriors”, and I wanted a different approach with GW2… Honestly the only reason I made my Warrior was to be a giant bad looking mfer… But then I gave it “the ol’ college try”, and it quickly became my main, and has been ever since.

I think my favorite part of the Warrior has always been the skills we have… granted they aren’t all that great anymore, but they are still fun skills to me. And on top of that, the skills aren’t the easiest to land in PvP either. People constantly talk about the low skill cap for Warriors, and I can see why people would say that… but ironically enough, it’s the finesse of playing a Warrior that makes it so fun, and challenging to play.

I don’t remember where I read this quote, but I 100% agree with it… It went something like: “Warrior is the only profession you can lose to and know it was b/c you were outplayed.” Even though I don’t like the place Warriors are in right now in PvP, I do enjoy this side of things. There’s no better feeling than being the underdog and coming out on top… and right now… That’s what being a Warrior is all about for me.

(edited by Mashedwarf.8235)

Powerful Synergy and King of Fires...

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Posted by: Mashedwarf.8235

Mashedwarf.8235

So I’ve been really busy IRL lately and haven’t had a chance to test this myself, but with the recent change to King of Fires… I was curious if Powerful Synergy doubles the amount of burning applied from breaking the fire shield? Has anyone tested this yet?

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

First, wow, this is really easy to read. I’m glad you are working on something like this. The more people who can add their suggestions the better.

Thanks for the compliment! This thread has been around since just shortly after you made yours, emkelly, but I’m not as persistent at bumping it as I should be anymore. I updated it pretty regularly until the balance patch notes were released, but after that I lost a lot of drive to continue updating something that goes completely ignored by ANet.

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Click edit title, and change it to a QA thread (don’t choose best answers though).

Also put [Suggestion] in front of your thread title.

Thank you, kind sir!

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I’m bumping this with the recent communications from Gaile about getting Dev’s to read our posts. This hasn’t been updated since the recent balance patch, but I will get to that when I get a chance.

Also if someone would fill me in on giving this post one of those big red "Q"s so it’s easier to see in the forum clutter… that would be great. Thanks.

-Brude

K pop's PVP war build brainstorm

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Hey K pop,

We have a similar idea of what’s working right now… I use the Mercenary Amulet with this build, and have found it to be a great 1v1 build, as well as holding off 1v2s fairly well. The hardest part was adjusting to not using Fast Hands, which would GREATLY improve this build’s viability… but alas, ANet hasn’t pulled their deeply buried heads out of their kitten yet. I’m still actively making tweaks with it to find what works best, but this is the best option I’ve used so far:

http://gw2skills.net/editor/?vJAQNApeRnMdAVhglkCehAEliFjAzIAsBzZIjgVwy7d4ucjuA-TZBCABVcCAs/IAAwDAgiDBQ+7PAA

I’m still up in the air on using Last Blaze over Savage Instinct, but I do enjoy throwing one more condition into the mix, especially burning… and with all of the stun breakers I’m already using, it hasn’t been an issue yet. I’ve tested Sigil of Impact vs Intelligence on GS, and Intelligence always seems to come out with better damage, so I’ve stuck with it.

You have options as to what Sigils to use with Mace/Shield… Paralyzation is a must of course, but I’ve used Leeching/Doom/Geomancy in the second slot and had success with all of them. It just depends what you like… You could even throw in a Debility with all the Weakness floating around if you’d like, but I’m not sure how beneficial that would be over the others.

I’m going to test removing GS altogether, but there aren’t many weapon options I’m willing to be stuck in for 9 seconds outside of Mace/Shield. Sword/Torch is next, but I doubt it will bring the counter-pressure/sustain GS brings.

Test away! I’m looking forward to what you guys come up with!

Warriors are worst off now than before

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Posted by: Mashedwarf.8235

Mashedwarf.8235

TheBravery.9615
Stop repeating the obvious. We know this already and it’s not helping. Throw constructive ideas at ArenaNet and hope they listen
Or look at my balance thread.

Or my Rebuild. lol

Well while we are at it…

Or MY rebuild!

Seriously though, ANet… you have at least three people who did your job for you, and for free… Stop being a bunch of butt-faces and listen to the people who actually care about and play the profession, b/c clearly the people you have working on it do neither.

Mending

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Mending would work as a Physical skill with the simple addition of “increases damage and healing” to Peak Performance. That’s seems like a simple enough fix.

A more difficult fix, but thematically appropriate, would be how I’ve suggested to change Mending in my Warrior Overhaul thread (It’s in the google sheet, located in the Utility Skill tab). A change like this would have it function more like Troll Ungent, and with a trait named “Mending”, a heal over time of some sort would fit.

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Sorry for the long update, and for not a lot of changes… I’ve been trying to come up with weapon skill/burst skill/primal burst skill revamps, but every time I write down ideas, I don’t think the changes are necessary considering what I’ve done with the traits… The weapon skills are one of the main reasons I enjoy playing Warrior, so I guess I’m a little attached to the way they work, and know that they would work really well with my proposed changes.

There is one exception to my weapon skills comment… and that’s Rupturing Smash… I think that ability is total garbage in almost every way. It isn’t worth adding a new tab in my sheet for though, so I’ll post the idea here. My proposed idea:

  • Collapse – Jump to the target location and slam your hammer down with such force, you cause a gravitational pull in the surrounding area.

This ability would go back to the complete 360 targeting that Earthshaker has, and its range and damage should be adjusted accordingly to how powerful/spammable this ability would be (as it’s a Primal Burst skill). Thematically the Warrior is the only profession that could achieve such a feat of strength, and it would give us one hell of a good reason to use the Hammer again.

In this update, I did tweak a few of my trait ideas for better synergy, including Burst Precision. I really like the idea of punishing people for stacking boons, and since no one else really does that… at least not in this fashion (referring to Necro’s Boon corruption)… I gave it some serious synergy with DotE. I love the concept, and it could make for some deadly combos with both traits paired together.

One trait that I’m just not happy with in my Overhaul is Versatile Strike… I’ve tried to change it multiple times to help the ranged crowd out, and I’m having trouble landing on anything that fits. If anyone has any suggestions regarding that change, I would greatly appreciate you posting them.

