Showing Posts For Saint.4732:
I suppose. I just figure with the right tweaks it could be beneficial. I mean I see how your talking about utilizing multiple different skills in coherence. However as I said a 15 second Cooldown to use the Weapon Harness also will put a 5 second CD on your Weapon Swap. So using weapon Harness also acts as weapon swapping (do to the weapon swap going on CD). Accept the difference is every 15 seconds you can change your build to attune to other classes.
I suppose the only way to know for sure is to put the mechanic to the test and do tweaks.
I mean… I’m getting tired of finding my weapon’s in my bags and clicking on them to change builds. And as warrior being the class that can use the most weapons and benefits mostly from weapon ability’s. Lets just say I’am constantly switching up my weapons. Especially in WvW situations. All these Darn weapons in my bag’s instead of equiped and ready to be used at the pound of a button.
As a Warrior main I thought I would put in my two-cents about this new counter meta build.
It is over powered. Straight and Simple.
It offers mobility, High damage, Strong Defenses, and Strong condition removal.
While the counter is to carry a reliable stunbreaker and stability, the amount of times you can stun an enemy compared to the actual amount of times you can use stability and stunbreakers are unequal by far.
Does it need to be fixed? I think it needs minor changes to balance it out.
Honestly the mace-shield/GS build is completely over-rated as of lately (oddly only on these forums). Your depending on your mace adrenaline ability (utilizing 3 adrenaline bars for maximum potential) to use your GS ability that can only be used every 7 1/2 seconds and the stun can not only be broken with a stun breaker but can easily be dodged, or simply you can avoid the warrior using ranged based ability’s. This build is not nearly as powerful as people keep bragging. I have squashed this build on my Hammer/GS and my Hammer/Axe-Sword or axe-shield builds many times over. And 100B is also over-rated as its so darn avoidable, can only be used every 7 1/2 seconds, takes 3 1/2 seconds to complete and does as much damage as can be done with an axe. This build is so darn predictable, easily avoided, and has too much down time between bursts.
I can see this build however being a problem for players who don’t have stun breakers, don’t know how to dodge, and want to try and zerk the class down in “melee” while standing still instead of utilizing proper strat and skill rotation timing.
In GW2 warriors have many weapons that they have the option of utilizing to defeat there opponents. The warriors key functionality is based on weapon skills. Whether it is to defend themselves, or lock the enemy down or even set up for a damage burst. With that in mind warriors are severely lacking in utility skills/boons, a reasonable Elite skill and profession skills. Other classes have the ability to setup traps/poisons/bombs/swap to new kits/Swap to new elemental ability’s/summon spirits/Summon Guardians/Add another HP bar/Go invisible/summon Clones…….. And the list just goes on and on putting the warrior at the bottom of the food chain in pvp situations.
I propose the Warrior’s get what they should have had to begin with. If warriors are to be a balanced class and to be the masters of weaponry. (Don’t buff there utilitys or elite skills or even change anything) Simply add a “Weapon harness” to the Warriors F2.
Example:
F2 [Weapon Harness 15 (or 20 second Cooldown)] The Warrior swaps to another 2 sets of Weapon’s.
Functionality: The Weapon Harness functions exactly the same way as swapping weapons. Accept when you use the Weapon Harness profession skill you are simply swapping to two new weapon set combinations. You can not switch back to your other weapon set combination until the 15-20 Second cool-down. Using “Weapon Harness” also places a 5 second Cool-down on “weapon swap”. This ability can be utilized while “in” or “out” of combat.
This feature will allow the warrior to change his weapons according to the class who is attacking him. Henceforth allowing him to fight on equal grounds with whatever class dares to challenge the warrior. In turn this will give the warrior more balance and diversity in Pvp.
(edited by Saint.4732)
I love pairing up with Guardians or thief’s who spec’d into team stealth’s with invis healing and conditions with dodge Caltrops.
An order to “BUMP” Message Body Length must at least be 15.
-Healing Signet (Passive): Reworked the formula that this passive heal uses. At level 80, this skill goes from 392 healing per 3 seconds to 467 healing per 3 seconds with 1500 healing power.
