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Martial Artist

in Warrior

Posted by: Reo.9470

Reo.9470

Martial Artist : Master Level Trait in Discipline (instead of mobile strikes)

- Movement skills break immobilize
- Melee attacks have 66% to ignore blindness

OP ? Well the new blindness may be is…

Do leaps and charges evade?

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Posted by: Reo.9470

Reo.9470

>Do leaps and charges evade?

Well… It would be so much better if they would…

Hundred Blade reflecting projectiles

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Posted by: Reo.9470

Reo.9470

Good idea. Extend it to other channeled skills too. Then make all leaps/charges evade and warrior is fixed in a good warriorish way.

This game has completely lost its way...

in Guild Wars 2 Discussion

Posted by: Reo.9470

Reo.9470

All of the things everyone above has listed is WHY I play Guild Wars 2. Because in games where that’s the norm, I don’t end up staying.

Yep, the farmers and end game progression people are definitely unhappy, and they’re not shy to say so. Okay.

That doesn’t make Guild Wars 2 a bad game. That makes Guild Wars 2 a good game for some people. The very things you detest are the very things that I look forward too.

Take the complaints about bashing pinatas.

If you go and bash every single pinata to get an achievement all at once, it’s boring as hell. If you bash some pinatas every single time you go to LA within the time limit of the festival, you’ll probably get the achievment for it without grinding.

You could stand and farm projectors on day one when everyone was doing it, or just sort of roam around and get them WHILE playing. You don’t have to farm these things. Most of them you’ll get.

I get it. You want to sit in Orr and run the same event chains over and over. And I’m sad that you can’t do it. I’m not saying that in just either. I wish you could play that way…but that you can’t doesn’t make Guild Wars 2 a bad game. It makes it a game unsuited to your play style.

Where as Rift and WoW are totally unsuited to mine.

Thank you Sir. I agree grinding is not playing and GW2 does a rather good job to limit the grind when you compare it to other games.

Whirling Axe - Missile Reflection

in Warrior

Posted by: Reo.9470

Reo.9470

Good idea. Extend it to other channeled skills too. Then make all leaps/charges evade and warrior is fixed in a good warriorish way.

I wonder if A-Net actually realises this...

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Posted by: Reo.9470

Reo.9470

Out of all the posts in professions section, warrior section is the only section where people are endlessly posting their ideas to replace/improve the existing skills sets they are given because of how lackluster their class is compared to every single other class.

There is so much doom and gloom its just mind blogging, I made sure to check necromancer’s section too and necros could use help for sure but aren’t in anywhere near the sad state as warriors.

There is a classes which are poor/strong in certain areas and classes like warrior who are the laughing stock of the entire sPvP community that even the dev themselves laugh and are widely known as a “free kill”. I’ll keep playing warrior because I find it entertaining when I pummel the lesser skilled players in a 1v1 as a warrior.

Thank you Sir. I was about to write the same post.

What is ANet's original vision for warrior?

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Posted by: Reo.9470

Reo.9470

where the necro has death shroud,

the warrior has a special attack that one can use after a while…….

Huh, to be fair, death shroud also needs to be charged, and it is done way slower than charging adrenaline.

Yes. However death shroud gives you some survivability you can count on => not adrenalin.

What is ANet's original vision for warrior?

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Posted by: Reo.9470

Reo.9470

I can’t find the developer’s post on the forums about their vision of warriors, but I do remember what they said. In short we are suppose to be the profession that relies on others to stay alive during condition issues etc.

I am not sure that is there vision now if they’re trying to reconstruct the profession now, but until then this is how they vision warriors.

Well, if it’s the case it’s not only heavily disappointing, but also against the manifesto saying that every class is self-reliant and doesn’t need a healer………..

What is ANet's original vision for warrior?

in Warrior

Posted by: Reo.9470

Reo.9470

Here is the strongest problem of our class, the lack of a strong gameplay design for the warrior.

Where the mesmer has illusions,
where the guardian has a strong sustain,
where the necro has death shroud,
where the ranger has a powerful pet (especially after last patch),
where the thief has stealth,
where the ele has magical attunements,

the warrior has a special attack that one can use after a while……. Which is silly because the warrior cannot stay a while in a fight !!! Moreover some F1 attacks don’t just worth it (GS) or are debatable/situational (sword, mace)…

I don’t think the warrior should have a better heal beside, may be, just lowering a bit the CDs, because sustain through heal is supposed to be the guardian mechanic.