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Peak Performance
Unblockable for a single strike does not seem to be something easily added in as a mechanic. First of all, each physical skill is already a single strike. So you’d have to put an internal cool down on it. unfortunately its hard and buggy to add a cool down to effects from multiple skills linked to one trait. don’t get me wrong, it’s important for physical skills to hit, but they also need the chance not to hit. Otherwise you will simply see people demanding a nerf to it and you’ll be back to square one. for one thing if i had an unblockable single strike I would thereby have several unbloackable’s because one CC can lead to another, to another to another. Exmple bellow

Unblockable Stop>Bull rush><Kick>Earthshaker>Backbreaker>staggering blow>sheild bash>Skull Crack>RAMPAGE!!!!!! Things get bad from there.

So i’d against unblockable CCs. but i agree that if you are going to go in a different direction with Physicals, maybe loo at each skill individually, or completely remove peak performance and make it something else.

Hey emkelly.2371! Thanks for the feedback! I agree with most of what you said to an extent, but let me explain why I did what I did…

The one strike is in there for one reason, and one reason only…. Rampage. The rest of the skills go very well with the functionality, and could still be blinded or dodged. They are super telegraphed just like everything is with the Warrior, so I don’t think it makes them too easy to land, and if you are someone running a cheese all Physical Skills on your bar build, then you are going to die against anyone who knows what you’re doing.

Hello Brude,

Thanks for posting this. I drew some inspiration from your post to develop some suggestions myself. Do us a favor though, would you be able to enable commenting? Click on the top left button “Share” and enable commenting. It allows for easier collaboration. (To add a comment, it’s CTRL + ALT + M, after highlighting something)

Hey TheBravery.9615! You have some great ideas going on in your rework(I love the Absolute Control idea!), so I’m happy to see you over here on mine! I don’t have commenting enabled only b/c I’m SUPER OCD and I don’t want to clutter up my sheets, haha. If you have any collaborating ideas I’d prefer they go in this thread, or you can message me as well.

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

This post is all replying to you Rauderi.8706. You gave me a lot of great feedback, so here we go!

Adrenal Transfer – If I went Defense, Strength, Healing Signet.. That’s a huge amount of regen. And Signet of Rage ends up becoming a part of the Warrior’s regeneration engine. And I’m not sure regen’s appropriate for the primary offense trait line.
It does encourage spending adrenaline, since I would assume if you’re not actually gaining adrenaline, it wouldn’t activate healing. Something to think about.

Adrenal Health – Ah, I see why Adrenal Transfer is the way it is. Should probably nudge this to Strength and keep the passive regen to Defense’s minor. (Granted, the active version would be a buff to Defense.)

You know… I really like the idea of swapping the two traits from Strength and Defense! It makes sense thematically to have them swapped, and not as much the way I had them. I will work on swapping/reworking the lines after I finish typing this!

Chop Block – A bit rough, since it’s a long cooldown reliant on using endurance. Seems like it’d be difficult to plan effectively.

It has a nice synergy with Reckless Dodge, and at higher levels of PvP counting CDs is pretty common. I think in the right hands, this could be really amazing!

Blood Clot – Mingles with Cull the Weak. Probably shouldn’t have two different traits that apply Weakness.

You are absolutely right, and this is the first time it’s been pointed out to me. I looked over the traits again, and there is definitely too many weakness applications… Especially with my Merciless Hammer trait. I will work on a fix!

Burst Precision – I can see ignoring Protection, but this trait would also ignore a fair amount of counter-play in Aegis and Retaliation.

This shouldn’t be like it is… when I made my formatting changes, I made them on what I thought was an up to date Excel sheet… and I thought I found all of the changes, but I guess I missed this one. It will be fixed.

Signet Mastery – Need some details on this one. 25% Threshold? Internal cooldown? I do like the group support aspect though.

If I don’t have specifics down, that’s b/c I’m defaulting back to the way the original ability works. So the threshold and ICD work like Signet Master does now.

Versatile Strike – Encouraging for those who are double-melee, but it doesn’t do anything for ranged folk.

This is my struggle with that trait… I want it to be awesome for Rifle and Longbow users as well, and I would like it to have the same functionality… If you or any of the others reading this thread have any ideas for this, please let them be known!

Versatile Power – I’m presuming this runs on the Baseline Fast Hands paradigm.
Brawler’s Recovery – …which suddenly becomes sexy with BR as a minor. o_O

Yes, and yes!

Merciless Hammer – While I would love nearly 100% uptime on +100% damage… Or did you mean Disabled foes? Hammer 2 stacks on a solid time of Weakness, which would be great synergy with the trait, though it’d step on Cull the Weak. If you meant Disabled foes, scratch it. Please. Hammer is too ruddy slow to ever make use of it, no matter the damage bonus. (Funny as hell on Defiant bar breaks, though.)
As I was pointing out in the other revamp thread(s), hammer could get some huge benefits from Stability, even if it’s just 1 stack for 1 second, enough to cover skill activation. Not even on the autoattack, just the 2-5 skills. If Juggernaut gets constant Stab-spam (and Might) for one trait, why not Warrior?

Yes weakened foes is what I want to be there, and with the tweaks I’m going to make to the other weakness applying traits (thanks to your suggestions)… this is become much more fair. There will be less applications of weakness, bringing this more in line with where I wanted it to be initially.

Mind Over Matter – Also sexy. Warrior needs Resistance. I’d say 3 + conditions, 3 seconds Resistance, 15 sec cooldown. Very few instances where you’ll get slapped with 5 condis, and the cooldown makes it somewhat reliable. So chop it all in half, and it looks great.

I love it! Great suggestion! I much prefer the way this would work, and I’ll make the adjustments!

Thank you so much for putting the time in to give some much needed, detailed feedback Rauderi.8706! Your suggestions have been very helpful!

-Brude

Edit – Formatting

(edited by Mashedwarf.8235)

Warrior Overhaul Ideas

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I made some formatting changes to the sheet for ease of seeing changes. More to come soon (hopefully)!

