Showing Posts For Mikeskies.1536:
Hello
I’m a condi war actually playing mostly in pvp.
I’ve heard in-game that power war is better for pvp that condi war. I pretty sure that is not the case, but anyway, I wanted to hear some opinions about it.Also I would love some advice from a veteran war about condi berserker in pvp and how to improve, I’m kind of new so I’m still strugling with some matches (I’m silver 3)
This is the build that I’m currently running:
http://gw2skills.net/editor/?vJAQRAsf5enMdAtkiVhAmkCElilrADJAkASdK5gWXN4N0mabtA-jphAQB8Y/BA8AAyYZgNeEA2wBBYknAAAThank you
Switch to Wanderer’s Amulet.
Do not enter fights first, as you will get focused and die due to lack of stability.
Stay on the outskirts to start and search for the priority target once the skirmish has started.
+1 when you can because your burst damage is really high.
You should be able to win most duels if you are patient and don’t waste all your skills right away. I would avoid 1v1s with Mesmers and Scrappers, though, as you will likely lose unless they’re bad.
Some specific advice:
Against Thieves: Use Headbutt on the descent of their dodge.
Against Reapers: Kite them when they enter Shroud (e.g. Flaming Flurry while running away) and be aggressive when Shroud is down.
Against Dragonhunters: Don’t run into traps and force them to pop their cleanses before bursting them.
Against Tempest/Druids: Keep on the pressure.
Against Revenants/Warriors: Dodge.Hey man, thanks for the advice!
Why is the wanderer’s amulet better than deadshot?
You need the additional toughness to counter power builds, and it will increase the relative effectiveness of Adrenal Health/Healing Signet, allowing you to survive longer.
Hello
I’m a condi war actually playing mostly in pvp.
I’ve heard in-game that power war is better for pvp that condi war. I pretty sure that is not the case, but anyway, I wanted to hear some opinions about it.Also I would love some advice from a veteran war about condi berserker in pvp and how to improve, I’m kind of new so I’m still strugling with some matches (I’m silver 3)
This is the build that I’m currently running:
http://gw2skills.net/editor/?vJAQRAsf5enMdAtkiVhAmkCElilrADJAkASdK5gWXN4N0mabtA-jphAQB8Y/BA8AAyYZgNeEA2wBBYknAAAThank you
Switch to Wanderer’s Amulet.
Do not enter fights first, as you will get focused and die due to lack of stability.
Stay on the outskirts to start and search for the priority target once the skirmish has started.
+1 when you can because your burst damage is really high.
You should be able to win most duels if you are patient and don’t waste all your skills right away. I would avoid 1v1s with Mesmers and Scrappers, though, as you will likely lose unless they’re bad.
Some specific advice:
Against Thieves: Use Headbutt on the descent of their dodge.
Against Reapers: Kite them when they enter Shroud (e.g. Flaming Flurry while running away) and be aggressive when Shroud is down.
Against Dragonhunters: Don’t run into traps and force them to pop their cleanses before bursting them.
Against Tempest/Druids: Keep on the pressure.
Against Revenants/Warriors: Dodge.
I have been playing power warrior with greatsword for over 3 years now but lately whenever i go to fractals i get people complaining why i am playing greatsword warrior and not condition. A few weeks ago people where still asking for PS warriors but requests become more and more specific like looking for cPS meaning ps warrior but with condition build, Some people would actually leave the group because i was not playing condition warrior and of course gw2 style a chain reaction occured where even more people would for some reason leave the group although they had no prblem with the build. Anyway i am far too invested now to start getting new gear to change builds and get 150AR all over again for a build i would only use in group content. I have started playing druid as of late because everyone just asks for condition warriors in fractals and i dont want the hustle of people trashtalking and leaving. Did they nerf the power build or did people find new “meta” where they can maximize dps by 1% with condi warrior?
Unfortunately, Condi PS does ~33% more DPS than Power PS and is a top-performing spec in PvE, in which you provide Banners, Might in addition to similar DPS to pure DPS specs.
Yeah I get it, the build has fallen on tough times, and yeah it’s not as strong as Condi, but you know what, I don’t care, I prefer to have fun over knuckling under to the, “Muh META”, mindset.
