Showing Posts For Sami.1560:

Axe chain nerf

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Posted by: Sami.1560

Sami.1560

Unless I missed a patch where this already happened, the damage on the Axe chain was changed as it actually did LESS damage as it went on. Due to the length of the animations and delay between hits doing a Triple Chop slightly lowered your DPS. Chop/Double Chop/Chop/Double Chop was actually better than Chop/Double/Triple. Of course, actually managing to do Chop/Double over and over was very difficult, but the point still stands that the full chain did less DPS as it went on which clearly wasn’t the intention, especially as there were no secondary effects on Triple Chop. Hence it got changed.

Whether or not too much damage is now loaded into the final hit of Triple Chop is another issue entirely. If you land the full chain you get the same DPS as before big with additional spike. However, dropping the chain will result in a DPS loss.

Healing Signet Buff?

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Posted by: Sami.1560

Sami.1560

Part of the problem with Healing Signet (and all signets really) is that more often than not they’ll all be on cooldown once the fight kicks off. I’m all for buffing the passive abilities, but I’d also like to see a smaller constant passive effect that applies at all times. Example with Signet of Fury (numbers not balanced):

Off cooldown: Passive 180 precision (double what it is now)
On cooldown: Passive 60 precision (2/3 what it is now)

This could also apply to Healing Signet, allowing the off cooldown healing to be significant, but still provide some additional passive healing when on cooldown.

Meaningful Warrior Buffs!

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Posted by: Sami.1560

Sami.1560

If the enemy is blocking just wait the 3 seconds until it they are done.

You realise that not everyone blocks like Warriors do in Shield Stance? You might want to look up a little-known boon called Aegis. And if you want to stand around until the Aegis boon wears off then you probably won’t be attacking them afterwards. Because you’ll be dead.

Ok I'm confused.

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Posted by: Sami.1560

Sami.1560

Wait… So warrior is supposed to be the only class that can’t 1v1 because they’re supposed to go in, and get out? and can’t stay in a fight for too long.

That hardly seems fair, but maybe its just me.

Consider it more hit and run tactics. If it’s 1v1, you need to unload as much damage as possible in the shortest amount of time. If it works, great. If it doesn’t, run. Some 1vs take ages to resolve. Warriors will be decided one way or another pretty quickly.

And of course, this game isn’t about 1v1s. Get a couple of Warriors working together (coordinating unblockable bursts) and things will drop very quickly.

Ok I'm confused.

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Posted by: Sami.1560

Sami.1560

My guess is that they don’t want Warriors to be a combat-sustainable class. If you look at the Warrior’s skills, the emphasis is very much “get in, burst, withdraw” (said the actress to the bishop). We get lots of stability (gets you in, keeps you in and allows you to run off), movement skills (get you in/out), traits which remove movement impairing effects (get in, get out) and of course balls-to-the-wall burst damage.

The issue was, getting in and getting out went up the kittenter when spam cripples are about and the burst damage isn’t anywhere near as good in PvP as it is in PvE/WvW due significantly reduced crit damage multiplier on PvP gear, so those defensive abilities/boons like blocking and protection cut out a lot of our damage, and the hits that do get through don’t hit hard enough to compensate.

Dogged March will let you get in/out easier. We asked for Mobile Strikes to remove all movement-impairing conditions, but instead we get a reduction on their duration instead (which is fine as Mobile Strikes still exists AND Dogged March will benefit weapons without movement skills).

Boon Hate will give up to a 27% damage increase (assuming everything hits), which is HUGE.

And finally, Signet of Might will allow you to burst super-defensive builds with more success. Of course SoM has a cooldown, so you’ll need to make sure you save it for the right fight.

Warriors won’t get sustain as that’s what Guardians and Necromancers are for. Remember: Get in, burst, withdraw. And try not to skitten.

Just expect more crying when people start posting even bigger Kill Shot numbers (in all seriousness, Boon Hate probably shouldn’t apply to the burst skills).

