Showing Posts For Philipz.7642:
@Recently : You can have enough condition removal without Mending.
The warriors has TONS of way to do it.
Shake it Off, Shrug it Off, Restorative Strength, Balanced Stance, Last Stand, Quick Breathing (this trait is magic : convert 1 condition into boon with warhorn), Dolyak Signet (not very useful, but still), Signet of Stamina (passive effect nearly useless), Battle Standard.
So, Mending’s the only option ? And Mending can’t nullify a class damage for the reason there’s a 25cd. If your enemy hasn’t put the condition back in a few sec, he’s really bad. If you want to remove condition all the way, you can’t take Mending alone.And why should only gs don’t use their burst ? I’m not a fan of gs, because I found the group survivability and usefulness in WvW is lower than most other builds. But anyway, using burst or not is a choice : Adrenal Health, Heightened Focus, Berseker’s Power (even if not easy to get all these 3 traits together, Adrenal + Focus can already be a good reason not to spend burst skill unit low hp enemy). And no, it’s not signet + gs build …..
Balanced stance, Last Stand and Dolyak Signet don’t remove conditions.
Just like Mending alone isn’t enough to keep all the conditions off you the traits and utility skills you named aren’t enogh either. Like Recently said, the more conditionremoval you bring the better.
You can make a build that relies on having full adrenalin and you not using your burstskill, but even then the extra heal from surge is hardly worth the conditionremoval you’d get from mending.
You are using Healing Surge, Berserker stance, Signet of fury, signet of rage + embrace the pain and versatile rage in your traits. Don’t you think that’s a little too much adrenalin?
I am guessing you are using this for pve since there is 0 condition removal in it. i’d really take out the 15 points in defence. you are ranged so you shouldn’t get hit much anyways, embrace the pain is unnecessary and the regen from Adrenal health verry low and not worth the 15 points in it.
Instead i’d put 10 pints into tactics to pick up burning arrows and the other 5 into Arms for Furious.
Also i’d replace “On my mark” with “for great justice”. the furry makes you crit more often and the might deals ectra damage on attacks and conditions. “on my mark” makes only 1 target vunrable so it’s not that good for aoe either.
also i’d either cut berserker stance or sigil of fury for something else, you really should be producing enough adrenalin as it is.
In Pvp Mending is the way to go simply because it has the highest heal/sec exept you have all 3 adrenalin bars full. On top of that it removes 2 conditions.
Usally only gsworriors don’t use their burst still and they usally don’t have enough condition removal in their utilitys or traits because they opt for high damage, bull charge and frenzy.
In pve it’s personal prefrence between mending and surge. The Sigil does verry well on low levels but the higher you get the less efficent it gets.
My charr sounds allright but i don’t get why you are playing a twiggler worrior when you want him to sound kitten.
I can’t immagine dual axes to work in WvW, especially when joining the zerg swarm.
Even if you’d pick up some durability you’d die in splitseconds when trying to engage at melee range due to focus fire.
At best you can down someone with your burst after he allready took a beating, isn’t standing in the midst of things and you build up your adrenalin with your rifle
You usally use double axe to quickly build adrenalin with high crit, wirlwind hitting multiple opponents and traits giving you extra adrenalin for this so you can make good use of your eviscerate. In pvp and WvW especially you can’t build adrenalin like this.
When you want to play with Axe/Eviscerate I suggest you put a shield, mace or warhorn in your offhand because it will be much more usefull in these situations.
(edited by Philipz.7642)
Hammering Shock and Stagering Blow root you in place, Backbreaker has a verry long animation but you still can move.
Against hammer worrior you can run stability which takes away all his cc and the 25% damage boost.
My suggestion doesn’t punish you in any way for playing during the night. it just prevents large groops of players to hop into WvW so they can take entire maps with little to no efford.
Of course it does, it would reduce the player cap on each map and therefor probably deny me to play World PvP. Maps allow 500 players, this shouldn’t change just cause some server doesn’t want to fight.
If you have a problem with night capping organize a raid for those who work the night and evening shifts. The GW2 servers are rather big, you should have plenty of them.