Condition builds are the lazy-persons approach and I would rather hit things rather then wiff conditions all day.
So I was wondering what is the proper build, I got the one off of Metabattle right now, but I also see people using mace/shield and axe/axe ect. and the Qtfy website while it has thrown out anything beside condi PS, seems to have mace/shield purely for breakbar mechanics.
Thanks.
I don’t understand the perception that condition damage based builds are lazy and don’t hit things. Condi PS has one of the highest actions per minute and utilizes a large amount of skills. The rotation consists of making use of the following skills:
Sword: Burst, 1, 2
Torch: 4, 5
Longbow, 1, 2, 3, 5
Utilities: Heal, For Great Justice!, Shattering Blow, Headbutt
If anything, the Power build is more passive than the Condi build, in which you just camp Greatsword/Axe and make use of Signets passives.
I would like for Power builds to be competitive with the Condi build as well, but don’t characterize Condi PS as lazy, as it is anything but.
Since this is quite discussion I might throw answer as well.. What about survivability?
Do we need like Certain number of Toughness and HP bar? let’s say we must have 20k HP with 1300 toughness?Can someone help give advice and insight?
In PvE, if making a Power build, you should be in full Berserker’s gear, with no additional vitality or toughness.
and i’m not sure where you got the feeling spellbreaker has synergy with strengths. nothing buff strength more then defense and discipline
At least in WvW zerging, I can see warrior going STR/DISC/SB hammer with all CC traits.
To be honest, Spellbreaker’s heal alone is enough to make me consider dropping defense, let alone Full Counter.
in seriously pvp, or roaming, 1v+ you can not hope to drop defense.
You can definitely drop Defense as Spellbreaker, but it depends on the set up and play style you are going for.
Condi Berserker is probably the best PvE class right now. Top tier DPS and offensive support.
Thief stands little chance against Condi Berserker. I just time Headbutt right as Thief dodge is on the descent, so that it hits once Thief lands. GG for Thief.
Were you in my 90 Molten Boss fractal last night? Boss kept teleporting around because no one stacked. Even if buffs had a high range, sometimes not stacking makes certain fights more difficult than they need to be.
Is no one going to adress the fact that a trait as broken as might makes right had to be made for warrior to even become remotely viable in pvp and wvw? Dodging with strength line gives you an unblockable 2-5k attack that also evades (duh). If you had a gs out this also gave you might which now also gives you part of your dodge back and some healing. Running might on hit/crit with strength rune now not only allows you to keep 20+ stacks of might but also constantly heals you and tops of your endurance. A trait so strong it actually made core warrior incredibly strong compared to berserker. Possibly even stronger than the pre nerfed version of berserker. Yet it only allows the class to be on par with with worst meta builds.
I’m not claiming that the trait should be nerfed in warriors current state. However I would like to see it tuned down in exchange for buffs in other areas. In the current state of Warrior you’re either locked into strength, defense and discipline or your build is lackluster and gets stomped by anyone that stayed on the 3 necessary lines. No other class has a traitline so set in stone. In warriors current state and without changes to spell breaker I will not get anything new in the expansion for my favorite class and it will just be another 2 years of core warrior. At least with hot they let us get a bit of fun burst skills for a few months until they nerfed it into the ground. Speaking on which, please never nerf animation times again, don’t let other classes suffer the berserker torture.
Might Makes Right is a grandmaster trait that synergizes well with the Strength line, which is designed for Power builds. I wouldn’t call it broken. The heal it gives is small and is a means of much needed sustain as it makes Defense not mandatory. Might Makes Right will be used for both Core and Spellbreaker builds that don’t take hammer. Neither Power nor Condi Berserker takes Strength in PvP and Berserker has been transitioned into Condi for PvP. I personally will be running Spellbreaker / Strength / Discipline with Greatsword / Daggers at the start of PoF.
Currently in sPvP, both Power and Condi builds can easily reach and are playable at the Platinum level. Spellbreaker should elevate Warrior into Legendary+ (and if it doesn’t, the Devs have failed since Spellbreaker is first and foremost a PvP build).