Apr 26 2013 SOTG changes Thoughts?

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Posted by: Sami.1560

Sami.1560

If using Signet of Might with an AoE attack, will each person hit consume a charge or is it just one per ability?

The Hammer train in WvW just became utterly god-like if its one charge per ability.

Why most wars use the same utilities (PvP)

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Posted by: Sami.1560

Sami.1560

Just to expand on a few of the OP’s comments:

Banner of Discipline: Insanely good for PvE. Allows a full berserker warrior to hit almost perma-100% crit chance much easier than usual. Not that useful in PvP due to the incredibly nerfed crit damage on gear.

Battle Standard: Often used in PvE for difficult fights to prevent team wipes. Yes it’s on a long CD, but being able to rally team members instantly can be vital.

Shake It Off! This is used very often in shout builds due to the low cooldown. With runes, it also removes two conditions. Doesn’t get much use outside of this other than as a stun breaker on a low CD.

Shouts in general: I never knew they were actually affected by blind. That’s… a little daft.

Signet of Stamina: This is a life-saver and is on many a Warrior’s hotbar. Full cleanse? Yes please. Well worth taking the cooldown-reducing trait as well seeing as Signet of Rage will always be in your elite slot.

If you really wanted make kick useful..

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Posted by: Sami.1560

Sami.1560

To make the skill actually interesting you could vary the effects based on the direction you kick them in.

Front 120 degrees: Low blow. Interrupt, short daze.
Remaining 240 degrees: Push. If target is chilled, crippled or immobilized it does a small launch instead.

So when used against the person you’re fighting (chances are you’ll hit them from the front) you’ll interrupt and daze them, but won’t cause them to go out of melee range. If used to try and “rescue” someone, chances are you’ll knock them away and if you load up with a immobilize or cripple on the way in (or if your ally has also done this) then they will be launched.

Justification for the launch is that the enemy has some kind of movement-impairing effect and thus is unable to regain their footing after being hit by the kick, thus will end up on the ground.

And of course, reduce the cooldown please because lol 20 seconds. Remove the 3 target thing as well, as not even Charr and Norn have feet that big.

Warrior sigil for damage

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Posted by: Sami.1560

Sami.1560

a) Is this damage for WvW, World PvE, Dungeons, sPvP or tPvP?
b) What kind of “typical” GS build doesn’t use Berserker’s gear?

Greatsword is all about the crits. The tactic that grants you a stack of might on critical hits will put you at full stacks when AoEing if your crit rate is high enough. Personally, for pretty much all PvE I went with Superior Sigil of Perception. Getting the stacks was easy enough, and the 12% crit chance goes towards increasing your direct damage, proccing might, proccing vulnerability, proccing bleeds, etc. The sigil also applies if you switch weapons.

If this is for some variety of PvP then ignore this as you won’t build up enough kills to make it useful. For WvW, you can run around at 25 stacks as a DPS warrior (you only need to tag the kills, not get killing blow) but you need to be careful as you lose all stacks when downed.

Strength and Discipline.

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Posted by: Sami.1560

Sami.1560

“An untrained warrior is unable to fully take advantage of lucky attacks of opportunity. Only through strict training and discipline can they truly capitalise on these strikes.”

Look ma, I made critical damage fit with the Discipline tree.

edit: also, Strength tree already increases how hard you hit stuff
edit: also, there already is a tactic that gives might on crit; it’s just limited to the GS and one of the things that makes that weapon so appealing over the others.

(edited by Sami.1560)

Lacking Evade Frames On Other Weapons

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Posted by: Sami.1560

Sami.1560

Does the thief’s stolen version of Whirling Axe still evade for the duration? Gotta love how the thief steals the kill and then MAKES IT BETTER :’(

It doesnt evade but it does reflect projectiles

rofl good enough. Would actually make axe off-hand desirable other than for kill-tagging and maybe proc spamming.

