Showing Posts For Romio.8516:
I would gladly pay for an alternative animations and/or graphical effects for some skills/attacks.
I’m running this build for Open World content:
D/Wh Fresh Air Fire Auromancer with Berserke’s Armor/Weapons and Celestial trinkets works like a charm, giving you a HUGE utility, mobility, self-sustain and a good distribution of stats.
Permanent Fury, Swiftness, Regeneration and Vigor.
Decent Might stack and uptime (can even sustain 25 stacks with Arcane Wave).
Constant passive solid healing via Auras rolling.
An on-demand access to Fire and Water fields, to Protection and Projectile reflect.
Access to soft CC (Weakness, Crippe), a lot of Blind and huge Vulnerability stacking.
A good solo damage output via Fresh Air and Air Overload, plus decent optional Condi damage.
Overall I found this build perfectly balanced for solo World Roaming.
The downside is a weak CC and lack of Condi cleanse. But in most cases you can just outdps and outheal things. You can pick Frost Bow for breakbar damage and Ether Renewal for cleanse though.
Also, the build requires a good knowledge of your tools, calls for quite an active gameplay and might takes some time to get used to.
Of course, you need Elemental Bastion to make it works, but you can just jump on any Hero Point train frequently going through HoT to get the last HP you need for unlocks.
(edited by Romio.8516)
I actually liked the changes to Spirit Weapons a lot. At last those skills are actually seems to have some use and utility. Even fun, from my point of view.
But my problems with new Spirit Weapons so far, well, pretty much same as people stated above: the casting time seems awfully long.
I think the Sword of Justice should be instant.
Shield of the Avenger should be instant to make it useful for counterplay. A bit longer Dome duration will be good too for now it’s way too short.
Instant Hammer of Wisdom whould be a bit way too much, for it’s a ranged hard CC, but at least 1/2 second will do, since it actually takes a notable aftercast before hit anything.
Bow of Truth seems alright for its effect. Might use a condi cleanse for some strong group utility.
My another concern is a casting animation, for currently there’s none. I even made a separate topic on that matter.
I haven’t noticed any casting animation for Spirit Weapon, but some short blue fiery glow effect.
It feels a bit wierd to see character doing nothing for 3/4 second of the cast.
From my point of view it would make sense to add at least some /point animation or something.
HoT solo content can be quite challenging and from my point of view it’s useful to have a reasonable sustain and some utility, like stun breaks, condi cleanse and speed bonus for map exploration to make your HoT and overall Open World experience nice and easy.
Also, having a ranged option might make some encounters a lot more simple.
At that point, I whould reccomend to go core warrior Strength/Defence/Discipline with Greatsword. The choice of second weapon can vary, but basically running Rifle for ranged option is a solid choice. Mace/Shield or Hammer for breakbars, x/Shield for some additional sustain and to reflect them arrows back at those nasty Frogs.
With Might Makes Right and Adrenal Health traits + Healing Signet or Mending with Restorative Strength you get a lot of self-healing to facetank most of HoT champions and a lot of endurance regen to have your dodge always ready for something you can’t facetank.
Forceful Greatsword provides a lot of Might boon to fuel Might Makes Right and overall DPS, and core GS burst gives perma Fury for longer fights. Also, GS move skills are Invaluable to traverse the world.
Last Stand trait and Balanced Stance as one of utility skills to counter those pesky stuns and knocks a lot of HoT mobs will throw at you. The best thing about Last Stand that it actually procs before you get CC’ed, so nothing will interrupt your 100b in da face of this Mordrem sniper.
The rest utility slots can be safely occupied with passive DPS Signets, like Signet of Fury and Signet of Might or with whatever you like for any other options.
Warrior’s Sprint to run around quickly and freely, ignoring immobilize and cripples from some of HoT mobs.
Brawler’s Recovery for optional condi cleanse. And Mending, if you pick this one. Some of HoT mobs can Poison or Burn you quite painful. But basically condies are not a big deal in Open World.
With that much sustain traits you can safely run full Berserker stats gear to get reasonable DPS. Even cheap rare gear will do fine. Though you can get exotics and even ascended much easier this days, it might be smart to save a bit and wait for Spellbreaker out to get an idea where it’s better to invest, as Blackwaltz mentioned above.