All that is needed is a numbers tweak. They have to buff Greatsword and Axe DPS by 20% and add 1-2 more damage multipliers.
Just grind 60g to convert your ascended power gear to viper. Also condi ps only runs 4 viper armour pieces (helm and shoulders are sinisters I believe).
Can confirm from pvp test a few weeks ago that you could go earthshaker> full counter > earthshaker in quick succession for mass aoe cc and boon strip.
Yes the triple burst combo is awesome with hammer and greatsword.
I just don’t see how Spellbreaker alters Warrior’s playstyle at all. You don’t even dispel boons that well tbh, so it’s not like you become a hard counter to certain Ele builds or something. You just do the same thing as ever, slot the same utilities as ever (because SB utilities are pretty bad) and just melee stuff, except now you have a pretty cool defense/CC skill. The optimal way to play the spec in PvP is very similar to the age old core power Warrior. I think this is the biggest problem. The spec just isn’t different or flavorful enough.
And yeah, the spec is basically worthless in PvE, which is a real shame, since it’s the most supported game mode.
The spec is only good in zerg v zerg PvE. You suicide into the enemy zerg to put the Elite up which becomes invisible thanks to effect culling, the enemies lose Stability and your buddies can CC them to death. Wow, what a great role to have.
I disagree on the utilities thing. If you run Revenge Counter you could run Featherfoot Grace instead of Berserker’s Stance. I would also want Break Enchantments in WvW because of the synergy with Enchantment Collapse. Imminent Threat would be better if it actually had an ammo count to actually allow you to force people to focus you reliably, thus insuring your Counter gets triggered. It seems like unlike some of the other specs, they actually tried to show some restraint.
I will agree that it’s not as dramatic a change as Berserker was – that being said I really enjoyed playing shutdown Mes from GW1 and this is very similar in concept. It’s basically Shutdown Mes with Lockdown Hammer Warrior if you go Dagger and Hammer.
Featherfoot Grace is a great utility, either to chase or two escape a losing fight.
Just make it reset duration then it would be “fine” I guess
Either or would have the same effect. I doubt the devs meant to nerf the skill when the whole point of the change was to make it functional for Spellbreaker and Berserker.
I never noticed. I’m so used to spamming 1 from my WoW days I still do it.
If they unnerfed berserker power, or counted full counter as a level 3 burst it would help tremendously.
Hell even just increasing duration to 15 seconds would make it possible to keep up 3 stacks.
It just needs to be 15 seconds, like how Adrenal Health and Attacker’s Insight are. I’d be surprised if this wasn’t changed.
And for pve it’s most limited class. It’s either Condi or GTFO.
This is the case with most classes nowadays though.
Yeah, but at least other classes like ele, guard, and theif get a choice ;-;
I am a ranger, And I am glad that after 2 years I might actually be able to play a Power build once again.
You guys have not even played Spellbreaker in PvE, I would not be surprised that Boons might actually make an appearance on PvE mobs in PoF this would make spellbreaker even stronger than it already potentially is for PvE
Spellbreaker already has almost no potential for PvE. . .
Some people will never see the strength of a Spekittenil someone makes a meta build about it on a website..
So here is what Spellbreakers have in PvE:
- Acces to Offhand dagger, which is the strongest power based offhand weapon available for warriors.
- Pure Strike gives you about ~220 ferocity on boonless targets
- Attacker’s Insight gives you 300 ferocity and 300 POWER (which equals 10 additional stacks of might)
- Depending on what Full Counter all procs on, this Burst can be very strong, it’s damage is that of an Eviscerate lvl 1 (note that all bursts are lvl 1 when specced spellbreaker so its basically equal). But more important, Full Counter resets ALL Burst skills, not just the one on your current weapon set, i think people really underestimate this.The difference between a lvl 1 and 3 burst = 50%, with Spellbreaker’s Full counter proc you actually get 100% bonus out of them (since you get 2 bursts off instead of one).
This also synergises very well with any Burst traits, as they will proc twice as much as they would on other specs, and you don’t have to worry about adrenaline for these at all!