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I changed some of the formatting on my sheet to assist in being able to see what has been changed, what hasn’t, and what is totally new. I wanted to tackle that issue before working on the Weapon/Burst Skills.

I also changed the name of the sheet as I posted in the Edit – 3 section of my opening post. On top of my name not meaning anything to anyone, it certainly doesn’t add anything to the thread either. I haven’t been getting the feedback that I had hoped for with this thread, so maybe the formatting changes and the non-specificity of the title will help. In the meantime I will hopefully find time to work on those Weapon/Burst Skills I’ve been talking about working on, haha.

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I dont like Axe Mastery as Grandmaster trait. Need something more general.

If you combine its synergy with the new Arms tree (Dual Wielding specifically)… it gives the option for PVErs to do a different kind of extra damage from Berserker’s Power. It’s a choice of more smaller hits, or less bigger hits. Plus it’s a trait that allows the power builds to have a usefully buffed Axe set, while indirectly buffing Forceful GS.

I would like to see the grandmaster earth trait for eles make an appearance on the warrior defense line. Making them able to use Signets while still maintaining the passive on it. This would open up warriors to use their Healing Signet for Resistance.

As for the issue of team utility. I would not like it to be increased rather than everyone elses decreased.

Thank you for giving suggestions in your critique! I wouldn’t be sad to see a trait like this on the Warrior, but the only time I’d see this being more useful than other traits is with Healing Signet… which I’d like Warriors to get away from using all the time (see my new Healing Skills section).

As far as team utility goes, I’d like more offensive utility rather than defensive utility if it is to change.

If I may

The entire adept line in strength needs change.

Why?

90% of the time you will choose peak performance.

the other 2 needs buffing to create more build diversity.

Thank you for your input! I agree that a high percentage of the time Peak Performance will be picked, but with the changes to the Healing Skills that I’ve added… I think Restorative Strength is a big contender now. And as much as I’d like to get rid of Death From Above… it has it’s uses (Jumping Puzzles), and would definitely be a missed trait in the times that people actually use it. If you have any suggestions for replacements, please list them!

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Try and work these in if you can (sorry, haven’t reviewed what you want XD):

A weapon or utility ability to heal us for at least 2k (further augmentation possible).

A trait that directly addresses blind

Utilities addressing dodge/invuln that aren’t just passive click and forget (like evades and such).

A trait with specificity boon stripping (removes regen and protection and vigor)

Baseline Fast Hands.

Reworked trait passive healing.

Utility and trait utility..

Thanks for your input Ottohi. If you would have looked through my spreadsheet, you would have seen that I have already addressed nearly all of your requests. I get that it’s a long read, but coming in here and posting, while totally disregarding all of my work is pretty frustrating to me… especially b/c if you would have looked through my spreadsheet you would have been able to give input, rather than listing the commonly known Warrior problems I’ve already addressed.

I apologize if I’m coming off as rude, but I put a lot of time into this so we could work together as a community to give ANet a platform for fixing our Warrior. I ask that you please go back and read through the spreadsheet, and see what you think of the proposed changes. I’d greatly appreciate it. Thanks.

-Brude

Warrior Overhaul Ideas

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Posted by: Mashedwarf.8235

Mashedwarf.8235

All of the professions need an overhaul. The conditions and boons need a redux, that and some boons and conditions need to be profession specific (max 3 profs should have one try of cond and boon).

ramble ramble, the whole system needs a major rework to function properly in the future.

I really like the idea of 3 max condis/boons per profession… it would give more specific roles to players, and that is appealing to me. I imagine it would be easier to balance as well. I guess we will have to wait and see what ANet does with their balance patch coming out soon, but until then I’m happy to throw as many ideas their way as I can for my main.

Warrior Overhaul Ideas

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Posted by: Mashedwarf.8235

Mashedwarf.8235

This thread has been in the Warrior Forum for a week now, and I’d like to get more input from players outside of the Warrior profession. Here is the link! Thanks for checking it out!

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I finally found some time to add a bit more to my spreadsheet! At the bottom left-hand side of the sheet you will see a new tab named “Utility Skills”. I made changes to what I felt still needed it with my Trait overhaul ideas in mind. I also tweaked some of the trait ideas discussed earlier in this thread (Peak Performance, Merciless Hammer, Thick Skin, and others). Please let me know what you think!

Also, if there is something about my formatting that you would prefer I do, or that you think would get more eyes on this thread… Please let me know! I know that looking at a sheet this size is a bit overwhelming at first glance, and is an instant “close window” kind of thing for a lot of people… and that’s the last thing I want.

I plan to take on the Burst/Primal Burst skills next, so if you have any suggestions I’d love to hear them!

Have a Happy New Year if I’m not back on here by then!

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Sustain.
I believe that we shouldnt have more or equal personal sustain (in a dmg build), compared to builds that sacrafice dmg for it to get it. So as long as that is the case, adrenal health is nice.

We dont want to appear on people their ‘’nerf radar’’. Its better to become strong again, but just fly under the radar.

I 100% agree with this, and tried to work all of the trait ideas with this in mind. Finding a balanced place for the Warrior is my #1 goal.

Blinding fury.
We have other tools like Berserker stance which provide blind immunity too and if you combine that with blinding rage, the 20sec internal cd will be almost done. That is why I made the comment regarding the cooldown.

And I completely agree with you! One of my goals behind reworking the traits was to give Warriors options other than Stances. I think this trait and Mind Over Matter accomplishes that, and makes Berserker Stance less mandatory than it is now.

Peak performance and Rampage.
I feel the unblockable part is to much on rampage.
Its fine for the other physical skills.

Several dragonhunter traps are blockable and dealing with the traps and such lasts shorter than Rampage (15 sec).
Rampage has swiftness, stab stacks, cripple and chill reduction, superspeed if that new trait of yours is selected, 25% dmg reduction and
all its attacks except autoattack are more than 500 range.
I rather see a bit extra lower cooldown on rampage than it being completely unblockable.