That is the patch note. What is actually happening is that it is healing for 392-467 (healing power variable) EVERY second. not every 3 seconds.
Yeah it was stated that it was a typo. That being said I don’t see why signet of healing is being complained about. It isn’t that great unless players go for a full regen build which taxes several dps variables and balances the build out anyway. Even with a full regen build the warrior still can be taken out. People have to keep in mind that warriors do indeed have armor and extra hp. However they are severely lacking in boons and survivability utility’s. As appose to the survivability of other classes warriors are still easily wrecked in skilled fights. I personally don’t even use signet of healing as I find that it is more useful to top myself off with Healing Surge after taking a huge burst of dps from the enemy. That being said, sure I can run around like an idiot not doing dps and running away to try and get HP back, but then this makes the build similar to that of a thief going invis and running away. Accept we cannot go invis and the enemy will either let us run or find a way to stop us and finish us off.
Okay so i want to hear personal opinions on which signet is better, Dolyak Signet = 180toughness (i think) or Stamina Signet = 50% endurance recharge
Without dolyak signet i have 2.7k armour, when using dolyak signet it brings me to 2.9k but i cannot seem to find out which signet is better for all-round defence, remember i only want to use one of these two signets, which would be more powerful for me?
note that i use healing signet, gs/hammer and i will not be using the signets for their active effects, im only looking at passive.
To my opinion the Signet of Stamina is better as you will be able to dodge more and remove all conditions placed on you. This will help with almost every class. The Signet of Dolyak is reasonable however it doesn’t break stun.. so you will have to search for the best time to proc it. Also the toughness isn’t going to do much when facing condition based builds. For Stability I prefer “Balanced Stance” As you will gain 8 second stability, 8 Second Swiftness and it has Break Stun so you can proc it as soon as you are being locked. That being said the question of what to use is entirely situational, however I use Signet of Stamina quite often as I like being able to dodge more and break out of immo, cripple, chill, poisons and all the other annoying conditions.
Point being is the above gives the GS a reason aside from mobility to be used. And also gives Hundred Blades a reason to be cast. At least now you can lock down the opponent with the great sword. Via crippling the enemy (Immobilizing him if you have “Leg Specialist” spec’d), and Dazing him with your Adrenaline special. And of course if you don’t spec into the “Leg Specialist” at least you now have two ways of crippling the enemy. For example
GS: “Rush” (to charge enemy) if he spots you he will dodge away so then use “Blade Trail” (If you spec’d “Leg Specialist” you will immobilize him for 1 second and have him crippled for 3 thereafter) quickly after using blade trail dodge forward and cast hundred blade adding another 1 second immobilize and 1.5 second cripple. Whirlwind as soon as he tries to dodge again. He should still have cripple unless he used condition removal. Use “Arcing Slice” to “Daze” and so on.
I can see the criple taking advantage of the leg specialist trait but they will be cripled and immo at the same time and only at the begining of HB and the criple will last longer than the immo.
Yeah but that’s the point. That’s how that trait works already accept its not attached to Hundred blades. For example players currently use it with rifle “Aimed Shot” Which applies 5 second Cripple and 1 second immo. “Blade Trail” Also apply’s 4 second cripple and will in turn apply 1 second immo. The difference is it will be frontal AoE immo/cripple which essentially can assist your team if not your own dps.
I cannot see the point in that because it would not change nothing in PvP.
1) when would the criple be aplyed? In the begining or at the end of the skill?
a. In the begining – it wont last long to finish the HB and the enemy player can still evade/dodge and the criple dont have enough duration to hold him.
b. In the end – The enemy can evade/dodge and the criple wont be aplyed. Only if you manage to do the full HB in one enemy we would see some results on that change. Against good players it would not work in my opinion.