I want to point out that Dagger 1 and Pure Strike are likely multiplicative rather than additive, similar to the Thief’s Twin Fangs trait, which means they get stronger the more Ferocity you have. In a PvE scenario, if you take 5 stacks of Signet Mastery and 5 stacks of Attacker’s Insight, you will have around 300% Critical Damage.
300 × 0.14=42% increased Critical Damage from Pure Strike. Pure Strike is akin to ~630 Ferocity.
342 × 0.15 =51.3% increased Critical Damage from Dagger 1 (1, 2). Dagger 1 (1, 2) is akin to ~770 Ferocity.
All this is well and good. The core issue is that Arms and Spellbreaker currently provide no Damage multipliers to boost all this extra Critical Damage. The Arms rework was sloppy and removed the 5% damage modifier to bleeding targets. In my opinion: (1) Arms should be further adjusted to give additional power on traits that give additional condition damage and two 5-7% damage modifiers should be added; (2) Spellbreaker should get 10-15% damage modifier on targets affected by Magebane Tether; and (3) the duration of Berserker’s Power needs to be increased from 10 seconds to 15 seconds in order to be able to maintain three stacks for the 21% damage buff.
(edited by Mikeskies.1536)
Dagger auto base damage is very low, maybe the lowest out of all weapons.
It’s fast and has more crit damage, but I cannot see it doing more than Axe auto damage.
From what I saw in the traits there’s absolutely no reason to pick SB for any sort of PVE stuff, solo or group.
Heck, you might be nerfing yourself by picking it in most cases.
Dagger auto is basically Greatsword auto but halved in damage and cast time, which sucks because Greatsword auto sucks.
The only damage multiplier Spellbreaker has is its adept trait 7%/14% increased critical damage, while Berserker has a 7% and 10% damage multipliers. Spellbreaker would need a 10% damage modifier tacked onto Magebane Tether to compete with Berserker. And even with Berserker, Power is still relatively weak compared to Condi.
Power needs two damage modifiers in Arms and one additional damage modifier in Tactics in order to catch up to Condi in terms of both PS and pure DPS.
I was comparing to a berserker/damage war, not a condi war. not everyone likes condi war, Myself included.
The longbow is the ranged condi weapon for warrior. It’s not designed to be used as a power weapon. The rifle is the ranged power weapon, which was recently reworked but had some of its damage nerfed because of gimmicky burst damage in PvP.
Warrior Longbow is a key weapon in PvE for Condi PS and Condi Damage Warrior.
Warrior Rifle did too much damage in PvP, e.g. Unblockable Kill Shot/Gun Flame used to be able to one shot Guardians.
Deadeye will be nerfed.
I know lots of people feel that Warrior is sort of locked into 2 of their traitlines in any mode other than PvE (Defense, Discipline), and it limits builds a lot. Would giving all warriors the ability to have 5 second weapon swap fix this, or will Discipline still be necessary for Warrior’s sprint? Would this be too OP? Looking for opinions on this. I know I will get a lot of bias since this is the Warrior forum, but I’m sure many can look at it objectively.
I don’t know about others but I have tried playing warrior without Fast Hands and it feels almost like a completely different class. It’s a shame something so emblematic of Warriors should require a trait.
Spellbreaker doesn’t need Defense. Playing Spellbreaker like Core Warrior/Berserker won’t unleash Spellbreaker’s true potential.
Warrior is not allowed to have an overpowered rifle, only Thief is.
I think when making statements about the merits of a skill it’s important to relate it to the game mode to keep the feedback relevant.
Imminent Threat in WvW is actually quite useful. It’s a large adrenaline generator, retaliation, and when used properly keeps people where you want them during the taunt, i.e. WoD. It’s in line with the theme that we’re there to make your life hell through cc while ripping your boons so us or our buddies can wreck you. The problem is its cooldown.
Break Enchantments, again, in WvW is pretty much a must. Adrenaline generation, boon rip, AoE boon rip, and it can crit over 3k. Unblockable on a 15 sec. CD. Keep in mind that if you drop Defense and SoR adrenaline generation becomes an issue. Your only way to replace this is boon rip and when done right it’s plenty of adrenaline.
Imminent Threat is a good skill, but it needs to be on a 20-25 second CD and also grant 1 stability for 4 seconds per enemy taunted.