Lacking Evade Frames On Other Weapons

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Sami.1560

Does the thief’s stolen version of Whirling Axe still evade for the duration? Gotta love how the thief steals the kill and then MAKES IT BETTER :’(

Best way to get max Eviscerate spike damage?

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Posted by: Sami.1560

Sami.1560

1) Berserker Gear
2) Slot ruby orbs as they give the highest crit damage %
3) 30 points in Discipline for +30% crit damage
4) Banner of Discipline utility, for +15% crit damage
5) Axe Mastery for 10% axe damage
6) Berserker’s Power for +12% damage at full adrenaline. As far as I know, it applies the damage bonus before draining your adrenaline for the burst, but you want to make sure.
7) Crit chance/damage food.

Besides that, get as many might stacks on you as possible. It is possible to reach 100% crit chance from equipment/fury/traits/food/etc. The most effective method the Warrior has to build might is from the Greatsword trait that gives a stack of might on each crit (and if you crit 3 people with the same hit, you should get 3 stacks). A common technique is to use the GS’s HB/WW to rack up the might and then swap to the Axe for Evicerate, but this means losing the ranged weapon. It’s commonly done as part of PvE, but greatly limits your options in RvR.

For getting might, Signet of Rage will give you 5 and after that it’s pretty much either shouts, signets, combo fields or buffs from allies.

Are Zerk Warriors that much better in CoF P1?

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Posted by: Sami.1560

Sami.1560

6x Ruby jewels will give you: +150 power, +90 precision, +18% critical damage

6x Eagle runes: +165 precision, +8% critical damage, and +5% damage half the time (average of 2.5% damage).

It basically depends how often you crit. With a high enough critical hit chance the Ruby crit damage bonus will take over. With crap critical hit chance the Eagle runes will probably win out. Assuming you’re going all out for max crit, Ruby jewels win out.

Disclaimer: it was a long time ago I did the maths on this.

Would you like a flail

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Posted by: Sami.1560

Sami.1560

OP has basically described buffs for the mace.

The Warrior PvP Flowchart

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Posted by: Sami.1560

Sami.1560

Amazing and mostly true.

More than 4000 armor defence for nothing

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Posted by: Sami.1560

Sami.1560

Because it’s not for nothing. It means you can take more hits before blowing one of your dodges, more hits before needing to heal (and if you’ve got your healing skill traited to remove conditions, blowing it at the first sign of damage can be a waste), get hit by more AoE, etc. In the chaos of WvW, having that extra armour will mean the difference between life and death, especially if you’ve already had to use your dodges or have been crowd controlled.

Going full ’zerker in WvW is extremely risky, and the slightest mistake will get you killed, no question about it (talking from personal experience here). Roaming with a group looking for other roams is fine, but if you end up besieging or zerging then you will honestly miss all that defence.

Adding more options to dodge is nice and all, but I would rather our DPS didn’t flatline the moment we start going for more defensive gear. The class is designed to be able to take hits while dealing damage back (no not boss 1-shots), and adding evades don’t do this.

Ironically, there is a boon in the game that lets you do just this and it’s called Protection. And Warriors get kitten-all access to it, despite it being the most Warrior-appropriate defensive boon. Guardians should be avoiding damage (low HP) via their blocks, blinds, domes, etc. Warriors should be reducing damage via high HP and protection.

More than 4000 armor defence for nothing

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Posted by: Sami.1560

Sami.1560

“But, why do I want 4000 armor defense if 1 boss can kill me with 1 hit?”
“The only way to continue alive is evading and dodging at the correct moment.”

Congratulations, you’re starting to understand Guild War’s PvE system. Higher armour rating will let you survive more non-lethal hits (trash mobs, certain boss attacks, etc) than normal. It will not let you survive the massive boss attacks designed to one-shot you, as they’re designed to one-shot you. That’s what dodge is for. That’s what Aegis is for (yes, other classes can give it to you). That’s what Endure Pain is for.