However, I think that any warrior should be able to block/dodge/evade more like real warriors do.

truth about what is wrong with the hammer

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Posted by: Reo.9470

Reo.9470

To make Hammer #4 great, make it a whirlwind like the GS#3. Make it low damage and keep the knockback.

That would enlarge the AOE knockback and give some mobility.

Evade on some weapon skills for more sustain

in Warrior

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Reo.9470

I wonder what Anet wants warriors to be?

There is an obvious lack of design concerning the warrior. Our main mechanic allow us a special attack which is not always worthing it. Nothing we can compare with stealth, illusions, powerful pet, death shroud, magic attunements and so on…

And yes I agree strongly with the OP, sustain for the warrior should not come from a "regeneration"or a heal but through combat mechanic. And they already exist:

dodge/block/evade

We just need more of them to sustain a fight and to feel as a warrior : “I dodge this attack, I block that one and now I strike!”

A warrior design philosophy

in Warrior

Posted by: Reo.9470

Reo.9470

So you want the warrior to be a heavy armor profession with tons of hp, ridiculously hard hitter with a multitude of ways to block/evade/parry/counter attacks along with high vigor uptime and be very mobile with basically invincible mobility skills on every weapon…..holy kitten I’m glad you’re not working on gw2… bla, bla…

So much hate and contempt! Well, I should not be surprised: this is the Internet after all!

It seems that you need more explanations to understand my point. First this isn’t really a balancing post even if it looks like one. It is more a core mechanic one.
First let’s dismiss the “heavy armor argument”: it’s a widespread knowledge that this kind of armor doesn’t offer real melee staying power and is far less efficient than the protection boon. The warrior right now cannot stand the heat of battle for long and it’s a shame.

That is why in sPvP, after the last patch, players still categorize the warrior as the weakest class. Not me, them!

What is a warrior right now? It is a hard hitter which gets a special attack after a while.

And that’s it!

That special attack may be powerful (rifle/axe/hammer), may have some uses (mace/sword/bow) or may be just useless (greatsword). Anyway it doesn’t offer staying power in a fight.

Necro’s death shroud offers it. Mesmer’s clones offer some. Thief has stealth. The ranger is a dual entity and don’t get me started with guardian or ele core mechanics… (no clue about engies)

Our core mechanic offers nothing that could help us to stay longer in a fight while most of the others do. That’s why we are weak against them unless we killshot/eviscerate/zerk-gear them first. So we do our predictable pony trick and after we have to run or be dead meat. Hit and run gameplay should be the thief’s one, not the warrior’s. Something is wrong here.

So yes I’m asking for melee staying power. It is legitimate. And I ask it through dodge/block/evade/mobility because this is what we need and it is coherent with what a warrior should be.

A warrior design philosophy

in Warrior

Posted by: Reo.9470

Reo.9470

I wonder what’s behind the warrior philosophy… What drives the warrior’s class design ?

If I look to the patch notes (previous to the 04/30/2013 patch) it seems that the devs wanted us to try condition builds (OH sword & LB#5 boosted). Unfortunately conditions focused builds don’t really fit the warrior because this class has no real way to sustain damage. The necro design is clear and well done. It’s a bunker at heart which is watching you dying slow through conditions thank to its built-in mechanic : death shroud.

So what about the warrior ? The last patch tried to address the mobility issue and acknowledging the problem is a step in the right direction. Adding boon hate confirmed that the warrior should be, even in the minds of the devs, a hard hitter (I think we all agree with that).

The problem right now is how the warrior could be hard hitting without staying power ? Right now, the best heal/sustain for the warrior is to “sword leap/rush/whirlwind” out of the fight which is rather sad and contrary to the warrior spirit. It is more, like a lot players already said, a thief without stealth……..

Should the warrior be a self-healing beast, a GW1 wammo ? I don’t think so. The warrior is the master of warfare and a master of weapons. I think that the staying power of the warrior should lie in what the warrior knows best : how to fight. A warrior should not only be able to hit hard but also to

dodge / block / evade <= those are warrior’s stuffs !