Break Enchantments is okay, but could use a damage buff. Loss Aversion for that matter could use a damage buff as well.
Spellbreaker sucked for me until I dropped Defense and Stances. Don’t play it like you play Core Warrior or Berserker.
Its really fun to me read how people said scourge is better than sb removing boons and all that kitten, but i dont know if they aren’t notice about sb is already a scourge hunter same for any condi spec
Well, as long as you don’t stand in the Giant Shade.
Compare the power warrior to a power guardian.
The guardian is able to grab a ridiculous amount of power based damage modifiers while those continue to be lacking on warrior. But you need that amount of damage modifying traits to keep up with condition specs nowadays. Let alone the problem with the gutted synergy between Berserker (primal bursts) and Berserker’s Power. Their names are actually quite ironic.Now compare power to condition on warrior.
Arms and Berserker are two of the best condition damage based trait lines in the entire game. Especially after the recent buff to Arms. The fact that we can grab Tactics for the support while still providing top level DPS says a lot.
We hoped Spellbreaker would have a single trait per trait level dedicated to power damage. To make it a power based alternative to the Berserker as well as for the dagger auto to be on par with other strong auto attacks. Neither happened. The entire traitline is build around dealing with different situations and enemies in PvP instead.There is indeed very little reason to bring a power warrior over a condition warrior outside of burst situations like in dungeons. But then even that burst had to take a few nerfs recently.
Power Warrior needs two damage modifiers in Arms and an additional damage modifier in Tactics in order to be able to compete with Condi Warrior. Berserker already has a 7% and 10% damage modifier for Power. Also, Arms needs an additional rework so that all the + Condition Damage bonuses provide Power as well.
Spellbreaker would need a 10% damage modifier to be added somewhere to compete with Power Berserker. The only damage modifier Spellbreaker currently has is an adept trait. I’d tack on some sort of damage modifier to Magebane Tether and reduce the might output slightly.
In addition, Greatsword, Axe and Dagger damage need a 10-20% damage boost.
Only then will we see Power catch up to Condi.
Apparently spellbreaker is getting a nerf. Just what i heard
Source?
Spellbreaker will be strong in open world. I’m skeptical about fractals and raids though.
Except the money isn’t in the gs auto, it’s in other skills.
Yes, but a buff to GS autos (and Dagger autos) would be an easy way to increase Power Warrior’s competitiveness in PvE.
The auto attack chain already does 30% more damage than the great sword’s.
srsly? that’s messed up. Is that taking into account dps though? isn’t hammer aa slower? idk
Hammer and Greatsword are both 1/2 sec autos. Yup, Greatsword needs a buff.
I think all bursts should remove two boons, and the dagger burst should get some other effect, like cripple and weakness.
Please increase the knockdown duration from 2 seconds to 3.
A small increase in auto attack chain damage would be welcomed as well.
Cheers!
Hammer was buffed a few patches ago. In my opinion, it is in a good state and doesn’t need any changes. The auto attack chain already does 30% more damage than the great sword’s.
Condi PS Berserker is best PvE spec for the Warrior. Arms, Tactics, Berserker. Optimal build setup can be found at qtfy.eu.
Triple Burst KO. Do it.
Spellbreaker: Spellbreaker’s Conviction: Bursts should gain some sort of additional benefit as compensation for being limited to Level 1 Bursts. Perhaps, all Bursts remove two boons.
Traits
Dispelling Force: Should also grant stability.
Magebane Tether: Tethered foes should also take increased critical damage.
Daggers: Buff the damage of Dagger skills 1, 4, 5 and F1 by 20%.
2: Change cast time to 1/2 sec and have it also immobilize the target for 1 sec.
Burst: Change cast time to 1/2 sec and have it apply cripple and weakness to enemies.
Utilities
Natural Healing: Change cast time to 1 sec.
Featherfoot Grace: Change cooldown to 25 sec.
Sight Beyond Sight: Should grant blindness immunity.
Imminent Threat: Change cast time to 1 sec and cooldown to 20 sec.
Break Enchantments: Increase damage by 100%.
