The Lumpy Pumpkin [Kina]
Fergie’s Crossing
Zealot’s Defense is very good when it hits. Problem is getting it to hit sometimes. Non-root I don’t agree with. It’s already very powerful, and this would put it over the top. Maybe increase the range to 900.
Personally I think flashing blade (sword 2) should give a 1s chill. Most of the time I use the skill to gap close, even with swiftness and same movement speed of my enemy, the small delay in the attack makes the enemy actually leave my attack range. This makes it so the gap closer is completely useless because I can’t even damage someone running away with1 hit. I sometimes wonder how funny it is for someone running from me, where I’m 1 foot behind him flailing my sword missing every single time.
I have to agree with these 2 options. I use Flashing Blade the same way with the same results. Don’t get me wrong, it works beautifully if they’re standing still and not expecting it, but in any sort of pvp your opponents are usually moving. In pve, it works great and a small snare wouldn’t change much.
Zealot’s Defense is pretty cool, but I also have a hard time landing it on other players. I think a range increase would be a better option than making it mobile. Being a walking, blocking laser cannon seems like it’d be a little too much.
That being said, I still use and enjoy sword on guardian, but it feels like it falls a little short in these 2 ways.
I’m just disappointed that the chatbox tells you what to do for a boss.
About 3 hours, I had problems jumping over the first part where the tower breaks. I don’t see why everyone says it’s impossible or “too hard”. You get used to the norns being large, and as long as you almost never stop, you’ll make it easily.
“Gold sellers would make better leaders.”
or
“What the kitten is going on!?”
-Ferg’s Crossing
Remember though, with condition removal, you’re essentially stopping damage from happening. You could remove a 10 second poison that’ll do 3k damage or something, and I personally would rather stop the damage in its place instead of trying to heal through it. Everyone in this game has to bring a heal skill, but not everyone has to bring condition removal.
I also noticed that heals from shouts aren’t that big, but since you’re doing them very often it’s nice to have around. I personally prefer the soldier rune to the monk rune, shouts curing conditions is phenomenal. For dungeons I run mace/mace and hammer with 0/0/10/30/30 with shouts heal, and burst skills recharging faster as the backbone to the build for high amounts of earthshakers and skull cracks.
I think a lot of people will agree though that healing power just isn’t what you want it to be and only modifies healing by a little for most skills. I always ignore healing power for the most part. So yeah, I’d go with soldier runes, but everything I’ve said is my opinion.
It was fun while it lasted! Guess I’ll have to wait 6 days to play wvw again…
in Warrior
Posted by: Norns.5837
You should never feel bad for any weapon set you use! Dual maces is great for control. Axes and Greatswords are meant to pump out damage, while the mace is meant to daze/stun things. If your second set is Axe or Rifle, you can just switch and use their burst to do some moderate damage! Just try and make sure you’re weapon swapping, because the only time I ever feel bad as a warrior is when I forget to weapon swap and I realize I’m being only half as good as I could be.
Dood, I’ve been playing this build for the past 5 hours in spvp, I haven’t done any tpvp yet. I’ve never been more comfortable as a warrior. I can take pretty much everything 1v1 without hassle (aside from mesmers sometimes). The condition removal/healing shouts are really effective and save me often vs mesmers/necros. I was playing around with builds like this, but just plain worse. I wanted to say thanks for sharing! I don’t feel significantly worse than other classes when I play this
I have some good news. We found a common problem across a lot of the guilds, and we wrote a tool which will loop over them and fix them up.
We tested it on a couple of guilds first and PM’d the people who contacted me about them.
This fix will help people whose guilds have totally disappeared – and we think that it won’t help everyone who is in this situation. But based on our reports, it should help most people in this situation.
The tool will take about an hour to run over all of the guilds (there’s a LOT of guilds :-).
Please let me know whether your guild re-appears after an hour or two. And accept my apologies in advance if yours isn’t one of the majority which we expect this to fix.
Cam
PS This won’t fix other guild-related problems, just ones which have disappeared. We’ll fix the other problems too, I just wanted to focus on the most serious problem first.
Thanks so much! I’m glad that we got everything back and didn’t have to restart or anything. The folks at [Kina] thank you!
There’s 2 issues being discussed in this thread : I’m going to talk about the guilds which have totally gone missing.
We found (and fixed) a bug with a number of different guilds which were causing them to no longer be available. This probably isn’t going to fix every broken guild, but it should fix a lot of them.
For people in this situation please check their guilds and let me know whether they’ve been fixed or not. You can PM me or respond to this thread.
Sorry about this, it’s really important to me that we fix this – I promise that we’re on it.
Cam
I just logged in to check on this. I switched characters & maps to make sure, but it’s still missing.
The Lumpy Pumpkin [Kina]
Ferguson’s Crossing
Same here, I logged in to find that my guild had completely vanished. I’m still a member of another guild, but mine is completely gone.
The Lumpy Pumpkin [Kina]
Ferguson’s Crossing
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