In the end for PvP discipline and defence are pretty much required to keep yourself alive. Warrior without fast hands is just terrible and defence has the tools for you to stay alive. I dont really see much difference tbh, but maybe the rework will do something about it.
well i hope distracting strikes is still around. i’ll be happy if it is, livid if it’s been deleted
wont be buying the expac if the mess up the class. why bother right?
Distracting Strikes has been merged with Merciless Hammer. (Just as Dragonhunters can use Heavy Light’s stab on hard CC without needing to use a Longbow).
I am SUPER EXCITED for these changes, because they give Strength strong coherency and synergies with both itself and other traitlines.
#BLESS
tooltip was so blurry i couldn’t make it out. dang that’s exciting tho.
this is a big buff for my condi mace/sh hammer build. i’m pumped to not play spellbreaker. zerker all the way bby. 24 stacks of confusion believe.i hope to god we get baseline fast hands. i hope to god
I really doubt it after all the buffs to strength, but who knows, I hope they do aswell.
Please don’t move axe mastery to where merciless hammer was in the discipline tree!
I can’t afford to choose between that and Burst Mastery. Axe/ Axe requires both to even remain even slightly competitive to Gs.
Leave them where they were please!
I’m pretty sure that berserkers power + axe mastery gives you more DPS than Axe mastery + Burst precision
The question is now, how it stacks. Does each stack last 10 seconds or does with every added stack the cooldown refresh?
Or, make OS guestable so that any guild, regardless of server, or tier, could join and participate. The size of its arena is good.
Of course, controlling the trolls is another problem… but there are ways to do that with the groups there.
It doesn’t take away from the WvW experience of others, draws back in a solid group of veterans that won’t JUST GvG, and it gives others something to choose to work towards.
About a year or so ago, probably longer, we had like the dev guesting event and we had a dev joining our guild and we gave her a similar idea. To me it sounds ideal but I guess Anet doesn’t really want to change things as they are or recycle content just for our sake.
Maybe the new guild hall will have a bigger pvp zone. That where most ppl want to gvg and they do its just tends to be smaller due to the size of the current pvp zones.
They already showed us the new arena, sadly it’s not suited for GvG at all as it has a big hole in the middle and is the same size as the other arena’s.
Full Counter resets Bursts. You can Burst, Full Counter, Burst and have lvl 3 Adrenal fairly quickly.
Only if you hit all of them though..
Im kinda curious how that axe trait would perform along with daggers dmg wise. But discipline would probably not be a great pick for spellbreaker, fast hands tho….
M/s dd would prolly be a better duellist build
Im wondering, would there be any point in running burst mastery on a spellbreaker?
Guys soon every warrior use physical skills….
Tons of traits on spellbreaker are around cc.. couple that with new improved kick3x etc and soon we remove boons like a mother f..
Honestly starting to think that it’s overkill. From a WvW perspective, look at hammer. Hammer with the, grandmaster + absorption sigil, and add the meditation to that thats like nearly instant 5 boons AoE ripped. Boon removal on CC is crazy for teamplay if you combine any aoe cc with absorption and the grandmaster really. I can already see myself jumping into a zerg with hammer, using the meditation and counter just stripping insane amount of boons.
It removes all boons from the game… BUT
You as a warrior will lose allot if you go spellbreaker. Only stage 1 >> adrenaline health / CI / bers.power does little anymore with stage 1.. also allot of burst skills sucks at stage 1.
Good point, definitely true. Do get some decent defence through the counter though it seems. Block+Evade. But the adrenal health is gonna hurt. I can see hammer really shine with spellbreaker.
https://www.reddit.com/r/Guildwars2/comments/6rl3u4/bog_otters_spellbreaker_video/
First time I see all the traits. From a PvP and WvW perspective they seem actually really overpowered imo, what do u guys think?
Deadeye look’s fun, a legit sniper. Its gonna be fun in wvw, super long range, super bursts etc.
It seems like you need to engage combat with your target and play with the malice stacking before unleashing the burst. Your target is likely to be all over you. Super fun.
With malice stacking passively over time you could just sit it out in stealth even. Like you engage, get some hits in, get out, wait till your malice is topped off and go in for a full burst. Idk, there seems to be some potential but DD’s mobility and evades are definitely going to remain meta in PvP due conquest mode.
Spellbreaker will completely break WvW in its current state. Just the elite will be absolute key in fights. Very interested in how this is going to play out. Seems like a strong pick in both larger and smaller scale.
Pretty interesting really. While I doubt it’ll make physical utilities worth taking it does make them more interesting. Also two charges on throw axe is great! Makes it harder to get kited.
Berserkers power we’ll have to see but if nerfed thats a shame.