2) Three seconds cast time is still to much for a skill with no evasion/invul to be used at 130 range where the enemy can avoid your HB and got 3 sec to damage you if you dont cancel the animation.In my opinion they just need to rework the F1 on the greatsword so you can use HB with more success. If F1 on the GS gives a 3 sec Immo i believe that would be far better and we can use traits to have advantage on it. ( the one that gives you fury when you Immo someone)
Also I do agree that the GS F1 is relatively useless. To my opinion they either need to buff the damage or remove the 20% crit damage effect and replace it with either a 1-2 second daze or a 1-2 second knockdown.
I cannot see the point in that because it would not change nothing in PvP.
1) when would the criple be aplyed? In the begining or at the end of the skill?
a. In the begining – it wont last long to finish the HB and the enemy player can still evade/dodge and the criple dont have enough duration to hold him.
b. In the end – The enemy can evade/dodge and the criple wont be aplyed. Only if you manage to do the full HB in one enemy we would see some results on that change. Against good players it would not work in my opinion.
2) Three seconds cast time is still to much for a skill with no evasion/invul to be used at 130 range where the enemy can avoid your HB and got 3 sec to damage you if you dont cancel the animation.In my opinion they just need to rework the F1 on the greatsword so you can use HB with more success. If F1 on the GS gives a 3 sec Immo i believe that would be far better and we can use traits to have advantage on it. ( the one that gives you fury when you Immo someone)
To answer your question the Cripple will be applied with the first hit of HB which indeed would be the beginning. It will apply as soon as the enemy gets hit with HB they will have a 1.5 sec cripple. I completely agree that a 1.5 second cripple still wont do much even if HB was brought down to 3 second cast however you must consider this.
1. The 1.5 Second cripple will have a decent range allowing anyone in the area of the HB to be crippled.. so now you have somewhat of an AoE cripple to all enemys around you.
2. You can spec into “Leg Specialist” for 10 points under the Tactics trait tier. Which will also apply a 1 second Immobilize on top of the 1.5 second cripple to all players who are hit by the HB.
Re-edited
[Opinions as well as input is appreciated and will hopefully help make this class better. I also want you to keep in mind that any durations of the below effects/ability’s are only an example and can be tweaked (either increased or decreased) I will re-edit this post again if I find input I agree with. And I will give props if it isn’t something I’ve thought of]
A simple but helpful fix to warrior GS build. Those of use who have played in upper pvp brackets should know by now that GS is relatively useless unless we are refering to mobility. That is when compared to weapons such as Hammer and mace-shield/axe-shield based builds. That only being an example amongst the many other builds I find more useful then Greatsword in pvp atm. I recommend something simple and easy to utilize.
1. Lower Hundred Blades down to 3 sec cast I’d prefer 2.75 but some people might complain about that. (However you can always slightly not largely but slightly lower the dps according to the amount of cast time. Having to swing for 3.5 secs in honestly is a royal pain when in pvp and rarely ever is completely used on a target.)
2. Add a 1-2 second Cripple to Hundred Blades. 2 seconds will probably be best. (Players can then put 10 points into Tactics to get “Leg Specialist” Which will add a 1-second immobilize to the targets who received the cripple)
3. “Rush” add 0.5 second Stun. (Rush can’t be cancelled and often glitches up or is dodged by an enemy who easily sees it coming. Adding the 0.5 second stun will give the player a reason to use it on enemy instead of fleeing from combat)
4. F1 “Arcing Slice” Fix.
Remove the 20% Critical chance effect. And add one of the following:
Example 1:
1- Adrenaline Bar= 900 Damage 1 Second Daze
2-Adrenaline Bar= 1100 Damage 1.5 Second Daze
3-Adrenaline Bar= 1300 Damage 2 Second Daze
Example 2:
1-Adrenaline Bar= 900 Damage 2 Second Quickness
2-Arenaline Bar=1100 Damage 2.5 Second Quickness
3-Arenaline Bar= 1300 Damage 3 Second Quickness
Example 3:
1-Arenaline Bar= 900 Damage 2.5 Seconds +15% Critical “Damage”
2-Adrenaline Bar= 1100 Damage 3 Seconds +15% Critical “Damage”
3-Adrenaline Bar= 1300 Damage 3.5 Seconds +15% Critical “Damage”
(For those of use who dont know)
Daze: is an effect caused by some skills which interrupts and prevents the target from using skills for a period of time. NPCs who became dazed are forced to remain still for its duration.