Fair enough. I’m one who believes that Elites should be game changing abilities, just like they were originally advertised when the game launched. This obviously isn’t/hasn’t been the case, and when any Profession’s Elites have worked this way… they’ve been nerfed. I’ll think on it.

Versatile strike.
There are also Rifle traits in the discipline spec. For both rilfle and non-rifle, an adrenaline on swap was equally good as a minor that you get by default,
but a 300 range dmg attack on weapon swap is mostly good for non-rifle.
Maybe it could do more range if a rifle is equipped? Or something else that makes it equally good for rifle?

I see your point, but I’m not sure what change could be made that wouldn’t make the rest of the weapon sets OP. My first thought was to make Versatile Strike also cripple, but that’s an AOE cripple every 5 seconds, and as much as I’d love that… I feel it could be a little broken. Let’s toss around some ideas on it before I change anything, and see what the community can come up with.

What is the internal cd on heavy armor?

I added the details in yesterday, and gave it a 10 sec ICD. I considered how the trait would work with or without Reinforcing Mace, and that seemed like a fair number.

stop looking at traits
warrior need better utility, better skills and better burst skill..not traits..

If you look at the document that he posted, than you can see that the changes in traits improve some of the things you mention.

Burst skill trait for better burst skill (new burst precision trait).
Group wide unblockable for x sec (utility).
Better sustain. Better defences in general.

Anyway, feel free to throw in suggestions for things like non-traits, that you would like to see.
Like in here or in the suggestions for the warrior thread that he posted in the opening post. Whatever is best.

This. I appreciate your input lighter.2708, and would like constructive feedback. As Yashuoa.9527 pointed out, I address a lot of the problems you’re concerned with, but you have to actually look at my spreadsheet to see that.

As far as where I’d like to see the feedback go… this thread is my preference. I think that everything in Suggestions for the Warrior is great, but my main focus is now with this thread. I do plan to add more on Weapon Skills and Utilities in my reserved posts, but I haven’t had time to put them all together yet.

Thanks again,

-Brude

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

…some traits, stuff like internal cooldown the number of chance% for something to happen are not specifically listed.
Maybe you could add those?

The only specifics I added on the chart are to traits that I reworked/replaced. The rest function as they do currently.

Blinding rage.
Some nice blind protection.
Maybe bigger internal cd?

Getting the number balance is tough, so let me explain why I did what I did. I gave Blinding Rage similar duration to the Engineer’s Utility Goggles. I halved the Fury and Blindness Immunity from 10 to 5 seconds b/c I’d rather have more-short bursts of blindness immunity than less-longer bursts of it. Sure Utility Goggles has a 40 sec CD, but it’s also a stun breaker and has a toolbelt skill that applies 10 stacks of Vulnerability and 6 seconds of Reveal. This is why I feel the 20 second ICD is in a nice spot.

Dislike:
Merciless hammer.
I think that boon removal shouldn’t be 50% on all hammer attacks, but rather be 100% removing x boon(s) on one/some of the 5 hammer spells for example. That way its more reliable. Whereas 50% if lucky, could make it overkill or unreliable if unlucky.

Ahhhh this is a great suggestion! I’ve never been a fan of RNG b/c it hasn’t been a fan of me, so I will take your suggestion and run with it. I’ll make adjustments shortly after I finish replying to this.

Peak performance.
Isnt this way to strong on Rampage?

I was concerned about this exact thing when I adjusted the trait… I ended on the thought that Rampage has a huge CD, a short duration, and is easily controlled by a player who knows how it works. Would this change be a nightmare for new players? Yes, but so are Dragon Hunters… and they are easy kills once you know how to play against them. Same concept.

Mind over matter.
Too strong imo. You can fill up the interal cooldown of mind over matter by doing mind over matter, healing signet, berserker stance and than mind over matter again.
This adds up to 6+6+8+6=potential 26 seconds of conditions not really harming you.

Good call. I didn’t take all of those things into account, and wanted to argue “But… but… Diamond Skin” at first, but you’re totally right. I upped the ICD to 30 seconds, which should put in more in line with where it should be.

Burst precision.
I like the new Burst precision, however I am not 100% sure if it going through stability is okay as well, because some of our burst and primal burst finishers have interrupts on them.
Meaning we could interrupt someone with several stacks of stability.
Necro’s can corrupt boons, so warriors getting this new burst precision maybe doesnt have to be a problem, but I would still like to bring it in as a point of discussion.
Like raising the question wether stability should be excluded from that trait or not.

Great question! I’ll be honest… I really struggled leaving this one as is. The intent is to make burst skills ignore Protection, Retaliation, and Resistance. The 2 boons that make it the most difficult to implement are Stability and Aegis… Stability more so than Aegis. I’m not sure on the answer, and I’d like to see more discussion on this one before I make any changes.

Versatile strike.
Why remove the adrenaline on swap and what is the range of Versatile strike?

With the addition of Adrenal Transfer, I felt that it would add too much sustain. I included a range indicator.

Sustain.
Wont our sustain be to high now with Adrenal giving 6%-8%-10% on our finishers?
Doing finishers will especially happen often with Berserker spec.
Maybe the heal numbers need to be a tad lower?

I actually LOVE the amount of healing a Berserker would get with the numbers like they are. I think in its current state, going Berserk is too weak. This would give it more of the “Unstoppable” feeling I think ANet intended it to have. I did change the wording a bit to reflect that you have to land the burst skill to gain the healing, like with Cleansing Ire.

Thank you so much for all of your feedback Yashuoa! I look forward to more soon!

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

into it. provides a lot of sustain that warrior lacks, and does so in interesting and creative ways.

Thank you very much!

why did you keep thick skin? it’s a pretty terrible trait for warriors to begin with.

You know what? You’re right. I was justifying it mostly from a PVE standpoint, but even then it could be more beneficial. I’ll take a look at how I can tweak/replace it without breaking things.

adrenal transfer healing might be too low (gaining a full bar gives you 900 HP, and warriors have alot of HP to begin with. What happens when adrenaline is full?)

