Showing Posts For Rettan.9603:
Hi Helseth and thanks for supporting the PvP community!
I play Drazeh’s power warrior build. Had good success so far from bronze T3 to gold T2 by pushing far at start. If there is a good matchup for me I’ll take it, else I head to mid and join the teamfight. My question is: on Forest if I meet an enemy at beach on my way to far, what do I do?
- fight him at beach?
- continue pushing towards far?
- pull him back to close?
- head towards mid?
Warrior too, I would say try to hold him as beach until close is capped (or near to cap) and then look where he is going. When he moves to close, follow him, else… I don’t know, go for mid? I think going far is an bad idea, because it will be capped and maybe defended.
But its most time an bad idea going straight to far at the beginning, crossing is okay, but look what enemy does in such an moment.
(Or what would Mr. Nothelseth say?)
My question: I play warrior since beginning and play in Platin 2 most time. But with the Meta-Zerker it is really hard for me. (I’m an straight forward and reactional player, not that good in mind games…)
On other builds (Condi meta) it’s much easier, but the best I feel with an +1 rifle play style. (An popular thief said, it’s bad and I know why he is right.)
So, any ideas how to get better in mind games or other changes?
I tried to watch stream from other warriors, but they are so rare (Drazeh streams sometimes, but he’s the only one :-( )
Interesting. I will have my team run the numbers again. I doubt our process has many big errors in though. My team have a lot of experience in calculating what is op.
As an RL scientist it is so funny to read your bullkitten and I laughed so hard, thx for it :-)
It is how ich.7086 said… your numbers are just magic numbers and bad jokes as far as we dont know how they are calculated.
But thx for the fun i have reading your posts :-)
My redesign starts with an change of the burst skills. Their spamable character make the class mechanic much to easy. (Berserker kills it completely.)
Adrenaline gain should reduced drastically and burst skills and traits should have much higher impact.
It should be an hard decision to use the burst with one bar or wait for a second or third bar.
When the berserker should be an burst spammer, then with lesser impact (and reduce the adrenaline traits from three bars strength to two bars strength).
Overall will that changes kill the warrior in the current game, nerfs to each other class will be required!
And then we need so big trait changes:
- Make groups of weapon traits, e.g. twohanded weapons or ranged weapons
- Add sustain or support to all trait lines
- Fast hands baseline :-P
-… so much more.
The simplest banner fix will be: make banner works like heralds facets…
Well, axe offhand is still bad :-/ what do think?
Did they realize it some day?
Or (maybe) will an dual-wielding spellbreaker fix anything?
There are two reasons why I first stopped raiding and later stopped playing gw2:
1) Lack of role-per-class-variety: I will not play my warrior the whole time as might stacking one hit wonder with an greatsword (the fifth year in a row…). I want to try other roles with him (heal or tank). I played Guard and Rev too, but just on the meta builds because the classes are not “viable” in other roles. (I personally think they are, but thats a part of my second reason.)
Nobody wants an Guard or Rev as tank or healer.
And that brings me two the second reason:
2) The community of GW2. Raids are really really easy. You dont need skill in form of adaption or prediction. You just have to memorize the simple mechanics. But most players are not able of it. Most of my 10-people-groups fails VG again and again… with fail safe meta builds… and these people will never be able to adapt or predict something. Its impossible to play another builds then meta with that people and takes a whole evening for just ONE boss (that can be killed by an 3-man-group).
In the past i had some good guild groups, but none of them want to try runs with non meta builds…
And I think a good group can kill all raid bosses when every player plays an build he want, with spontaneous adjustments, far away from fail safe meta.
Well, but I dont know how the community can be fixed… (the role or build variety have to be fixed by Arena Net.)
A bit oldschool, lot of fun and no berserker crap: hambow
I love that topic!
Warrior elite specialization: Paragon
Like the one in Guild Wars he is an supporter staying in mid range. He use chants for buff up allies and debuff enemies. Chants grants the enemies and allies the effect “Echo”. Using the new F2…F4 skills triggers some effects on targets with that Echo effect.
Weapon: Pistol
1. Hit shoot your target, range: 900.
2. Cripple your foes and gain might.
3. Stun your foe, gain adrenaline when you interrupt an skill.
F1. Shoot an grappling hook and pull your foe.
Skills: Chants
Heal: Initiative heal yourself, heal allies and give them regeneration. Grant Echo to allies and enemies.
1. Remove burning, bleeding, poison, torment and confusion from your allies and heal them for each removed condition. Grant Echo to allies and enemies.
2. Break stuns for your allies and give them swiftness. Grant Echo to allies and enemies.
3. Remove Protection from your foes and give them vulnerability. Grant Echo to allies and enemies.
4. Remove Might from enemies and give them weakness. Grant Echo to allies and enemies.
Elite: Knock down foes and give aegis to allies. Grant Echo to allies and enemies.
Class mechanic: Recall echo
Using an echo costs 5 adrenaline, echoes have no recharge time.
F2. Motivation echo: Heal allies for a small amount and give them might.
F3. Domination echo: Damage foes and give them vulnerability.
F4. Command echo: Daze foes.
Traits:
Minor adept: Access to chants and new class mechanic.
Minor master: Allies with Echo gets reduced damage, Enemies with Echo gets higher damage.