- I think that the warrior should have more parry/counter attack skills
- Vigor should be more available.
- Moreover, I think mobility should be built-in in all weapons and all mobility skills should have an “evade” included.

That is a warrior design philosophy.

I wish they would nerf my Warrior.

in Warrior

Posted by: Reo.9470

Reo.9470

I entirely agree with the OP.

Please unroot my warrior ! And not just for HB, but for all melee weapons.

Melee fight means mobility, not standing in place hitting thin air while waiting to be bashed.

“setting up HB” argument is just meh. It would make sense in GW1 but not in GW2 where everyone is supposed to be self sufficient.

Unroot !

in Warrior

Posted by: Reo.9470

Reo.9470

Since quickness was nerfed, does it still make sense to be rooted as a warrior ? (not talking about PVE here).

May be for Kill Shot… But for HB and the MH sword burst, I really don’t see the point. Melee warriors need mobility not rooting themselves. It is really and obviously against the melee gameplay = blatant design flaw.

If it’s a balance issue, then rebalance but please UNROOT.

Please make SAB permanent [Merged]

in Super Adventure Box

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Reo.9470

My son really enjoyed it (especially after the wii died) and playing with him was awesome. Please, make this super adventure box permanent.

Which Heal is your favourite for PvP/WvW

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Reo.9470

Healing Surge, I use Signet of Stamina for Conditions

Same here.

Which Heal is your favourite for PvP/WvW

in Warrior

Posted by: Reo.9470

Reo.9470

Healing Surge, I use Signet of Stamina for Conditions

Make mouse cursor appear on camera rotation

in Account & Technical Support

Posted by: Reo.9470

Reo.9470

See title.

That is a huge issue that affects a lot any competitive gameplay.

On crit...

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Reo.9470

Thx guys. So it seems there is not too much to see here… It is sad because it doesn’t help the build variety that this game needs. It seems that the devs had a very hard time to balance GW1 and they tried to simplify it for their next installment. Unfortunately, our creativity through build takes a hit here… And thus the fun too.

I mean sigil of energy is almost mandatory to me (one more dodge/10 sec = invaluable). If everything shares a CD then I think I’m stuck with it.

Goodbye my boons reaper warrior… Goodbye my cleanse on hit warrior… Goodbye my quickness warrior… Goodbye my ultra bleeder warrior… And more…

Let’s try something else.

On crit...

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Posted by: Reo.9470

Reo.9470

I am theorycrafting a new build for my warrior trying to maximize crit chances. But I am wondering if it really worthes it.

My main concern is to know if “on crit” sigils do share the same CD as do “on swap” ones.

For example:
If my sigil of rage procs (MHand), will I have to wait 45 sec for my sigil of nullification (OHand) to have a chance to proc ? Or the regular 10 sec ?

Another question => if have 2 on crit sigils, do they proc together if available/ready ?
Example : if I got 2 sigils of nullification (MH and OH), and I crit, will I remove two boons at the same time ?

PS : For ref : http://wiki.guildwars2.com/wiki/Sigil

Ambient killer daily

in Guild Wars 2 Discussion

Posted by: Reo.9470

Reo.9470

Rabbits are evil

Yes ! White rabbits are murderers ! Look ! Kill’ em all !

(edited by Reo.9470)

Heroes' Ascent > tPvP

in PvP

Posted by: Reo.9470

Reo.9470

Reason I bring this up is because THAT’s how a tournament should feel like. Compared to the current free and paid tournament system, Heroes’ Ascent was a tournament system done right.

THAT was awesome.
I spent countless hours in there… And when you were holding the final map, you felt a real sense of accomplishment… As a PvP minded player, I never even touched the sPvP part of GW2. I prefer W3 where the builds are more extreme than in the so called GW2 “PvP”.

Well… I miss also my GvG, My RA, my GWTV (observer mode on simple keypress) my only 20 max level ( I hate lvl up addicts) and my only cosmetic weapons (ascended gear ? OMG……….).

GW2 has very strong points (the open world, artistic design, the action combat, W3, etc.) and I love it, but why forgetting what made GW1 such a great game ? It’s beyond my understanding.

Thank you for your thoughtful post Lumines.

How to Deal with Conditions as a Warrior?

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Posted by: Reo.9470

Reo.9470

Kill the source of conditions = no more conditions.