Showing Posts For Nova.7509:
I really like the idea of mixing my stats, I do have the problem of getting tunnel visioned sometimes. However I think I would stick with a set of gear (right now I’m using Knight cause I like the toughness with the offensive stats) but for jewels I’m using all 6 zerk (exq ruby) in Soldier Back/Trinkets.
This is working pretty well for me at the moment I’m happy to say, I do pretty decent damage and with FGJ + Sig Rage I can get fury most of the time which procs might as well as boost my damage. The Soldier trinkets etc gives me more power while Knight provides me with defence.
I’d like to hear what you guys think about the defence trait “Last Stand”. Personally it saved my life loads of time, but the 90 second proc is admittedly long and when it’s not active, the slot is being wasted.
Something I noticed I’ve been doing lately is having [Banner Cool Down] + [Shout Cool Down] + [Banner Regen]. I keep 1 banner (mostly the precision one cause I got a sigil of fire on my GS) with FGJ and SIO on bar. I’m still using Soldier’s Runes which I really enjoy so the two shouts gives me some removal (SIO can do two and break stun), and the banner gives me a pretty big stat boost and the regen heals more in the long run.
But what I’ve noticed is that in a dungeon, almost all the time, someone will be putting up regen on my toon anyway, so I think I may switch back to shout heal since regen doesn’t stack. What I’m stuck with is that I can’t decide to remove banner from my bar so I can have an extra shout with heal/remove or is having that banner there worth it? (opinion on banner regen would also be very helpful, do you guys think it’s a bit of a waste since it doesn’t give benefit if someone is already applying regen? – I end up switching my traits around a lot to try and be fluid but it lags my momentum a bit while running through stuff)
One last thing, what do you guys think about that trait [Restorative Strength]? Has anyone tried it and found it effective?
Thanks for all the reply so far, I highly enjoy all the debate and they have influenced the way I look at warrior greatly
(edited by Nova.7509)
I read all your suggestions and they’re all very insightful, thanks. I’ve never actually considered mis-matching gear, just shows how ocd I am. I also never even considered 20 points in discipline. Mobile strike does look pretty fantastic, if only it worked on cripple.
That was very helpful. Thank you.
(I’m sorry if this is suppose to be somewhere else, I was going to put it into that build sticky thread but it looked like a place to show your build rather than ask for advice. But apologies if this is not the right place)
G’day Forum,
I’ve been mulling over a few things and I think I’ll get some external opinion to help me decides. I’m a Charr Warrior. I play mostly dungeon and group events in PvE. I’m seeking for this character to be able to do damage that’s effective but still able to stay up in the fights. I hate chill (seriously hate that condition).
The Build:
- Greatsword / Rife
- Healing Surge + For Great Justice + On My Mark + Shake it off + Signet of Rage
- 20 Arms (Rending Strikes + Forceful Greatswords)
- 20 Defence (Vigorous Return + Last Stand)
- 30 Tactics (Empowered + Lung Capacity + Vigorous Shouts)
- Power: 916 / Precision 1116 / Toughness 1116 / Vitality 1216 / Armor: 2327 / HP: 221372
( http://gw2skills.net/editor/?fIAQJARUncOk8YUQOPwEZAApwrsOKoip0jyQLNA )
The Theory:
I’m going with 6 runes of soldier because I find chill/cripple are two things that I absolutely hate as a warrior, and the soldier rune tier 6 ability is the best way to remove it (I wish Mobile Strikes did, but alas).
I ran the Sonic Boon for a while, however I really didn’t like the low toughness, and even though I read the maths on the internet and looked into EHP, but in game, I just found myself never standing for long on that build. It could be because of the way I play, but the point is I needed to change.
The 20 points in Arms is fairly standard for Greatsword so I’ll leave it there.
The 20 points in Defence because I seriously noticed it increasing my survivability by a lot (could be in my head if maths is against it or whatever, but I do live more). The healing (however small) bonus goes well with the Vigorous Shouts. I use [Vigorous Return] because I like being able to get a 2nd wind after going down and jumping straight back into the fight. I find that in dungeons and big events you’ll be going into fight for your life as a melee no matter what you build or use. [Last Stand] has a pretty big cool down, however I don’t know how many times it saved my life.
The 30 points in Tactics is basically straight from Sonic Boon and I use them as such. With the soldier runes they work perfectly. Though I’d love to be selfish and make the passive trait points all about my character instead of reviving bonuses but oh well, it’s good to have them there in dungeons.