These buffs are not extremely OP and can still be easily countered. However it gives the GS a better balance and yet still most players will probably remain with there Hammer. Whats the use of having a dps based weapon when the DPS on the weapon can hardly ever be used?
(edited by Saint.4732)
1: I ment it as an additional feature so that people can see when it would be resetting or not. It will also remind you of what runs you have done so you dont accidently double up on a run when farming dungeons or Jumping Puzzles.
2: In real life humans make mistakes. Thats why you have a receipt that gives you a certain time to refund it.
3: Yes, so want capes!
4: That is true.
5: No I dont have Eternity yet but was working on it until I heard the flaws of it. I suppose I’ll have to find out from someone who has it though.
1. Add a menu that shows Cooldowns for the jumping puzzles and Dungeons. So
players can schedule when to do them next.
2. Allow Items purchased with Trophys or Karma to have a Refund Cooldown so players who accidently purchased the wrong piece can return it for the correct one. (its very frustrating when you accidently buy the wrong piece and wasted hours of play on something useless to you)
3. Add Cape skin’s for back pieces purchasable with Gems on the TP. As I’m sure many people would love to have a cape lol.
4. Change Legendary weapons to account bound on equip. So that players can give them to there alts if they feel the need. (You can also make the weapon be 1-80.. meaning it is the lvl of whatever character has it equiped and scales as you lvl with him… although thats just optional and accound bound on equip I think is enough)
5. Fix the Legendary weapon [Eternity] so that it has all of the sword effects of [Twilight] and [Sunrise] like the drips as you walk for example. (You can also add something to it like for example at night you have a black wing looking effect and at day a bright wing looking effect. I only say this because the effort to make and fuse these should add something worth it to the table… other wise why go out of your way.. or why not atleast just get both and switch when you feel the need)
Any input from other players would be appreciated. Thanks.
These are some interesting changes. I completely agree with the Dolyak signet giving protection instead of stability as you can always just get balanced stance for stability and it can also be triggered to break from stuns. The CD (50 secs) is also reasonable as it becomes an option instead of going for endure pain. The mace blind/regeneration is reasonable however the amount of regen from it has to be minimal. Also as I stated in my post: In Traits defense tier knocking turtle defense up to the Master tier, bringing Last stand down to the Adept tier and bringing Spiked Armor down to the Master tier would give warriors a reasonable amount of stability and reasonable damage when be focused in pvp. As you can Last stand at 10 points and Spiked Armor at 20 Points. This will give warriors a reason to not go full glass cannon and still do a reasonable amount of damage while still being relatively easy to kite/dps. However now atleast when focused they can do something.
In Defense trait replace Turtle Defense in the Adept tier with Last Stand in the Master tier. Also put Spiked armor which is in the Grand Master tier into the Master tier. Warrior is very easily kite able as well as CC able. Doing this will give warriors a reasonable amount of stability and also allow warriors a chance of not going full glass cannon and still doing decent damage overal. Overal warriors will still remain relatively easy to kite and kill. However they will still be cabable of dishing out some damage even when focused. Any opinions?
traits XI and XII are already commonly called “elite traits”, as they’re only accessible by getting 30 points on that trait line. i don’t see what you want here.
Hmm. I’ll say it again. When you get to level 80 and fill 30 pts into a tier you can get an Elite trait skill. Some thing you can actually use that can only be used for players who are level 80 and have filled one tree and chose the knew ability in that tier. Once gain an example for warrior filling 30 pts in arms tree allows him to use a bladestorm so to speak that does damage and apply’s bleeds to all enemy’s around him. The “Elite Trait Skill” can be placed directly to the right of the Elite Utility icon. And players will have something knew to look forward to when they hit 80. Instead of having the same rotation from level 40-80.
oh.
well, the problem with that is that it gives a steep advantage to players that go for 30 points, when you already have the elite traits to encourage spending that many points (plus the stats you get from it). it would severely discourage mix and match builds, so i doubt they’ll do it.