I kept the healing low b/c Warriors have a lot of ways to generate bursts of Adrenaline. We have Traits (Cleansing Ire, Furious, Vigorous Shouts, and Burst Mastery), Healing Skills (To the Limit and Blood Reckoning), Utility Skills (all Rage Skills, all traited Shouts, Berserker Stance, and Signet of Fury), and Elite Skills (Signet of Rage and Headbutt) that all generate Adrenaline for us, so I felt that number was high enough to be a solid trait choice, and low enough to not be overpowered… Add in the passive healing from Healing Signet, and we have a lot of healing coming our way.

When Adrenaline is full, we don’t get healing from the trait. But with the adjustment I made to Adrenal Health, we aren’t punished for using our Burst Skills… we are only punished for not paying attention to our Adrenaline level. It requires us to make intelligent decisions regarding our Adrenaline, and increases the skill cap for the Profession.

Chop block’s ICD will make it a poor choice vs berserker’s power and even axe mastery

It all depends on the build you use… I gave it that knockdown duration and ICD to be fair to comparable skills (ie Backbreaker). Of course the numbers can be tweaked, but I think overall it makes for a potentially excellent GM trait… I could be biased. <_<

Rousing resilience has always been a poor grandmaster due to the fact that stability works against it. How about changing it so you gain a stacking damage reduction effect whenever stability negates income CC? (e.g. rousing resilience, 10 seccond effect, 10% damage reduction per stack, up to 5 times)

I do like your idea for changing RR. The only reason I didn’t change RR is b/c there are builds currently making it work with the addition of the Berserker trait line. I personally don’t use it, but it has a lot of potential.

I like your powerful synergy change

Thank you! I was hoping the change wouldn’t go unnoticed (I only removed a word from the original description)… It was the easiest trait adjustment I made, and I think with the change, it would finally be worth the GM slot.

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Reserved for future use.

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Weapon Skill Changes

Rupturing Smash… I think that ability is total garbage in almost every way. It isn’t worth adding a new tab in my sheet for though, so I’ll post the idea here.

My proposed idea:

  • Collapse – Jump to the target location and slam your hammer down with such force, you cause a gravitational pull in the surrounding area.

This ability would go back to the complete 360 targeting that Earthshaker has, and its range and damage should be adjusted accordingly to how powerful/spammable this ability would be (as it’s a Primal Burst skill). Thematically the Warrior is the only profession that could achieve such a feat of strength, and it would give us one hell of a good reason to use the Hammer again.

Edit – Finally added something to one of my reserved posts!

(edited by Mashedwarf.8235)

[Suggestion] Warrior Overhaul

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Hello fellow Warriors! If you don’t remember me, I wrote the Suggestions for the Warrior thread a little while back. It was received very well, and b/c of that I said I’d attempt to write up a full overhaul in a nicer format.

This will be very similar in appearance to the Warrior Redone thread, but the content and ideas are a bit different from what they are working on. I do want to applaud the work that’s gone into that thread, and kudos to emkelly.2371 for all of the work he’s put in. Way to go!

Ok, so here is what I’ve been working on! I went with google docs, and tried to make it easy to read. I’ve made a lot of changes to our traitlines (excluding Berserker… I didn’t feel it needed anything with the changes to the other traitlines), and would like critiques. Please be kind, and if you think something should be changed, please leave your reason/s as to why. I did my best to make things as balanced as possible, but as we all know… balance is up for interpretation. Enjoy!

-Brude

Edit – I forgot to add that all of these ideas are with the idea that Fast Hands is baseline (which it needs to be)!

Edit 2 – It should be said that not all of the ideas I’ve used are my own. You can look through the Suggestions for the Warrior thread to see who came up with what. I’d love to give credit individually, but that takes too much time… and this is already a monster time sink, haha. Thanks to everyone who contributes! It makes it all worth it!

Edit 3 – Changed some formatting on my sheet for ease of viewing changes. I also changed the name of this thread, b/c my name in front of it doesn’t add anything to the goal of what I’m trying to achieve.

(edited by Mashedwarf.8235)

Suggestions for the Warrior

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I’ll work on compiling a list of the best ideas in this thread into a similar format as the Warrior Redone thread. I like the ideas going on over there, but I have a different vision for what I want the Warrior to be. This kind of thing takes an enormous amount of time, but I’ll do my best to get it up and running as quickly as possible.

In the meantime, let’s keep the ideas rolling in this thread!

Suggestions for the Warrior

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Posted by: Mashedwarf.8235

Mashedwarf.8235

There are too many good ideas in this thread to let it get lost in the forum ether… /bump!

Suggestions for the Warrior

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Posted by: Mashedwarf.8235

Mashedwarf.8235

How about a third weapon slot? After all, Warrior is a weaponmaster…

This is on my wish list for the Warrior’s next Specialization, and the name Weaponmaster is perfect for it! My idea for it would be that with the addition of the 3rd weapon, we remove our weapon swap and instead use our burst skills to swap weapons… So we’d have F1, F2, and F3 burst skills over top of our adrenaline bar at all times. This is how I see it working…

Say we are using Axe, GS, and LB as our weapons and we start off in Axe… To change weapons, we would use Arching Slice to switch to GS, or Combustive Shot to switch to LB, and gain an appropriate effect/boon tied into the weapon we are switching to (each weapon set gets its own specific effect/boon duration based on Adrenalin level, with 2H weapons receiving 1 longer-duration effect/boon and MH-OH weapon sets granting 2 effects/boons, with half the duration of a 2H weapon). When a burst skill is used in combat, it goes on a 15 second CD (before traits). The weapon you start with in combat can be immediately switched back to if you want to, as it’s burst skill is still available, and once switched back to in combat, of course it would then go on CD.

The combos for something like this would be incredible if played well! There would be a massive skill cap to make sure you start with the right weapon, don’t get stuck in a weapon set for too long (by putting all burst skills on CD at once), and for the stacking of boons/effects from swapping weapons (and to the proper weapons) at the right time.

There are tons of possibilities for Utility skills, but I think Survival skills (like Rangers Sharpening Stone) would make the most sense for a Weapon Master… and no matter the Utility type, they should benefit Burst skills in some way, since the whole mechanic is based around it.