Warriors in PvE are phenomenal both for open-world and for dungeons, but they’re amazing when you gear for DPS. Your high natural hitpoints and heavy armour give you a defensive gear advantage over most classes to begin with, and in a group with the right composition Warriors can DPS all day long without too many issues in PvE, as Protection, Aegis and Blind will be handed by the other classes. Doesn’t mean you can turn your brain off.

Warriors are not tanks. If you want to stack defensive stats then look for the Guardian (the most tank-like class in the game) or Necromancer (a lot of DPS is reliant on condition damage).

Also, a few points:

Arms XI is used by full-on DPS builds for PvE (usually GS/Axe combo), as it allows you to burst on the Axe quicker. Same goes for Discipline XI and XII.

Nobody uses adrenaline, except when they use a weapon with a great burst skill. That would be Hammer in WvW and Axe in PvE.

On My Mark is used by Shout Warriors, as when specced correctly it also heals and removes a condition. Getting +10% damage on the target is just gravy.

Stomp is incredibly useful in World PvE for giving you a breather during manic events or when you’ve pulled far too much.

Warrior Pv kitten ues basically boil down to being screwed over by movement-impairing effects and having no real role. Anti-bunker via “boon hate” (if it comes in) will go some way of solving that.

Arcing Slice again

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Posted by: Sami.1560

Sami.1560

I was pretty surprised they didn’t make hundred blades the burst skill and made arcing slice #2… I dunno, that just makes much more sense to me.

Likewise. It would (partially) mirror the sword burst (stand on the spot slashing foes in front, with GS being the higher damage version but Sword having bleeds and immobilize) and actually provide a reason to press F1 on the greatsword, considering all the potential advantages (crit, damage, healing, etc) you give up by doing so.

Could have adrenaline increase the speed of the animation

Inside source: using F1 removes all condis

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Sami.1560

Happy April 1st?

Frenzy 50%? Why???????

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Posted by: Sami.1560

Sami.1560

Warrior is the class with the worst drawback when using quickness.

play thief then come back to me with that line. You still get hit while invis and all dodges from weapon skills and utilities have their evade time halved. It is very detrimental.

Hello, I see you’re new to Warriors.

Warriors have a number of skills that cause them to physically run at their target. When they have the Quickness buff, the animation is played twice as quick and the cast bar is half the time, as it should be.

Of course, what ANet forgot to do is actually double your movement speed, so the end result is that our class-defining movement abilities have their ranged halved when quickened. Our gap closers (and escape tools) get cut in half, all the while we’re taking 50% more damage from whatever we’re trying to home in on (or get away from).

Now off with you.

Why Warriors will never be able to bunker.

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Posted by: Sami.1560

Sami.1560

Specced = runes, 3x utility, 1x healing, 2x traits. You can add in 3x traits if you want to self-heal.

Runes: Runes of Soldier obviously (6 piece bonus: shouts remove conditions)
Healing: Mending (removes 2 conditions)
Trait 1: Lung Capacity (shouts recharge 20% quicker)
Trait 2: Restorative Strength (healing skill removes Crippled, Chilled, Immobilized and Weakness)
Utility: Shake It Off (skill removes condition from allies, runes remove another. 20s CD)
Utility: For Great Justice (rune removes a condition from self and allies, 20s CD)
Utility: On My Mark (rune removes a condition from self and allies, 24s CD).

And to add it all in, throw in the Vigorous Shouts trait and the Cleric’s Amulet/Jem and your shouts will heal about 2k each.

Still missing protection and possibly better healing. Adrenal Health will regenerate 120hp/s on the Warrior at max adrenaline, which isn’t exactly that much. Of course, it does have 4 skills that heal it. Can’t get banner regeneration as it competes with shouts heal trait (and the only banner available will be the elite one).

(edited by Sami.1560)

Banner sugestion

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Posted by: Sami.1560

Sami.1560

Do You Have A Flag?: Banners remove one boon from enemies in range every 20 seconds.