I suppose so. But on the same note you have 70 skill points and only 30 needed for a full tree. So realistically your build is pretty much remaining the same way only by a 10 point replacement. And now you have a new ability to support whatever build you were looking at. If done correctly this could add more customization… and rotations to your class. Of course each tier would have an ability based on that tier. So if you want your character to have another defensive ability you would go defense. Or another nuke you would go strength, more condition you would go Arms. I mean think about it.. the only thing your getting from the traits atm are all passives. With this.. you can get to 80 and whatever tier you spec’d into.. you now have a new ability to support that build. Just trying to find a way to make the game more flexible. And give the characters builds something unique added to their rotation.
I’m getting quite tired of players hopping into a sPVP to duel. Its quite annoying and to be honest isn’t necessary when all you need to do is add a duel feature. Players want to be able to test themselves 1v1 against other classes and figure out what rotations work best against them. And its also fun to verse your friends and see how you do against them. This feature should be added in the Heart of the Mists. As well as pve areas.
traits XI and XII are already commonly called “elite traits”, as they’re only accessible by getting 30 points on that trait line. i don’t see what you want here.
Hmm. I’ll say it again. When you get to level 80 and fill 30 pts into a tier you can get an Elite trait skill. Some thing you can actually use that can only be used for players who are level 80 and have filled one tree and chose the knew ability in that tier. Once gain an example for warrior filling 30 pts in arms tree allows him to use a bladestorm so to speak that does damage and apply’s bleeds to all enemy’s around him. The “Elite Trait Skill” can be placed directly to the right of the Elite Utility icon. And players will have something knew to look forward to when they hit 80. Instead of having the same rotation from level 40-80.
Honestly , i think one every MMO to date , most players are “mostly” PvE (at least that is the way on the big titles).
So if i believe PvP keeps any MMO going? No , i dont.
Still , there are tons of PvP players , so yeah , i agree we should divide WvW and PvE (Why not add a SPvP also?) , let there be dailies/monthlies for both.
People can then pick , they do either or both , all will depend on how they want to play.
I’m going to start with Wow. Because Wow is one of the most successful MMO’s. They made the most amount of money and lasted the longest that I can imagine an MMO has. Wow started specifically as a pve with pvp aspect and as time went on they have constantly worked on the pvp balance and content. The reason for this is because they knew that players were looking to compete with each other. It’s simply who has more gear and more skill as a player. Its natural for someone to want to show off and compete. Also when it comes to pvp even if you have the same objective in every match the fact that your playing verse another person instead of an NPC, makes every match different and unique.
The second game I’m going to have to mention is Star Wars the Old Republic. The main quest story of this game was done so well that I can consider it almost a single player game. But once you’ve finished the main story just like any single player game that you’ve finished you feel like your done with it. When it came to the pvp they had only two maps both being different objectives to win. And world pvp almost seemed none existent. The balance of classes was way off and the reward system for pvping was lacking. This game was on the decline with multiple posts of people wondering when they were going to add content and balance pvp. Mainly everyone was comparing to Wows arena/pvp system. The game is currently going Free to play.
Lastly I would like to just mention EVE if you ever heard of it. If not look it up. The game is based off the players. Without the factor of players competing with each other in this game. It would never have gone on as long or never have gotten as big as it did.
Just so you know real world money was being used to buy establishments in this game.
1. There’s already “a reason” to put 30 points in a stat. Access to the last set of traits.
2. This ends up punishing players who have builds that work better by diversifying their traits by forcing them into “cookie cutter” builds instead of playing the way they want to.
The last set of traits are typically worthless. Or at the very least for the classes that I have played so far. I often don’t even make a build with 30 points in one tier and instead spread 20 points around in random tiers. And I don’t see how this would drastically punish anymore than reward a player in terms of his build. This adds yet another ability to look forward to at 80. From
level 40+ you have the same old ability’s making your class completely repetitive there on. At least now when you hit level 80 you can get an elite trait skill rewarding you with a new ability to use. Something to support the play style you deem most suitable for you.