Survival: So my survival strategy is straightforward. Keep adrenalin up for H.Surge while shouts provide a pretty decent micro heal (especially with 20 in defence). Condition should not be a issue due to high health pool and Soldier Rune removal + SIO.
Offensive: Spamming FGJ is there, also the Signet of Fury is helpful. Empowered will give me a good attack boost (especially if I’m with a guardian or mes). On my mark will allow me to dish out more damage.
The Query:
- So I’m about to get a set of exotics armor (again) and I’m torn between [Knight – Toughness / Power + Precision] or [Soldier – Power / Toughness + Vitality] stat armor sets. I’d put the soldier runes in which ever I get, just unsure which set would work better with this build, or should I alter build to better match a set?
- I know putting 50 points into defence/tactics must kitten my DPS quite a bit. And I understand if I wanted to be solid I should just play guardian and just make my warrior a damage character, and I honestly tried the glass cannon thing but just found that outside of CoF it didn’t work too well (not saying it couldn’t, just saying didn’t for me). I’d love to have [Berserker’s Power] in there as well as [Slashing Power], I also hated giving up [Signet Mastery] cause I love popping Signet of Rage. But do I have enough (even if it’s barely) damage in this build? Is the opportunity cost of my damage sacrifice too great?
- What would you suggest as an alternative?
Thus here it is. With the core being, I’d want to use the Soldier Rune Shout Removal ability and would like to be able to stay up in a fight without going to a support warrior role. I understand what I’m asking is broad and could all come down to preference and “what you want to play”. But I’m just here seeking for some experience and advice from people who’s most likely been down this road already.
I didn’t really understand the first part of your two-part clarification (lol).
Haha I suppose I could have word it better. What I meant was you can’t alter your trait points as if you would re-traiting at the in-town trainer. I was trying to clarify what I was suggesting was a [fixed pre-designed trait set] rather than the ability to change traits at will.
However it looks like it was redundant as everyone got the point :P
I think the ability for trait build saving / switching will add more dynamics to the game and our play style and really hope Anet will pay attention.
While we’re on the subject, do you guys think that using the same idea, having a “Armor Build Set” save and switch option is too much? I was considering this and I don’t see how it would give you any advantage or anything (out of combat of course). Just make it that much easier for us to customise and control our characters.
I’m glad I’m not the only one who feels this way. I like GW2 better than just about every mmo I’ve played yet, but I just wish they can alter these dragon fights so that it’s more dynamic rather than a static grind.
What do you guys thing could be done? I’d obviously love to see the dragon moving and fighting like a creature, however I can understand how the arena for such a fight could be an issue since the dragon is so big.
The only thing I’ve come up with so far is to separate the “Dragon” into different sections and players need to co-ordinate and take down different sections in different ways (such as wings, or breath, or aura) in order to complete it.
I’ve no knowledge of actual game engineering so forgive me if it’s not actually feasible or anything, however I think it would at least give something to these battles.
Is anyone else tired of hacking at Jormag’s toe-nails?
I accept that the bosses (especially major ones) in mmo will always be bought down to a killing science by the mass amount of players looking for the most efficient way of taking it down. But to be honest I really wish that efficiency didn’t point me directly at smacking away at a dragon’s foot.
Yes there are adds around and maybe a crystal or ice wall will pop up, and those are good. But has anyone ever stood at the edge of the cliff before The Shatter started and looked around seeing 30-40 people all spread out like a pretty awesome army and thought “Wow this mass scale PvE combat is great”, but as everyone rushed to stack to one spot next to the dragon’s right paw you thought “Oh well, lets just get that chest and see if I can get anything not blue.”
I love these great epic dragons Anet has given us, but I really hope someone can come up with a solution to make it more of a fight and less of a chore.
I don’t mean making them harder, or saying it’s too easy or anything like that. Cause I confess I stand there and fight the feet like everyone else. I just meant I wish the dragon was less like a giant turret and more like a living kitten.
Admittedly I have presented no solution here at all, but I suppose I’m just wondering if this view is shared.
I would rather play those Bird Warrior People (sorry, don’t know the lore well enough to remember the proper name) you see all over the place in the existing Guild Wars 2 world.