Might throw some Vitality (Marauders, Soldiers stats) in if feel uncomfortable with full Zerker.
The choice or Runes and Sigils may vary, but can easily run something cheap.
E.g. cheap and viable are Sigil of Accuracy/Sigil of Frailty/Sigil of Blood and some Power Runes like Vampirism or just Ruby Orbs.
As a bit expensive but more solid option: Rune of Strength and Sigil of Strength.
An example of a build:
With this build it’s possible to solo almost every Hero Point of Champion on HoT maps, though HP trains runs quite frequently so there’s no real reason for soloing besides some challenging fun.
Of course there are a lot of other reasonable options for Open World, in case you don’t want to run GS, Power or this specific build.
Somehow I’m getting an idea not everyone replying here actually played warrior…
Your dodge rolls would do damage, provide invincibility frames, provide a flat 10% damage to anyone that keeps on dodge rolling…..
That is exectly what it currently does. Warror have damage at the end of his dodge roll. Dodge have invincibility frames. Warrior have 10% flat damage after dodge. As long as warrior keeps his endurance below 100% (read: keeps on dodge rolling), warrior maintain this 10% flat damage bonus. That is exectly how it works this days, regardless of traits you choose in Strength tree.
Might Makes Right procs just makes this “10% flat damage bonus” duration shorter, but nothing prevents warrior from dodge rolling to maintain this bonus. Warrior just have to dodge more often.
I don’t think anyone endorsing this is considering how there has to be trade offs to having insane access to dodging.
There is ALREADY a traid off, a huge and logic one: warrior trades off Berserker’s Power for Might Makes Right. Warrior trades 21% flat damage bonus for some actually not so flat sustain.
I don’t see why optional major trait Might Makes Right should be a trade off with mandatory minor trait Stick and Move. That makes no sense.
Also, “insane access to dodging” is a bit of exaggeration for you actually have to get a Might boon in order to proc Might Makes Right. And to get Might boon, you have to take some specific actions, e.g. spec Forceful Greatsword, hit tagret and get crit. Unless warrior activly apply might to himself, he gets nothing.
Also, I have to clerify here a bit: Might Makes Right isn’t anything like “nobrainer” for PvP. It’s a solid option indeed, but nothing really overpowered, for the reason I stated above.
In PvP enviroment warrior have notable less Might Makes Right procs and I believe most of good warriors, who actually knows when and what to dodge and how to sustain themselves, whould still run Berserker’s Power for flat damage. The best defense is a good offense, you know.
You also enforce more passive game play where dodge spam becomes more accessible.
Really, I fail to understand this. How is dodge spam becomes more accessible with proposed Stick and Move change!? Also, how “spam” comes along with “passive”!?
It is Might Makes Right that gives more options for endurance regenerations and thus – more potential dodges.
My initial proposal might not be optimal indeed. I actually would prefer to see a complete rework to the trait, for the “hit x to get +dmg for short duration” in it’s current form is quite boring and overlapping with other traits.
Would be great to hear some other thoughts on this case, fellow warriors.
Ur proposing the change to help ur own build, not for the sake of it making more sense for the class itself.
Huh? This statement is actually a sophism known as Ad hominem and I consider it as rudeness.
Also, this is irrelevant for the topic of the discussion.
The present system is intended so you ‘generally’ DON"t have 2 full dodges to spam/use with the +10% active. Spamming 2 dodges together with the uptime is 20k on glass build. It exists as it does to nerf itself without punishing people who don’t go endurance regen builds.
What you propose is a system to maintain 10% damage on builds with +100% endurance and up to 3 dodges in a row with energy and …..countless endurance applications on hit/might/whatever! That’s just one-sided.
Besides I don’t think any classes fighting warriors want to encourage more invulnerable spamming…..longer fights, joy.
Plus changes like this only tend to occur while the warrior is incombat. So we’ll have those awkward moments where we dodge opening strikes and we get punished for it since we have no endurance left and were not incombat still…
I’m sorry, but I failed to understand what you’re trying to tell here. Might be my mediocre english.