There are already tons of titles for WvW stuff.
I see a huge problem with this, not everyone PVP’s and I guarantee there will be complaints, like there already is with the WvW in the monthly.
Well not everyone pve’s either. You have to understand that their is none the less a pretty big population who bought this game for sPVP and Wvw. And adding this will give players yet another reason to Wvw. With pretty much every MMO I play.. I ultimately whined up leaning towards the pvp endgame. As the pve easily becomes boring and I’m more so a competitive player. And I know many others who will agree with me on that. Of course not everyone is like that but none the less don’t underestimate the numbers of the pvper’s it is them who are capable of keeping a mmo going. Doing this will also give some pve players a kick to help support there server in Wvw. The Wvw servers will be more full and therefor more balanced. This way 30 players aren’t versing 150 from another server.
Add a trait mastery to the tiers. For example if I put 30 points into strength on warrior I get an elite trait. You can put something like the warrior jumps up in the air and stomps down on the enemy dealing “??” damage. This way players have a reason to 30 cap a tier. You can also put 30 points into Arms warrior can be something like the warrior spins doing a whirlwind damaging the enemy’s around him applying bleeds as another Elite trait for that tier. This Gives each build for the classes a sense of uniqueness. Also only allow these elites to be unlocked at level 80 and only one elite can be used.. this way players can’t decide to just use two Elite traits. And it gives players a reward for getting to 80 and filling a trait tier to 30.
Add Wvw Daily’s. Add a weekly and a Daily. Something like the Daily being kill 10 players in Wvw and cap 2 towers. The weekly can be something like kill 50 players and cap 10 Towers. You can also add a bonus to completing the weekly and having your server be 1st place. Doing this would make the players more inclined to be more competitive/consistent in Wvw and utilize more teamwork. Also you can put some Honor tokens as an award for completing these. Not every class gets the Tokens as some are more a supportive class and have a hard time getting them to drop.
Also adding Wvw achievements that give you titles that can be seen in front of your name.Champion Saint for teamates and Champion Borlis Invader/defender for enemy’s as an example. Something to let players know that you actually do Wvw. Another good title that can be used is Conqueror for capping so many Towers/keeps. Also allow players to be able to purchase siege items with karma and honor tokens. As I can be wrong but I’m pretty sure you cant do at the moment. This way I don’t have to spend all of my silver on Ballista’s and various other siege items.
Some good ideas but honestly I think all they would have to do is make the active an instant cast to make up for the low heal it does. I mean atm it is set as a 1 1/4 second cast. Stopping to cast the thing basically is more dangerous than not casting it at all. Because within those 1 1/4 seconds you arent doing anything and only healing for 3.5k. Which the enemy will have done a lot worse to you just for spending that down time casting it. Than on top of that your regen is now gone until the CD is back.. so you sort of just screwed yourself casting it. If they make it an instant cast your still going to have the regen down time.. but at least now.. you werent paused for 1 1/4 seconds getting ruffle stomped trying to cast such a weak heal. You can just instant cast and continue to dodge/dps or lockdown your opponent. If they feel like theres a problem with it being instant heal.. I would even accept them bringing the heal to 2.8-3k to balance it out. Lets be honest a warrior depends on constantly moving.. having to stop to cast such a pathetic heal ends up screwing you more than anything. Another option for balance is that they can put in the 10 point skill on discipline trait “Healing signet is instant cast”. Very simple way to make the signet worth the use. Warriors are quite easy to lock down and nuke as it is. This isn’t a major change but it would certainly help the warrior out a lot.
I think that warriors Healing signet should be instant cast or at least brought down to a .5 second cast. I believe that if this is done it can somewhat become a useful heal. At the moment it takes 1 1/4 seconds to cast and only heals for 3 – 3.5k at a 20 second cooldown which ones used removes the regain until the cooldown finishes. Quite frankly I consider this next to useless.