I don’t know if there would ever be an expansion, but that’d be a very cool race that can come with some real new profession possibilities! ( like samurai :P )
Sorry if this has been posted (multiple times even), but I hate the fact that when I press M for map, a lot of the times it’d be very very choppy and laggy when moving the map around or zooming in and out. I don’t get why it’s doing that. I just hope it’s not only happening to me.
I play on a Macbook Pro Retina
I should probably also add that personally I think just 1 extra set is good enough. So that you have to choose between your “normal set” with an extra “underwater set” or perhaps “ranged set” support, mobile, etc
Hello forum,
So I’ve been thinking about this for a little while, and what got me started was killing all the underwater bosses in honor of the waves. I hated the fact that a lot of stuff wouldn’t work underwater and also our trait designs generally were hindered.
What I really wanted to do was be able to “save” a specific trait design and be able to “switch” to it while NOT in combat but still being in the game world. Not being able to re-trait yourself other than at the trainer is fair enough. But I really like the idea of being able to have more than 1 set of trait designs at your disposal so if you were getting ready for an underwater fight you can switch to a pre-made build.
Now I want to clarify two things. One is that I’m talking about a pre-made trait built, as in the points are set in the trees which you designed at the trainer, so you can just decide to move the points (though you can change the trait slots in your pre-made build just as you could normally). Second is that this ability should NOT be free, I mean you should have to pay some sort of dues in order to be able to “unlock” a second (or more) set of trait build. Whether it’s quest, achievement, gold, gem, etc I leave up to Anet and popular opinion.
So then you and your squad would be able to co-ordinate your designated roles and functions before different fights and situations.
Food for thought
I would make the unlock account bound though rather than character specific.
That’s actually a much better idea than character specific, I agree. I also haven’t read the hence men idea but I like it.
Or even something that’s unique for different classes? Like a ranger can use it to unlock more possible pets around the game world and warrior can use it to learn more weapons? haha
So I know you can use SP after 80 for mystic forge and with some tinkering to turn it into gold.
I don’t know, it feels like gaining SP after level 80 has a lot more potential, especially since you keep getting it as you fill your experience bar and it kind of shows that you’ve put time and participation in the game.
I don’t pretend to have an amazing solution to this and would love to see what other people think. But I suppose it’d be nice to have it help “progress” your character.
One idea (perhaps a bit grand) is a separate set of dungeons that your group can get into by paying SP to get in (like 50 per player or something, or maybe just a total as a collective). I’m a big fan of a game called Boarderlands 2 and that’s what gave me the idea.
Anyway, don’t you guys think there could be a lot of stuff Anet could use for SP?
(edited by Nova.7509)
The Two-Handed Great-Axe
I don’t have any grand ideas of making it REALLY awesome or anything. I just think it fits the game and would like to see it and use it.
I’ve noticed that thieves has an unique dodge, Asura also has an unique dodge. However these two don’t stack.
If this is NOT a bug, but intended then fair enough, but as an Asura thief I only get the flip effect of my race and not the shadow effect of my class.
The [Rush] weapon skill for a great sword on warrior will often (perhaps 40% of the time) run through/past/miss the target enemy and strike nothingness. Sometimes might get stuck on enemy but keeps running for a second or so then strike.
I’m sure it was intended to actually run to the mob then strike, it’s just broken a lot of the time.
Tried with and without melee assist, made no real difference.
Thanks MobMama, it indeed fixed the issue. But just wondering, what are those two options suppose to do anyway? It can’t be to just stop mouse scroll cause that’s ridiculous
Please it is way too hard on my thumb to actually aim and shoot my grenade kit ability 1. Please nerf the grenade kit and make the ability 1 with auto-cast noob mode direct single target hit please!!! I am so noob I really need my grenade ability 1 to be single target cast and automatic cast !!!
(sarcasm above)
No really.. What happened to the people to be spitting this kind of crap? Since when do you have autocast GTAOE in a game?
For the love of god just stop spitting dirt brown matter all over this forum, why would you even want them to do this to the grenade kit? make it even worse?? please, stop. Thanks.
Hahaha, you start a new thread not to point out any relevant issue or resolve/discuss someone else’s problem, but instead just to give a pretentious and pointless comment on something apparently you’re trying to not give attention to. If you really wanted to dial down the grenade issue just learn to keep quiet and play your game like a good little child.
Tried with a couple of them but couldn’t get the scroll wheel to do anything (mostly zoom in and out). Works fine on windows version.