You don’t like night capping, well I don’t like day capping since I can’t play during the day. Yes, it’s rather frustrating to encounter a large, organized zerg at night if you don’t have one too, but that’s no matter of day or night. A server can’t dominate just cause he has a strong night shift, it also requires a day shift that is capable of defending or even invading.
did you even read what I wrote? it’s not reducing the player cap, it’s just keeping the teams about even, during the night AND the day. Even when a server is allready running way more players than another and you don’t want to sit in que you could simply change to another server and play there.
It’s supposed to creat a sense of fair play and stop servers wining due to their numbers alone.
Have to say i totally 100% disagree with this suggestion. People say that nightcapping is wrong. Why? Just because it is night time where you are doesn’t mean it’s night everywhere nor does it mean that people stop playing. Some people prefer to play during the night while for others this is the only time they CAN play. After a few cycles every server will end up in a bracket where they can fight properly.
So they capped your keeps during the night, well what are you waiting for? get them back and charge the enemy. If a server cannot maintain a 24/7 guard don’t complain that you’ve lost keeps.As for the suggestion itself… what do you do if 9 of the 10 people in a server goes afk? Unfortunattely the suggested solution does not work. True, it looks good on paper but in reality…
A better solution would be to make the outnumbered more potent
I find it hard to make sence of this post.
You are okay with nightcapping because you say people should be able to play whenever they want/can. I do agree and my suggestion doesn’t prevent people from playing or taking towers/keeps in any way. It just prevents Guilds to run a 30 man zerg at 2 am trough the entire map.
How does this cause problems when people are afk? they don’t contribute to the fight anyways. For them it doesn’t matter if there are 60 or only 20 enemys on the map but for those who aren’t afk they have a way better chance to defend against a smaller force of enemys instead of getting zerged.
This would make wvw become a bigger version of AV in wow….
I don’t know what AV is since i don’t play wow, but how is 2 roughtly equal teams facing one another a bad thing?
You cant limit the amount of players in a map by whoever got the least amount of people…..
I belive it is technically possible. The system can allready recognise how many players are on each team and queue players when a map is full.
Personally i perfer the outmanned buff to be more buff on the combat aspect, lowering orbs’ power, or add some powerful nightguards after midnight to make capping more difficult.
Outmanned buff would be verry hard to balance and scale well because sometimes you are outmanned 5 to 1 or worse.
Also i don’t think it would feel appropriet to make someone 5 times stronger than an enemy just so he can keep up with the supiror numbers.
Stronger nighguards would turn the match into a stallmate untill a bigger guild comes along and zergs through them changing nothing but addind a couple seconds for the extra hp they have to go through.
I agree with the orbs beeing too strong. but that’s another problem.
100% disagree.
I often work till 2:00 in the morning, and I know a lot of people who work the evening or night shift, why should they get punished for that?
I get that it sucks to lose a keep while you are sleeping, but that’s how it works if people from different time zones and hours of server play the same game. There is nothing wrong with it.
My suggestion doesn’t punish you in any way for playing during the night. it just prevents large groops of players to hop into WvW so they can take entire maps with little to no efford.
(edited by Moderator)
Haven’t seen this suggestion anywere so i am posting it.
My idea is to not let additional players join a map when their team has ~10 players more on this map than the server with the least players on that map.
For example team green has 30 players, blue 36 and red 40. Team red does have 10 players more than the geen server, therefore noone can join team red on this map. Blue still can have 4 players join them.
In case of 10 per map this does create a buffer zone of 40 players one server can have more than the other but helps preventing Nightcapping or one server massively outnumbering another. The number can be increased but shouldn’t be too big or it would loose it’s purpose.
Now I know some of you on will dislike this idea because you are currently on a server with a high population facing at least one server with a lot less active players in WvW (and probably dominating them hard right now).
If you don’t want the longer queue time use your 24h serverswap for playing on another server that doesn’t have a huge numbers advantage.
I personally think this is a better alternative than:
an outmanned buff that significantly increases stats of players,
additional npcs when outmannerd (which would end up as cannon fooder anyways) , preventing capturing/shutting down WvW during certain timezones or
what we have right now.
This shouldn’t be hard to implement, doesn’t require a huge balancing act while keeping at least some sort of balance in WvW.
Sadly I can’t seem to make a poll here so post your oppinion down below.