Nevertheless, as a matter of fact, Stick and Move IS the same +dmg bonus after dodge, just with a random duration, since it depends on your endurance regeneration rate and random procs.
You can actually calculate it’s possible duration after one dodge:
One dodge requires 50 endurance and with base rate of 5% endurance regeneration per second it is base 10 seconds duration on Stick and Move after one dodge.
With Weakness this duration will be up to 15 seconds.
With Vigor – ~6.5 seconds.
Even shorter with Building Momentum procs (especially with Versatile Power, Smash Brawler, Blood Reckoning, Alacrity boon etc).
And extrimely short with Might Makes Right procs with Forceful Greatsword, Sigil of Strength etc., making Stick and Move barely usable. How does that “not for the sake of it making more sense for the class itself”!?
So what we have here, is that few Traits (one of which is unavoidable) in Strength warrior tree diminishes the effectiveness of another Trait. This is kitten design, In my opinion.
While I like the idea of this trait, doesn’t it feels a bit weak and limited for your, fellow warriors?
Might Makes Right made the warrior great again for me in PvP – the good ol’ core warr with Discipline, Strength and Defense feels really satisfying to play now and added some diversity in builds as well: I’ve tested GS/Hammer and GS/AxeShield so far and it feels really viable. I believe a long forgotten Hammer/Longbow classic also might work well.
…never liked Berserker anyway =)
Well, you wouldn’t take Might Makes Right in PvE. That’s what Berserker’s Power is for. I do agree though that Stick and Move is an inconvenient trait, especially when Burst skills restore endurance as well.
For Open World content I found Might Makes Right way much more useful actually, but that’s not the case of this topic anyway.
Without Might Makes Right, In Raid environment, Building Momentum with Primal Burst spam (due to perma Alacrity and Blood Reckoning) and perma Vigor restores warrior’s endurance so quick it makes quite hard to maintain Stick and Move uptime.
Stick and Move as a short buff after the dodging, similar to thief’s trait Bounding Dodger, would make it much more convenient to maintain the Traits uptime on warrior.
Currently, with Building Momentum and Might Makes Right procs it can be quite tricky, especially within the more sustain DPS environment, like PvE.
I second this.
With 15 sec cd Mending makes a solid option over Healing Signet, especially with Might Makes Right and Restorative Strength.
Whould be great to get it for Open World content and WvW.
A lot of adorable fellow Sylvari here
I’ll join the fun too:
Like me bright colours – a tropical plant, a lush blossom, a fiery flower – feel the burn!
Posted by: Romio.8516
At first I made a stand alone post, but it didn’t get any feedback at all, so I’ll repost it here, where all the people seems to hangout.
I suggest and request to make Hero Points Account bound, rather than Soulbound.
The rest wall of text of my thoughts in the original post:
I suggest and request to make Hero Points Account bound, rather than Soulbound.
Similar to something like it is with leveling, where I can level a new character from scratch or I can just get the Tomes of Knowledge and gear playing other characters to create a fully prepared 80th right away. I.e. though both ways are fairly time consuming, I have a choice how to pull it out.
For me with such a wide account sharing like in GW2, the Account itself is your character, while toons are shapes and faces.
This was the philosophy I found so much appealing to me in GW2 years ago and liked it all along the way. I see no reason to change that with the current situation.
Basically, with Account shared Hero Points the amount of time and action required to get a fully unlocked Elite specs will remain the same, but now a player will have a choice to play the way deemed most suitable for one. For me this one thing alone will make a huge difference.
For example, my main issue with the implementation of the Elite specs is not even the amount of the Poits, required to unlock, and not the time gate itself, but the fact that if I want to unlock the spec on one character I have to play this specific character, i.e. I cannot experience the new content the way I want, but have to rush and grind trough the Challenges to get the wanted gameplay as quickly as possible. In short: In order to play the way I want I’m forced to play the way I don’t want.
I have a few characters I do not enjoy playing with a classic specs and was waiting for the new specs to give it a try, since liked some of them a lot from BWE.
At the same time, on several other toons I enjoy playing with a classic specs and Elite unlock doesn’t feel much of a frustration, since I don’t need it that much. Getting the Hero Points on these characters feels more like a nice bonus. With this toons I can play through the new content and have fun.