Replaces “Inspiring Banners”. Continues to work if the banner is being held. First pulse starts when the banner is summoned. Found a bunker? Claim the area with your flag banners and let them try and stop you.

26.03.2013 Update

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Posted by: Sami.1560

Sami.1560

As have I (long term player of Warhammer Online reporting in, for my sins). Still, nice thing about GW2 is that there’s no sub money burning away

26.03.2013 Update

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Posted by: Sami.1560

Sami.1560

The point is more that they can evaluate how the class actually performs in PvP now (yes, we all know it performs terribly in PvP) at all times without it being distorted by once-a-minute bursts of insanity. Which quite frankly, were ridiculous. I’d happily trade losing that stupid combo in exchange for the majority of the weapons and utilities becoming viable.

26.03.2013 Update

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Posted by: Sami.1560

Sami.1560

Going to risk a flame war here. Disclaimer: I play(ed) a Warrior, and was the maintainer of the Warrior bug thread before quitting in rage :P

Frenzy/Bull’s Rush/100 Blades has been the main thing stopping Warriors get properly buffed. Yes it’s on a fairly long cooldown, but the moment any serious Warrior balance discussion starts up, that combo which will one-shot pretty much anyone is brought up and the argument is instantly de-railed. How can we ask for buffs when we can potentially (and quite reliably) one-shot most classes when some skills are off cooldown?

Quickness (and Frenzy) needed to be nerfed to allow the Warrior to be eventually buffed. The class has been propped up by that one crutch, and now its gone ArenaNet can (hopefully!) start work on making the class both viable and versatile, without worrying about the effect the changes will have on the one-shot build.

And before you cry:

1) Yes, Frenzy’s incoming damage penalty probably needs to be lowered, unless overall Warrior DPS ends up getting slightly buffed (especially on weapons that aren’t the Greatsword). Failing that, lower the duration back down again or consider removing the penalty completely. The penalties were introduced because 100% quickness was too good; they may not be required with the new 50% version.

2) Buffing banners made Warriors better at PvE. Banners weren’t always that useful in PvE (exception being the elite res banner), so this just gives PvE Warriors even more options. It’s not a needed buff, but it won’t completely break PvE balance.

3) The arguments against the kick buff is that nobody uses kick anyway. Of course, that’s why it was buffed. The problem with kick is that more often than not you want to get close to your enemy and stay close, something that kick is counter-productive too. Yes, you now home in on the target, but you still knock them away after. If it was to take up a vital utility slot, it would need to be on a much shorter cooldown (like half) to make it useful for saving allies and clearing people off of objectives. And even then you still have bunker stability to deal with.

So yes, Warriors have now lost the one crutch they had left. The result is now the Warrior players can legitimately ask for appropriate buffs without the nagging feeling in the background of “there’s always F/BR/HB to fall back to”. There are no more excuses that can be used not to buff the Warrior for PvP/WvW. The only risk now is that any buffs might make them even better in PvE than they already are.

Warriors, rejoice. No more can our valid concerns be shot down by Frenzy/Bull/Blades, and people will have to actually listen to the concerns.

That’s the theory anyway.

(edited by Sami.1560)

Warrior "0.1%"

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Posted by: Sami.1560

Sami.1560

An idea: burst skills heal the Warrior for X% of the damage dealt, where X is the number of points you have in the Discipline line.

X doesn’t need to be 1:1 (i.e. 1 point grants 1%), especially not for AoE burst skills. For ST it could be alright.

Near Invincible warrior

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Posted by: Sami.1560

Sami.1560

1) What level are you?
2) What gear (as in cleric, berserker, etc) are you using?
3) Did you notice whether he used Endure Pain or not?

"Accidentally" canceling Triple Chop

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Posted by: Sami.1560

Sami.1560

Neand: is your 40 frames including the 5s cancel penalty? Regardless, if its 40 or 45 for the double chop chain, it still beats the triple chop one.

http://imgur.com/a/5CtxU – images includes for 40f and 45f.