Grandmaster trait that grants signet active effects to party. BAM signets of might for everyone! This would require balancing.

I’m in love with this idea! It would DEFINITELY require balancing, but it’s an amazing idea! It goes back to my desire for offensive support!

Banners

A lot of discussion has gone to Banners, and while I agree the CDs are very long for what they bring, I also find them incredibly boring, and other than the Elite… nearly useless in PvP. I suggest that rather than lowering their CDs, I think the trait Inspiring Battle Standard (trait) should add something more than regen… like making banners finish downed opponents when placed, and give that a deserving ICD so people don’t run 4 banners, haha. It would make the use of banners A LOT more fun and exciting for sure!

Suggestions for the Warrior

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Posted by: Mashedwarf.8235

Mashedwarf.8235

I’m really digging all of this discussion! So first I want to say thanks to all of you so far for your input, and I share that sentiment with those of you that post after my reply as well. I also want to add that if I don’t directly respond to something you said, it doesn’t mean that I didn’t like your idea. Now onto the quoting and discussion!

Even though you explain your part about survivability, I still wouldnt mind a bit better survival.

I wouldn’t mind more survivability either, haha! I’ll take whatever we can get, really. But I’m all for the “The best defense is a good offense” approach, and as a Warrior it just feels right to be able to completely smash someone.

Self applied fury giving blind immunity could maybe be a bit to strong?

I did a little bit of research so I had the specifics, and below is a list of a Warriors access to Fury (excluding Runes).

  • Dual Strike – Axe OH (3 seconds)
  • Arcing Slice – GS Burst Skill (5->10->15 seconds)
  • Furious Rally – Banner of Discipline (8 seconds)
  • For Great Justice – Shout Utility (8 seconds)
  • Battle Standard – Elite Banner (3 seconds)
  • Signet of Rage – Elite Signet (25 seconds)
  • Berserker’s Fury – Critical Strikes Adept Trait (5 seconds)

With these fury numbers, I totally agree that if they all procced immunity to blind for the full fury duration that it would be too strong, and would become the next Fast Hands (a trait that most would consider mandatory). I think self-applied Fury proccing an effect with its own duration (like you suggested) would be better for balance purposes, haha.

Fast Hands doesn’t really need to be baseline. Rather, we need skills with reasonable cooldowns and skills that friggin’ matter for weapons. Would it be nice? F-Yeah, it’d be nice. But it’s not necessary.

I’m on the “Fast Hands needs to be baseline” team b/c of the exact reason you said it isn’t necessary. Our CDs are MADE for that kind of weapon swapping! I just think rather than changing the whole formula, we could move a decimal (an algorithm sized decimal) and get what we both want… which is essentially the same thing!

Blocks
I could see it happening in a trait line (Strength or Discipline?), but not at the rate you suggest. On swap means unblockable every 5 seconds. It’s game-changing enough that it’d probably be a Grandmaster trait. Something like “Activate Signet of Might after an attack is blocked.”

I don’t disagree that going unblockable would need a limited rate of accessibility… any major implementation like this would. I actually prefer my second trait suggestion over the first for that reason. With Fast Hands going baseline (in my dream world), it would require the discipline (see what I did there) to stay in your weapon set long enough to reap the benefits of going unblockable. It opens up more opportunities for player skill to shine, and those are the kind of things I appreciate most. Sure the numbers can be tweaked and ICDs can be given out, but I’m just going for ideas at the moment.

Evade
Focusing on Endurance makes this a purely PvP line of thought.
Besides, if I wanted an elite shout: Taunt, gdangit. It’s pathetic that Berserker barely gets access to it, and it’s absent in the rest of the class.

I did say that my suggestions were coming from a PvP perspective. And I would be thrilled to have an Elite Shout that taunts!

Rage / Physical
Yeah, Physical skills and their big brother skills probably need more love. I can’t specificy for Rage skills, but Physicals need, need something better before they’re worth slotting.

Yeah Physical Skills fall under that list of changes that goes on and on and on… I just didn’t include it in my summary.

Blind
I like the trait suggestion, especially if it extends to other players. That would make For Great Justice amazeballs in the right situation.

I’d also be okay with a Blind Fighting trait: “When Blinded, clear the Blind condition and become immune to it for 3 seconds. 8 second cooldown.” Or something like that.

Making my Blinding Rage idea shareable would be amazing! It would add a totally different layer of support that the game doesn’t have, and I’d be thrilled to see something like that implemented.

What do you all think about this for Tactics. I just merge some traits to open 2 Major an 1 Minor for some new ones… oh an i was thinking of moving Powerful synergy down to Master so a Grandmaster slot would open. (?^o^)?

PS: this is my 1st time posting Q//Q

Your diagram was a little hard to follow at first glance, but after I looked at it for a minute or two I like where your heads at. Cheers! And don’t be afraid to post! Your opinion is as valuable as anyone’s in this forum.

Blood Reckoning: Heal yourself and gain adrenaline when you hit a foe. All adrenaline you gain while Blood Reckoning is active heals you.

I like where your heads at! Good idea!


Keep the ideas rolling, b/c the more replies/views this gets, ideally the chance of ANet seeing it goes up! I’m pretty busy this week, but if I have some free time I’ll try and add a bit more to my list of ideas!

Suggestions for the Warrior

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Posted by: Mashedwarf.8235

Mashedwarf.8235

Introduction

Hey there, I’m Brude and I’ve outlined a few suggestions that I feel would put the Warrior in a much better place than it is now. All of these suggestions are from a PvP perspective, as that is my main game-type, and I main the Warrior profession. To start…

Fast Hands

What a shocker… another “Fast Hands needs to be baseline” post… Well it’s a needed change! It’s the most important, and most beneficial change that we could possibly receive! But don’t worry… the rest of the changes I’m suggesting below won’t be kicking a dead horse like this one!


Blocks

We need more unblockable abilities, or more access to making our abilities unblockable. We are the masters of weapons, so shouldn’t we have more access to landing our strikes since we are supposed to be such pros at it?