Of Course it might be not the best and only decision for everyone (lowering the required amount and adding HP on the sPvP rewards could be), but personally I feel it really goes well along with the GW2 philosophy, at least with my vision of it.
So here’s my point. I hope I’ve expressed it as clear as my English and Google translate allowed me.
Thank you for your attention.
Posted by: Romio.8516
I deem the 400 Hero Points requirement to be an artificial time gate for no reason.
The elite specs which gives some fresh and fun approach to the professions that I haven’t found suitable for me to play was one of several reasons I bought HoT and wanted to play it. So my problem is not that it will take (a lot of) time to get there, but that I will have to do so by playing specs that I don’t like on some characters.
It basicly means that I have to play the way I dont like so one day I could play the way I like.
And there’s no any way around this. I can’t play the characters that I like to get those Hero Points for my other characters. I can’t get the Points via sPvP. I just forced to grind. Grind for gameplay.
I think such implementation is terribly wrong and disrespectful.
Another update on the issue: I’ve got some Hero Points and made a progress in the Elite spec, unlocking a new ability, with it I got both the achievement and item.
Seems like it’s bugged if you unlocks several abilities at once.
You only have to unlock mastery once.
Its account bound.
It took me 6 hours to get all the Hero Points I needed for my Berserker, following 1h for Chronomancer.
I’ll have the other 6 done tomorrow (- Herald).
Considering they only need 13 challenges each
You have several types of Exp boosters that stack.
This was the perfect time to use them
It still doesn’t change the fact that this is grind. A very dedicated and heavily gated grind. So before I can get the gameplay I want, I just have to take a very specific course of actions on EVERY character I want to unlock spec with, making this repetitive and thus even more grindy.
I like the new content, but I want to experience it playing the new specs on some of my characters. The current spec implementation just seriously hold me back.
I’ve submitted a ticket to support and got the missed items mailed me within few minutes, however with achievements the issue still remain and appears to be a bug.
The GM from support recommended me to send in an in-game bug report with a detailed description of what’s wrong. I’ll do so.
On two of my characters (Elementalist and Guardian) unlocking the Elite spec traits have not granted me with related item and achievement.
Interestingly, I’ve unlocked the traits being in sPvP zone. Unlocking the traits in PvE on other characters correctly gave me the weapon and achievement.
It is very frustraiting and disappointing for me, that you have to grind heavily for Hero Points in order to play “Elite spec” in PvE/WvW, and also that you can’t get Hero Points via sPvP.
E.g. I haven’t really found any of “classic” Necro specs suitable for me, but from BWE I liked Reaper a lot, so I’ve been waiting for HoT to play Reaper through the “old” Tyria and new content alike. Unfortunately it appeared that I can’t play the way I want right away and in order to do so I have to grind a lot so by the time I achieve this I berely will be motivated enough to play with it.
I’m perfectly fine with grinding skins, achievements, titles and all that kind of stuff as long as it tied to the gameplay in interesting, fun and rewarding way, but play the way I don’t like to grind the playstile I like is just too harsh for me.
I see no reason behind such implementation of “Elite” specs. After all, there’s nothing “Elite” about these specs. It’s just a different spec that can grant you a different playstyle.
I request to lower the amount of Hero Points needed to unlock Elite specs to some reasonable number.
I would be happy too see Kodan as a playable race.
It’s quite a disappointment that not so much people around here care about that matter.
So as the title says, I think it would be great to see Engineer Kit backpacks back in game as actual items/skins.
The models are already in game anyway and it is rather weird not to use them.
It also would be great if Berserker tooltip shown the Primal Burst tooltip outside of the Berserker mode.
I’m totally aware about the concept behind the Reapers design, it just doesn’t excuse (from my point of view) that it looks so ridiculous. For me personally such implementation doesn’t gives a feel of “Shambling Monstrosity” but rather ruins the immersion.
I have to bump this thread.
I like the Reaper spec a lot so far but the Reaper’s Shroud Scythe scale really disturbs me (if not to say “makes me mad”) – it is ridiculously oversized!
I would be happy to see it scaled down or to get an option to switch the effect off / change size.