I think the key to playing Spellbreaker is the constant pressure you put out. There are so many must dodge combos that eventually the enemy cannot avoid. Draw out that opening and strike hard.
Power Warrior in PvE lacks damage multipliers to bring its damage up to competitive numbers. Here are some suggested changes:
Strength: Power traitline for PvE and PvP.
1. Berserker’s Power lasts 15 seconds (up from 10 seconds). 10 seconds is too short to maintain 3 stacks of Berserker’s Power. 15 seconds provides just enough time to do so and is consistent with other stacking buffs (Adrenal Health, Attacker’s Insight).
Arms: Mainly PvE traitline for both power and condition damage, but the last balance patch didn’t do a great job executing the rework.
1. Deep Strikes: Grants power as well as condition damage under the effects of fury.
2. Rending Strikes: Also adds 7% increased damage to vulnerable foes.
3. Bloodlust: Also adds 5% increased damage to bleeding foes.
4. Burst Precision: Burst skills do 100% increased critical damage (instead of 100% chance to crit).
Tactics: Support traitline taken for PS.
1. Reviver’s Might reworked to “Tactician’s Might”: Deal 7% more damage while under the effects of might.
Spellbreaker: New elite specialization, focused on boon strip and cc. Needs some more damage multipliers to compete with Berserker’s damage bonuses.
1. Spellbreaker’s Conviction: Level 1 bursts deal 10% more damage.
2. Magebane Tether: Deal 25% increased critical damage to tethered foes.
I found spellbreaker to be a good 1v1 spec. The biggest thing is getting that 3/4 skill combo off. I was hitting 7-8k when they both crit
Spellbreaker has really strong combos. I think the key to playing Spellbreaker effectively is wearing out your opponent’s defenses, then executing one of many combos. I was successful at landing Arcing Slice—>Full Counter—>Arcing Slice on a few occasions, which will KO your opponent.
I’ve been running Dagger + Dagger / Greatsword with Strength, Discipline, Spellbreaker. Natural Healing, Bull’s Charge, Featherfoot Grace, Stomp, Signet of Rage. Lots of fun and fairly strong. Landing the Arcing Slice—>Full Counter—>Arcing Slice combo is very satisfying. Very strong duelist with ability to escape. I tried more defensive variants but they didn’t work as well.
Overall, Spellbreaker is a fun elite specialization but needs some fine tuning. Damage on daggers is a little weak and the utilities could use shortened cooldowns. Dagger burst should provide some sort of secondary effect for each boon removed. Dispelling Force should provide stability in addition to boon removal. For a PvP-oriented specialization, the lack of stability is surprising.
Spellbreaker is really fun in PvP, but there are a few things lacking to make this elite spec really click. Below is my feedback on what skills and traits I feel need improvement.
Daggers In general, daggers are fun to use, but feel under-tuned damage wise by about 20%. In addition, the following changes would tighten the kit.
1: Additional critical damage should be increased to 25%. The current damage is too low to make it worth using the auto-chain.
2: The cast time is too long, making it difficult to land, and should be decreased to 1/2 sec. It should also apply Immobilized, as the slow is worthless if you cannot land Dagger 3 because the target just keeps moving.
3: Good skill, but could use increased range or be changed to ranged attack.
4: Strong nuke and satisfying too land.
5: Fun, unique skill, but could use a range increase.
Burst: Should deal 25% additional damage per boon removed.
Utilities
Natural Healing: Cast time should be reduced to 1 second.
Sight beyond Sight: Should make you immune to blind for the duration.
Imminent Threat: Recharge should be reduced to 20 seconds and provide a stack of stability for each enemy taunted.
Break Enchantments: Cast time should be removed and damage needs to be doubled.
Traits
Guard Counter: Should also provide vigor.
Dispelling Force: Should also provide stability in addition to boon removal.
Magebane Tether: Should also increase Critical Damage by 20% for the duration.
Greatsword and hammer bursts do same damage regardless of adrenaline level.
You need to test with 100% crit and Signet of Ferocity stacked to estimate its PvE damage. I won’t be ok to test until Sunday. Strength Arms Spellbreaker.
Hammer is very good. Landing a disable removes a boon. Lots of boon removal.