Trait Suggestions:

  • After weapon swapping, your next 1-2 attacks are unblockable
  • Every 7-8 seconds you stay in a weapon set, gain 2 unblockable attacks

Both would be great replacement traits for Fast Hands (if it went baseline), and would even fit in thematically with the “Discipline” line. It would also keep Discipline a desirable trait line.


evAIDS

With all of the vigor and extra dodge bars being handed out… I’m not sure what the answer for this is, but I couldn’t help but notice we didn’t have an Elite Shout… A shout that totally depleted enemy’s endurance bars on a long CD would be pretty amazing… and likely OP as kitten, but I’m just throwing around ideas here.

Another possible idea would be making a trait (likely GM) that when landing a level 3 Burst Skill, you remove a bar of endurance. For the Longbow’s Combustive Shot/Scorched Earth, it would remove the bar of endurance ONLY to those hit by the initial impact of the burst/primal burst skill.


Higher Ground (queue RHCP! Or Stevie Wonder… depending how old school you are)

We need a way to combat the ease of kiting by going to higher ground. There’s a perfect candidate for the job: Sundering Leap. Allow the leap to navigate the Z axis, and there’s the answer! Others teleport, while we jump harder! Seems legit enough to me! It also makes a Rage Skill useful! Which leads me to…


Rage Skills

Rage Skills need a rework… and not even that huge of one. They each have potential, and only need some minor tweaks.

Rage Skill Suggestions:

  • Sundering Leap – We already went over this one in the Higher Ground section, so moving on!
  • Outrage – I’m cool with the way it is, but an added immunity to movement impairing abilities for 5 seconds after stun breaking would be an amazing addition.
  • Shattering Blow – I LOVE the animation already, but I think it should be a two-part ability…
    • Part 1: Summon a rock in front of you to block incoming attacks until it’s destroyed (5 or so hits). This would be a directionally aimed block similar to the Dragon Hunter’s Shield of Courage.
    • Part 2: Shatter the rock to gain adrenaline and send rock fragments that inflict bleeding on all foes in front of you.
  • Wild Blow – Lash out with a critical attack that launches your target and removes a bar of their endurance. Your target flies backward with such force that they knock back other foes in the way. Remove a bar of endurance from those hit, and an additional bar from the original target.

I just had a eureka moment! As soon as I got to Wild blow I thought back to what I previously wrote about evAIDS… and thought, “You know what?!?! Yeah! This could be the ability to land the endurance draining blow!!!” I’ll leave what I wrote earlier though as a reference point to this rambling that I’m doing now.

Anyway, the changes to these Rage Skills leave an offensive/defensive split 2-2. They each have their uses, and would make running them considerably more appealing.

Also, I didn’t include Blood Reckoning b/c that type of skill is nearly useless, and won’t see use in PvP (outside of the Revs Enchanted Daggers, and that’s only b/c they have another real heal to fall back on imo).


Blind

Blind is a condition that I feel is over-distributed… WAY too many professions have access to it, yet only one has a trait/utility that gives immunity to it (Engineer/Scrapper)… and if we are going to get technical Rangers also have a trait that removes blind on evade, but that still isn’t immunity!

Anyway, I digress… I have a potential answer for this issue!

Trait Suggestion:

  • - Fury you apply also grants immunity to blindness

This trait would be a great replacement for Deep Strike (Fury you apply also grants condition damage), as it’s a granted effect, and not a new boon the needs to be created. I’m not great at naming abilities or traits, but “Blinded by Anger” or “Blinding Rage” could work. Think of the ability as a self-blind that negates everyone else’s blind… like blacking out when you get really angry, or… FURIOUS! BAAAMM! It’s almost too perfect, haha!


Summary

You probably noticed that I didn’t cover a whole lot about our survivability… Let me tell you why!

I think that we would still sustain pretty well if we had any form of counter-pressure… you know… like we did before HoT. Granted we only have two types of utilities we’d ever actually use (My Rage Skill changes would make a third, if I do say so myself), but I feel that’s pretty similar to other professions across the board. My point is that everything we fight now has too many tools to keep us from dealing our profession-defining, fight-changing damage… and the changes I listed above would be a great step forward for dealing with those tools.

I also didn’t cover hardly anything about the base class… I could add that our Adrenalin decay is a complete joke compared to how the Devs are babying other professions with similar mechanics (Druid and Necromancer), or how Defiant Stance needs to be instant, Mending STILL doesn’t have a Utility type, Quick Breathing needs to go back to converting boons, etc. The list truly goes on and on, which just goes to show how badly we need an overhaul to the whole profession.

In closing, I wanted to address what I feel is the main reason we are struggling in PvP right now, and I feel I’ve accomplished that. I’m always happy to read posts like this from other people, and I’ll look even more forward to the comments I hope to get on this one!

Thanks for reading!

-Brude

Berserker BWE3 Feedback

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Posted by: Mashedwarf.8235

Mashedwarf.8235

First off, I want to give a big shout out to ANet for all of the hard work they’ve been putting in lately, and for all of the utilized feedback and communication they’ve kept with us during the last couple of months. It’s been amazing! Now onto my feedback from BWE3…

I main Warrior and exclusively spend my time in sPvP, so that’s where all of my testing and suggestions are coming from. Since BWE2 I’ve only REALLY tested the Berserker, and for the most part I have enjoyed it in both a Damage and Support role. The changes from BWE2 to BWE3 were significant; some for better, and others for worse. Here we go…

#Berserk felt much better without the delay and the attack speed increase (10% to 15%) this time around. With that being said, it still didn’t feel strong enough to me… I’m not sure what it needs exactly that would benefit all builds, but for starters… lowering the cool down would be great. I felt myself waiting to go Berserk a little bit more than I would have liked in BWE3 due to that.

#Always Angry felt EXACTLY the way it should. This is one of my favorite changes for the Berserker in BWE3.

#Bloody Roar was GREAT when it worked. With all of the Stability/Blocks floating around these days, this trait wasn’t nearly effective enough to choose over Eternal Champion, though. If it went Unblockable, that would be great… but that might step over the line of being a little overpowered. (I’m trying to be reasonable here!)