Having warriors is still great but it requires a proper melee party that can support one. Warrior can run full berserker and do insane cleave damage and can carry if played well. However that’s a lot of "if"’s, but its not as weak as people make it out to be really.
Totally agree. I really think Fast hands should be baseline, just having a F1 skill is very superficial class design to be honest, making warrior have shorter weapon swap as they are weapon masters just makes sense and will totally open up build diversity. Discipline still has a lot of strong traits that people will pick depending on the situation but without fast hands you could actually consider making some new builds. No fast hands just makes warrior really boring, stale, and superficial to play.
Yes, there’s no GvG like GW1 in this game, yes, this is not a supported game mode, we know. Let’s call it organised guild fights.
Ever since launch there has been a steady amount of players and guilds, hardcore or not, that has been setting up these fights. Even now, while the amount of players is definitely a lot less there’s still guilds organising these fights. Heck, we have had two tournaments shoutcasted on twitch even. All of this done by the community, which in itself is amazing but please Anet, help us out a little bit, there are a few issues that could really help us out and with the upcoming expansion possibly have a lot of players return aswell.
The problems we are currently facing:
- The guild arena’s are too small. We heard that there at some point would be the possibility of making them larger but I hope this is still in the making?
- The FPS on the gilded hallow arena is really really bad, compared to the one with the pillars its a lot worse. However since the other one is obstructed by pillars most guilds still prefer this one.
- Getting two guilds into the same overflow in a guild arena poses often a lot of issues and frustration with people not being able to get into the same overflow, perhaps you could look into this?
Lastly, really, all we want is a large open area where we can invite and fight other guilds with no outer interference or obstacles in the way. Honestly the Obsidium Sanctum area is great for this but the interference from people and the limitation of matchups for fighting different guilds are the problem.
Please, look into this, I realize we are a small minority of the WvW community but most of us have been around since launch and love these kind of fights, please help us make it better.
FAIR AND BALANCED
Do u swap to double axe after shooting for the ferocity buff?
DH you kidding? DH is just a free bag.
If you’re fighting kitten ones maybe. Although I don’t know what build you run, but I run hammer/gs and against good DH’s it’s a p hard with their f3, renewed focus, blinds, shelter, aegis traps tbh. I don’t run signet of might though as it’s faceroll in that case.
Against certain matchups in duels it is quite tricky (Thief/DH) but others you shouldn’t have that much of a problem landing them really, atleast if you don’t mindlessly spam them and keep track of dodges.
Both sigils are pretty much used by all roamers/duellists nowadays that play power warrior and I’m curious behind your reasoning.
I’ve always been using hydro on my offset weapon and energy on GS mostly for cancelling the aftercast on Arcing Slice by swapping weapons and extra burst and setting up hammer skills due it’s limited mobility besides Earthshaker. I currently play pretty much Hammer/Greatsword only and kinda kept energy on greatsword due being used to it when I played oldschool vanilla axe/shield and GS where I ran int+air on axe/shield. But I’m starting to wonder wether different combo’s might be more favorable now.
Untarget, Retarget but you need to have allow skill retargetting checked on in the options.
Sadly leeching seems to be still bugged, last time I checked. It gives you the heal but does not apply damage.
I play hammer/gs and actually started using sigil of agility on my gs (1s of quickness on weapon swap) not entirely sure how good it is, but doesn’t seem too bad woth setting up cc on hammer and swapping to gs for 100b.
I’ve been using agility on GS for a while now, mainly for Arcing Slice->whirl chains when swapping from hammer. Whirlwind with quickness is usually so fast the guy can’t dodge any part of it.
I prefer to use 100B as whirlwind is so strong and doesn’t require a setup. I rather keep it off cd so I can use it’s evade to dodge something important. I do like to use arcing slice first though.
Berserker stance, Balanced stance, Endure pain for individual purposes can’t go wrong with those really.
Sadly leeching seems to be still bugged, last time I checked. It gives you the heal but does not apply damage.
I play hammer/gs and actually started using sigil of agility on my gs (1s of quickness on weapon swap) not entirely sure how good it is, but doesn’t seem too bad woth setting up cc on hammer and swapping to gs for 100b.
In all honesty, my initial comment was in relevance to the two comments above mine. Which clearly imply that the comparison with tapdatmouse in some way is an insult towards Vaans. Having seen both their content I merely shared my opinion which you apparantly don’t agree with. So I guess having an opinion that does not agree with yours is considered salt now? Either way in the next comment I tried to sketch the context as it seemed you misinterpreted my intial comment for “salt”.
Being called a “kid” and having an opinion that’s not shared by you. I honestly think that makes you the salty one here. But hey, I forgive you. It’s the gw2forums afterall, wouldn’t have expected anything different.