Not only does it not have a lot of DPS related traits, it is, as you have said, not a condi spec, which means it’s not viable in PvE..
Power is completely viable in pve/raids, as long as the damage is there. If so, this might bring back the power PS for raids, if not, rip.
On your other points sadly I have to agree.
I think Spellbreaker will have a viable DPS spec. Fully buffed, it will have over 300% Critical Damage. With a fast autoattack chain on dagger, and three strong bursts from Greatsword, Dagger and Full Counter, it is possible. Only testing will tell, however.
Carefully read what Cerby said:
“[b]The present system is intended so you ‘generally’ DON”t have 2 full dodges to spam/use with the +10% active[/b]. Spamming 2 dodges together with the uptime is 20k on glass build. It exists as it does to nerf itself without punishing people who don’t go endurance regen builds.
What you propose is a system to maintain 10% damage on builds with +100% endurance and up to 3 dodges in a row with energy and …..countless endurance applications on hit/might/whatever! That’s just one-sided."I don’t know if you’re all a bunch of PvE heroes or what, but the base mechanics here are being power creeped by your recommendations.
If you adjusted this buff to last the amount of time it takes to normally restore 50 endurance, you are right in saying that both options in the GM trait would have roughly the same access to this buff…
The catch is that this skill is specific to endurance not being full, and in PvP combat, you need to dig a little deeper to find out why they did that.
With Might Makes right, I can use dodge rolls with abandon, regaining Endurance very, very fast, especially so If I focus on might gathering. I can use it to dodge multiple attacks, and simultaneously, I am getting Passive Sustain, and Passive Damage from the might application by taking the GM trait Might Makes Right.
The Synergy is so strong that by both paths having access to the 10% through the USAGE of dodge rolling, the build that effectively avoids all damage it wants to via endurance spamming is far stronger than the on hit reliance of Berserkers Power.
Now when I PvP, good players see Arcing Slice and Decapitate coming. They can effectively negate all damage dealt by abusing I-Frames. This change you propose doesn’t just feed into higher survival through evade spam, it gives it much more even ground with passive damage boosts. Berserkers Power Relies on Application, dodge rolls do not.
A thief spams all glass because it can survive on high endurance ALONE. The synergy of always evading paired with flat damage increases becomes especially disgusting with this new trait, and although ArenaNet has poor balancing mechanics, "Stick and Move was designed with the intent to only be doing additional damage when the player has less access to dodge.
TL:DR Please understand the situational intent of this skill. Just because your filling your stupid bars up too fast with might/health/endurance doesn’t mean you power creep a spec.
It is hard to Power Creep an underperforming spec that needs a 50% DPS increase to be comparable to Condi Berserker.
Also, Greatsword auto attacks need a 20% damage increase, to be on par with Hammer autos…
It is just mind boggling how far apart the Devs are when it comes to balancing Power Warrior and Condi Warrior in PvE. The latest balance patch actually buffed Condi Berserker, so much so that the Phalanx Strength variant is equal to Condi Ranger in DPS and the DPS variant is top tier DPS.
Meanwhile, in the same balance patch, Power Warrior received another nerf due to the redesign of Berserker’s Power. While the new stacking mechanic makes sense, a 10 second duration without the stacks refreshing makes it impossible to maintain unless a Level 3 Burst is used, even though the change was made to encourage Warriors to use Level 1 Bursts consecutively (coinciding wit the change to Primal Bursts to only count as 1 stack). Accounting for Alacrity and weapon swap, it is only possible to maintain 3 stacks of Berserker’s Power for 1 second.
Also test out Rune of the Daredevil. Guaranteed Crit after Dodging in Combat.
Stick and Move as a short buff after the dodging, similar to thief’s trait Bounding Dodger, would make it much more convenient to maintain the Traits uptime on warrior.
Currently, with Building Momentum and Might Makes Right procs it can be quite tricky, especially within the more sustain DPS environment, like PvE.
Well, you wouldn’t take Might Makes Right in PvE. That’s what Berserker’s Power is for. I do agree though that Stick and Move is an inconvenient trait, especially when Burst skills restore endurance as well.