#Dead or Alive felt like it was in a good spot. Taking what Amulet you ran into consideration, it had what I felt was the proper impact on your survival.

#Smash Brawler was a fantastic change, and I feel it’s in a great spot in the Adept Trait line.

#Blaze Breaker felt good, especially pared with Leg Specialist. I feel the 20% damage nerf from BWE2 hit it a little harder than it needed to be, so if it gained 10% of its damage back, I wouldn’t be upset.

#Flames of War is still underwhelming to me. I really want to like it, but with the recent Shield buff, I feel like this either needs to remove more conditions, inflict more burning damage to enemies standing in it, or gain more benefit by changing Heat the Soul (I’m not sure the best route to go with this one, but compared to Shield Master and Quick Breathing, it’s incredibly weak… maybe when traited your abilities also created a Light Field and rename the trait “Light the Way”?) to be a competitive, yet not crazy over powered off-hand choice. I chose Light Fields b/c they aren’t really that amazing, and it fits thematically with the torch. That on top of a fire field would make Powerful Synergy a much more appealing GM Trait, too.

#Arcing Sear was another favorite change of mine. The larger radius made for some devastating combos. I’d be lying if I said I didn’t miss the growing fire field, though.

#Decapitate felt better than it did in BWE2, but didn’t really change the game in my opinion. The AOE splash is cool and all, but something I’d like to see that skill benefit from is a longer leaping distance.

#Flaming Flurry still suffered from being incredibly difficult to land. If you set it up properly, it did some pretty fantastic damage, but if the target was moving, you could maybe land one of the projectiles. It would greatly benefit from not locking you in place. I’ll add that the animation is one of my absolute favorites, though!

#Gun Flame was something I didn’t test b/c it was bugged, but the videos were pretty entertaining I have to say.

#Rupturing Smash wasn’t as good as I had hoped. It was one of the changes I was looking most forward to going into BWE3, but it didn’t perform well. The knockback from BWE2 wasn’t amazing either, but I’d take it back with the current version’s damage in a heartbeat. I think this skill suffers mostly from not being a circle AOE like Earthshaker is, and could just take some getting used to. With that being said, I’d still prefer the knockback.

#Scorched Earth was the sleeper hit of BWE3 for me. It worked a lot better than I expected, and aimed very well. Ironically the aiming arrow was bugged and never appeared for me… but if it would have, it was EXACTLY I wanted it to go!

#Skull Grinder was something I tested a lot in BWE2, so I didn’t do much with it this time around. I do like the skill though, and how it fits the Eviscerate role for Condi builds.

#I tested Rage skills the least out of everything, as I’m not very impressed by any of them. Sundering Leap is the Rage Skill I tested the most, and I appreciated its nice synergy with Leg Specialist after the change from BWE2. The change to Blood Reckoning was appreciated as well, though it still isn’t strong enough for use in sPvP.

In my overall assessment of the Berserker, I feel like it’s headed in a good direction, but is still sitting way below the other new Elite Specializations like the Reaper and Chronomancer (who isn’t am I right?)… and that’s because it’s missing one thing that Warriors have been asking for, for a LONG time… and that’s Fast Hands going baseline. I tried my best this weekend to play without the Discipline Line, and really gave it “the ol’ college try”, and I felt nerfed beyond belief without it… which was incredibly restricting to build diversity… like it always has been. If Fast Hands went baseline, along with a few of my other suggestions from above… I think the Berserker would live up to its name, and truly be a force to be reckoned with.

Thanks again ANet for a great weekend, and good luck in your next three weeks (ermahgerdthreeweeks!) getting the expansion ready!

Non-Mesmers, please read.

in Mesmer

Posted by: Mashedwarf.8235

Mashedwarf.8235


Sword (main hand)

If you see a Mesmer with a sword, stay away from the 600 mark. Once you’re that close to him, he can and most likely WILL root you in place. He’ll then proceed to pull off a Pistol Whip Rip Off and be completely immune to all attacks when doing it. He can even reflect all attacks back at you while doing it if traited, as if it wasn’t bad enough. If you think you can take him on, just stay away from him and he can’t do jack kitten! Just watch out for the Autoattack which strips boons off you and applies vulnerability.

I find it amusing you think Blurred Frenzy copied the Thief Pistol Whip ability… just a heads up… Pistol Whip didn’t originally make you invulnerable to damage. Nor did Infiltrators Strike root your target in place. So in fact, the Thief main hand sword abilities “ripped off” as you would say, Mesmer abilities.


Sword (off hand)

If you see a Mesmer with a sword in its offhand, laugh at it. Laugh until the cows come home. Then stop laughing when you see the Phantasmal Swordsman and kill it before it hits you, it will poke your eyes out. Don’t hit him if he holds the sword up, doing so will spawn a clone. Easy as eating cake (unless your a diabetic).

You can laugh at me all day with my OH sword, and I’ll be sure to dance on top of your dead body after I completely dominate you. Remember that just because you might not have a clue how to use it properly doesn’t mean others don’t.

Your post for the most part is pretty solid, and it’s nice to see someone trying to actually help others in the community. Other than the 2 discrepancies I pointed out above, nice post.

How about doing it right when it's launched?

in Halloween Event

Posted by: Mashedwarf.8235

Mashedwarf.8235

Thank your fellow players that find the need to exploit everything they can to benefit themselves..

Post here if you have BEAT the Tower!

in Halloween Event

Posted by: Mashedwarf.8235

Mashedwarf.8235

80 Sylvari Mesmer
No Speed Boosts

Amazing event ANet! It was a blast learning this Puzzle!

Attachments:

Clock Tower- LEAVE IT AS IS

in Halloween Event

Posted by: Mashedwarf.8235

Mashedwarf.8235

The Clock Tower is one of the best MMO events I’ve done in a LONG time. At first the amount of people and large characters bothered me, but you get used to it. I’m actually really happy with all the people attempting at once, b/c throughout all of the trials and errors I made a few more friends that I can enjoy the game with. Keep up the good work ANet, and don’t let all of these whiney haters get to you.. If they really want everything handed to them they can go back to playing WoW and paying a monthly fee