I truly believe the Engineer class needs these things:
~ Fix Flamethrower miss rate: Won’t go into this, actually reported as a bug but if you play a FT Engineer you know what I’m saying.
~ Fix Flamethrower auto attack: Same as above.
~ Grenades option for NOT ground target: Grenades needs the option to have it turned from Ground Target Area of Effect (GTAoE) to a simple Target Area of Effect (TAoE). The thing is, grenades are already TAoE underwater and they work great. They need to work in the same way on land. At least the very first repeatable basic grenade attack needs to be able to select target and just fire with out mouse targeting.
~ Flamethrower needs a non-combat run speed: I think the only two classes which can not switch weapons are Elementalist and Engineer, and it’s fair enough cause we have lots of utilities. However no matter what element the Elementalist is using, he or she can still get into non-combat mode and run a bit faster. The flamethrower and other kits which replace your weapon as a main should have this ability also.
~ Turrets needs to have the option for ground target: There’s actually a skill that gives turrets the ability for ground targeting but it only works for the rocket and healing tower I believe. They should all be able to do that with that skill (not including Mortar).
~ Dual pistols should fire out of both pistols: It’s kind of stupid to hold two good looking guns and only fire out of the right hand one while the other one sits limply at your side until you use a specific skill. They should both fire like any other dual pistol.
~ Rifle needs one AOE skill: The rifle just needs 1 skill that allow it to hit more then 1 enemy. I think all the weapons I’ve come across so far has at least 1, even if it’s on a small 4/5s cool down.
Cheers.
~ Will not auto attack after ctrl+click :
It’ll work maybe 10% of the time when enemy is biting you but then suddenly just stop again.
~ Miss very often, 98% against large stationary objects:
This is where I thought it may just have been a play style the game is encouraging that I’ve missed, however after lots of trying I’m sure it can’t be cause it’s ridiculous. When using FT, as soon as you start moving, your miss rate will increase dramatically. When coming against a FIXED object like a tower or banner or nest or catapult you will miss 98% of the time if not more. I’ve moved around objects in full circles many times in many tries and had it miss the entire circle. About half the time if you can find a small wedge of angle that hits you would have to stand exactly still and it will continue to hit forever. This shows me that it’s NOT due to hit rate or miss rate and just means the window for hit is so small on utility weapons it must be a mistake. I’ve asked many people about this and it’s a problem that exist not only with FT but also with any utility weapon (skill based) such as Transform, Clones, AOE Spells, etc (anything that is a skill on 6-0 which equips to replace your physical weapon on slot 1-5). This is extremely annoying since the game is encouraging us to be mobile during combat and this is counter productive to the point where the utility becomes unusable in certain situations. Also, FT suppose to be splash damage right? Stationary enemies are, well, stationary right? So c’mon this is a broken mechanic.
Hello,
At the beginning I thought this may be just an imbalance in game or perhaps something I have missed regarding to its play mechanics. But it’s not, it’s broken.
~ Will not auto attack after ctrl+click :
It’ll work maybe 10% of the time when enemy is biting you but then suddenly just stop again.
~ Miss very often, 98% against large stationary objects:
This is where I thought it may just have been a play style the game is encouraging that I’ve missed, however after lots of trying I’m sure it can’t be cause it’s ridiculous. When using FT, as soon as you start moving, your miss rate will increase dramatically. When coming against a FIXED object like a tower or banner or nest or catapult you will miss 98% of the time if not more. I’ve moved around objects in full circles many times in many tries and had it miss the entire circle. About half the time if you can find a small wedge of angle that hits you would have to stand exactly still and it will continue to hit forever. This shows me that it’s NOT due to hit rate or miss rate and just means the window for hit is so small on utility weapons it must be a mistake. I’ve asked many people about this and it’s a problem that exist not only with FT but also with any utility weapon (skill based) such as Transform, Clones, AOE Spells, etc (anything that is a skill on 6-0 which equips to replace your physical weapon on slot 1-5). This is extremely annoying since the game is encouraging us to be mobile during combat and this is counter productive to the point where the utility becomes unusable in certain situations. Also, FT suppose to be splash damage right? Stationary enemies are, well, stationary right? So c’mon this is a broken mechanic.
I have a longer post in regards to the mechs of the Engineer in general which I will not post here since they are not bugs. However this FT must be fixed since it’s a very large part of playing this particular class.
Thanks
(edited by Nova.7509)