Minor grandmaster: Triggering an echo gives you an effect: Motivation echo removes a condition, Domination echo gives fury, Command echo makes your next attack unblockable.
Major adept:
1. Reduce the recharge time of chants. Chants give adrenaline on using.
2. When you miss an attack get immune to blind for few seconds.
3. Triggering an echo gives retaliation to allies.
Major master:
1. Heal yourself when you give an boon to an ally.
2. Reduce the recharge time of pistol skills. Pistol attacks blind your target.
3. Command echo gives slow to enemies.
Major grandmaster:
1. Increase duration of Echo on allies, Motivation echo give allies super speed and remove a condition.
2. Increase duration of Echo on enemies, Domination echo make more damage for each condition on the foe.
3. Command echo breaks stun on allies and give them stability.
I don’t like the idea, that the guardian is the future of the paragon. As a player of warrior and paragon in Guild Wars, I think that classes are more related. It is a good idea to use the paragon as an elite for warrior, based on adrenaline like in the past and without the shiny blue magic. (I dont like magic.)
Another idea is
Warrior elite specialization: Armourer (or “Weaponeer”)
The idea behind the Armourer is the use of weapon kits known from the engineer. It is an possibility to give the warrior access to new weapon without an implementation for other classes i.e. an two-handed battleaxe.
Additional it brings the warrior gameplay to an higher level because of kits and weapon swaps.
Weapon: none :-P
We get weapon kits, there is no new weapon needed.
Skills: Weapon Kits
Heal: no idea for the moment.
1. Battleaxe
Yeah, our two-handed battleaxe for massive melee damage.
2. Polearm
A fast weapon with a higher range on auto attack (like 600) and area based attacks.
3. Tower shield
An large shield with defence and control skills.
4. Javelins
Ranged weapon with a few area attacks (like barrage).
Elite: Airship cannon
Like known from First Mate Horrik. Use an big airship cannon for massive (but slow) area damage.
Class mechanic:
Each weapon kit gets an own burst skill, only useable when the kit is equiped
Traits:
Have no ideas for the moment. But a look at the engineer will help :-)
(edited by Rettan.9603)
Hello warriors,
I started a little rework based on traits too. Some of the old traits are removed, many are changed or swapped and many more are new.
Link
(Traits with an ??? name are unnamed, traits with an … description are the unchanged old ones)
The design starts with two mayor changes:
1. Fast Hands baseline as class mechanic
2. A bigger adrenaline change: All traits that helps building up adrenaline are removed. Get adrenaline for each second in fight (baseline) and weapon skills builds up adrenaline when using it. (It ignores the numbers of hits and targets.) The gain is based on the cooldown of the skills (1 per 2 seconds of cd will work).
The goal was to give the class more options and make the decision to use a burst skill more important. Adrenaline is built up much slower but your 3-bar-bursts are much stronger (e.g. cleaning ire remove 1 condition on 1 bar, 3 on 2 bars and 6 on 3 bars) and there are more options to benefit from burst skills.
Every 10 seconds you can use your 1 bar burst skill when you dont use skills in fight. It dont cares about the numbers of enemies you fight. And when an enemy holds you in stun lock, you get the posibility to use you burst skill as an escape skill.
To use the 2 bar or 3 bar burst you have to land weapon skills on at least one enemy. (Again it dont cares about the number of enemies you fight.)
But it is for sure that you can use you 2 bar skill after 20 seconds and 3 bar skill after 30 seconds when you dont can do anything in battle.
I tried to reduce passive gameplay of the warrior and gave it options for active adrenaline management.
A warrior in fight should say “shall I use my 2 bar burst now or is it better to wait for 3 bar because of more benefit? how can i speed up my adrenaline build up for it?”
Each specialization have three lines, each with an theme. Some of them are more destructive, some are more for sustain.
E.g. have the Strength specialization one line to boost you damage, one for offensive group support (with palanx strength) and one for sustain.
There are some more traits that triggers on weapon swaps and many more that have an effect after spending adrenaline.
There are no more traits that have an passive effect based on the adrenaline you have. (Adrenal healt heals just after a burst skill)
Weapons are merged in in five groups of traits:
- onehanded mainhand (sword, axe, mace)
- onehanded offhand (sword, axe, mace)
- twohanded (greatsword, hammer, spear)
- defensive offhand (shiled, warhorn)
- ranged (rifle, longbow, harpoon gun)
There are a few skill changes:
The biggest is that physical skills (with its trait) now use your adrenaline and trigger traits like cleansing ire. Additional they gives protection.
Healing surge should be a physical skill because its old version was based on adrenaline.
Rampage can be a stance instead of physical (i dont have reasons for it, just a better feeling :-) ).
Mending can be changed to a banner that heals after a few seconds and gain healing power, the banner of tactics gain condition duration instead of healing power.
At the berserker specialiazation i made just a few changes:
Rageskills gives adrenaline when not in berserk mode and have an addition effect when in berserk mode.
Berserk mode dont remove the adrenaline bar 2 and 3 and you can use the old burst skills on F1. Primal bursts can be used on F2 when you are in berserk mode and remove just one bar of adrenaline.
As a small bonus I have start to create a new elite specialization: the Paragon :-)
Thanks for reading and ignoring my bad english.