"Accidentally" canceling Triple Chop

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Posted by: Sami.1560

Sami.1560

One big thing to say (especially to the OP): NEVER use the cast/animation times listed on the tooltips. Virtually all of them are wrong. Always measure it yourself using FRAPS/etc.

"Accidentally" canceling Triple Chop

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Sami.1560

Have plugged all this into an excel spreadsheet and using the frame data in #2, chop-double chop chains do ~9% more DPS than chop-triple chop chains. This is assuming:

a) the frame data is correct (I haven’t checked myself)
b) there is no penalty for immediately cancelling TC and going into Chop.

Frame data used is:

Chop-Double chop frames: 27 (this must include any extra time penalties for cancelling)
Chop-Triple chop frames: 60 (10 frame delay after TC included in this).

If the Chop-Double chop frames are wrong, please let me know and I’ll run the figures again.

Also, to give you an idea of how close the numbers are – adding 2 frames onto the Chop-Double Chop chain causes the Chop-Triple Chop chain to start doing more DPS.

Warrior's Pride

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Sami.1560

Con…dit…ions? Aren’t they those things that pop up sometimes between my shouts, WH, signet, & healing skill?

I do hope they’re not dangerous or anything.

^^

As I said in the other thread, condition removal really isn’t an issue for most warriors. Having their own boons stripped off (primarily stability, and also swiftness) most definitely is.

New Greatsword adrenaline skill in-game.

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Sami.1560

Would be a nice buff, although…

1) Condition damage on a greatsword isn’t that fantastic as you know, no bleeds. Yes, I know runes and procs would benefit from it.
2) GS kittens might from the tactic.

I mean still, I’m not going to turn down 15 stacks of might, it’s just that in combat I was often might stacked as it was due to my own procs and other buffs.

Saying that, it would be a massive boost to single target greatsword damage (as most of the might procs come from AoE).

The Warrior is designed to fail?

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Sami.1560

“They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.”

I know they’re saying “may”, but I did find this quite amusing as one of the good team support builds is condition removal. It does require specific runes to do it, but it means every shout will remove a condition (and Shake It Off will remove two). Add in the condition removal healing skill and.. yeah, condition removal isn’t that much of an issue. Oh, and there’s also Signet of Stamina to remove all conditions from you.

What is a big issue is having our own boons stripped off. In particular, stability. Stability is a huge requirement for melee Warriors, and without it we can be nullified with absolute ease. There’s a good reason why monster-burst tactics became popular (yes BR/F/HB I’m looking at you)…

Fast Hands bug has been........??

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Sami.1560

They fixed it and broke it at the same time.

Picking up or dropping an environmental weapon now counts as a weapon swap so you go into CD.

This was probably done so Engineer kits get the on swap effect from sigils.

I will happily take bundles causing a 5s cooldown for now if it means fast hands works for normal weapons.

A nice Warrior patch.

Kill Shot: Myth vs Reality

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Sami.1560

Some more actual facts:

1) The damage of Kill Shot is far lower in PvP than in PvE/WvW. This is because PvP has far less crit damage on the available gear.

2) The trait that makes it pierce is bugged. Every successive target that gets hit from the same shot takes more and more damage. This is in the bug thread (yes, a bug that greatly benefits warriors is listed). Some of the massive crits have been due to this bug.

3) The easiest way to get a KS off on someone is when they’re not looking out for it. It’s a fantastic opener if you have gotten the drop on someone solo roaming in WvW. Even if they do heal a big part of it back up instantly, you’ve forced them to blow their heal.

4) Unlike normal skills, burst skills go on full cooldown if interrupted. So if you force the Warrior to move when casting by whatever means, the skill goes on a 10s cooldown (traited to 8, but nobody really takes it) instead of the usual 5.

5) If you dodge the moment you see the Warrior crouch it will still hit you. 2s cast time – you need to dodge towards the end.

6) Eviscerate does more damage, unless KS is bugged out (see #2 above).

Burst Forth!!