It’s not like Vaans is that great either tbh.. I’ll give him credit for being better than most but he def ain’t wow.
Confirmed Salt by player killed by Vaans in multiple 1vx situations.
I’ve actually duelled Vaans multiple times before and won most. Just being realistic.
It’s come to the point if you sidestep a certain way your rush will actually pass them and hit air nearly everytime, effectively putting more distance between you and your enemy aswell.
You know the ele gs 4 with that leap at the end ? I always hoped they changed Rush into that…cus that ele gs Always hits and acts the same way besides the small leap at the end.
Yeah, seems pretty good. Was thinking about maybe Ride the lightning that seems pretty consistent nowadays aswell.
It’s come to the point if you sidestep a certain way your rush will actually pass them and hit air nearly everytime, effectively putting more distance between you and your enemy aswell.
It’s not like Vaans is that great either tbh.. I’ll give him credit for being better than most but he def ain’t wow.
Like, really? It’s so annoying. I mean, it’s an important skill that does a lot of damage and just missing due tracking issues is well, kittened. Also can we please look into higher ping issues with also rush and eviscerate for example. It makes the skills hit even less reliably.
I know this isn’t the place to rant about this but since it – imo – has an even bigger impact in the current fights than the stability changes could you guys please look at all the damage reduction stacking?
It’s making fights extremely boring with two groups having near or even 100% damage reduction constantly. Is there anything being done about that?
I think you underestimate the might duration. And yes Eviscerate in the fire field is neccecary. 8 from battle+swapping, 5 from elite, 6 from blasts, 2 from strength runes and remaining 4 from Fire Aura. But yes, if you don’t get hit you’ll just sit below 20.
Easily reach 25 might, 5-6k evis, 4-5k Arcing and 10k torment. Good allround build, however lacks in hard CC.
Give it a try.
Nothing changed besides boon dur being gone.
Underwhelming. You slapped +10 stats on 75% of the runes and almost nothing changed. Still 90% of the runes are nearly useless.
Yes, but I guess it still doesn’t hit anything huh?
Cross league transfer lock out is stupid, doesn’t make sense. And only bothers the people that are currently unhappy even more.
I guess, this seems like a pretty easy thing to change though.
Dear Anet,
Can you please do something about this? Especially in bigger fights it’s really tough to see how many players are alive when they’re on top of a bunch of dead guys. Could you turn the nameplates of dead players grey?
Bump for awareness.
Well, yeah I can see it being usefull with a scepter and fresh air, but Arcana is such a generic trait line that a lot of eles use that I feel it should be usefull to any build really.
Based on the topic made in the ele forum, I’d like to give this a bit more exposure.
Please take a look at this trait. First of all it’s based on crits while being in the arcana trait line, doesn’t make much sense, second, it has a 10% proc rate which is incredibly low.
Then, let’s look at the effects:
- Fire, 1s burning (Already got plenty of ways to apply burning, 1 second won’t do anything)
- Water, 1 stack of vulnerability for 10s (With this proc rate also near useless)
- Weakness, pretty decent. (If it would proc)
- Earth, decent. (If it would proc)
The idea isn’t too bad but atm it might aswell do nothing as it almost never procs. So my suggestion:
Change to on hit instead of crit, buff % to 33. Change burning to 3s, vulnerability to 5 stacks, weakness to 3s, 2 stacks of bleeding to 10s. Along with a 5-10s icd, per enemy!
Will give this minor trait a nice boost and will give eles a little more pressure without making it OP. Let me know what you think.
(edited by Resouled.5614)
Basically what Kuper said, most important is your positioning and be able to pull of the right stuff at the right time.
Came up with a very similar build, changed a few thing though, with the patch in mind I took sigil of earth and torment for more passive procs along woth burn on crit trait and vigor on crit in arcana instead of the 10 in water. Also took perplexity runes for the passive procs for earth 1, and am using a mix of Dire and Rabid to get your crit to about 20% with the fire signet to proc the earth, torment, burning and vigor. Which synergizes well with the earth auto attack as it does 9 hits. Basically you stay in earth and use obsidium flesh to keep defence up while you rotate quickly through water, air n fire. Spamming daze, gale, blinds, heals, and some more fire aura/migh stacking. Think this build will be pretty kittened in terms of duelling but thats about it, and most likely countered by condi specs. As magnetic aura and ether renewal won’t most likely cut it.
Personally I don’t think many of the GM traits will see much play as it is right now. Either the rune/sigil change and the additional balance changes have to make a huge impact on the effectiveness of the traits or I think most of them end up barely used. Some sound OP but when you see what you have to give up you soon realize that it’s not really worth it.