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Sami.1560

Much simpler solution would be for the traits (crit, damage, regen) to apply for 5s after you use a burst skill. Bonus during that 5s would depend on the adrenaline level when the burst skill was used.

That way you’re encouraged to burst as often as possible if you want the passive buffs, adrenaline-building traits become more important, as do the two burst traits. You still have to play smart if you want the fantastic utility of some burst skills to be used properly (i.e. if you know adds are coming hold off the burst for an earthshaker as above).

Greatsword burst would probably need to be changed as combined you would get 9% crit from bursting along with 20% crit from fury (change the burst to might instead or something with some actual utility).

In AoE situations, good Warriors will utilise the cleave on #1 (and other weapon skills) to build up adrenaline far quicker by ensuring that they’re always hitting 3 targets rather than one.

Not one warrior fix. Seriously. Again.

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Sami.1560

And this is why I gave up on the bug thread (and game in general).

What is the point of Hundred Blades?

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Sami.1560

If it helps, when I was watching the frames I set fraps to record as fast as possible to get the most accuracy. I then imported the raw footage into a video editing app and watched it back frame by frame.

Hundred blades talk :)

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Posted by: Sami.1560

Sami.1560

Don’t forget that the numbers vary greatly between PvE/WvW and PvP. 100 blades does its most damage when every hit crits (obviously), and the potential crit damage multipliers are far higher in PvE/WvW than in PvP due to the limited amount of crit damage on PvP berserker sets (20% total IIRC).

What is the point of Hundred Blades?

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Sami.1560

https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-greatsword-dps-never-use-hundred-blades/452501

Frame by frame analysis was one AA chain in 2.3 seconds (or as close as), with Hundred Blades at 4s (tooltips are a lie!). Grabbing numbers from your SS:

AA chain: 109 + 110 + 141 = 3kittenage over 2.3 seconds, or 156.52 dps

Can’t see your hundred blades damage numbers, but using the low end of of the range you posted:

100 blades: 822 damage over 4 seconds = 205.5 dps

50 dps doesn’t sound like much, but this is obviously with low damage steady weapons. With your figures, Hundred Blades does ~30% more dps than the AA swing, which is a very important increase. Combined with quickness and depending on gear you’re approaching (or exceeding) damage numbers that can kill somebody before they can stun break or heal.

edit: also, unless it was changed recently Axe #1 chain kicks out about as much damage as 100 blades. Just has a much shorter range and narrower attack angle. And critically, you give up all the other benefits of the Greatsword (mobility, dodge, fantastic boomerang snare, might on crit tactic).

(edited by Sami.1560)

Warrior Bugs Thread (needs new maintainer)

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Sami.1560

Right, hate to break it to you all but I’m no longer playing the game. I haven’t played properly for a month or so but have kept the thread up to date, but now it needs somebody to take over.

Once it has been decided amongst yourselves, you can just quote my posts to create a new thread. Report the new thread to the mod team and ask them to sticky it (and unsticky this one) – when I did it the mods responded within a couple of minutes.

Good luck getting the class bugs fixed – if you ever succeed I may just come back to the game.

Charr Whirlwind vs Human Whirlwind.

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Posted by: Sami.1560

Sami.1560

Try and whirl slightly to the sides of people and not directly through them and you should have more success with the hits landing. The radius and location of the whirlwind attacks (they’re not AoE but more cones in different directions) do seem to be tied into the hitbox.

My Charr Warrior hits 2-3+ times very reliably by going just to the side of the enemies.

Warriors need new on the ground skills

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Posted by: Sami.1560

Sami.1560

If you trait it, Vengeance is amazing. If you don’t, it’s basically worthless, though it does have some awesome niche utility (I once used it to clutch rez 2 players in PvE before I died, and it was the only way we managed to beat this super hard champ).

Except of course, that the trait and skill are buggy as hell and don’t always (i.e. mostly don’t) trigger from when you kill something.

If it can’t/won’t be fixed, it needs replacing.

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

@ op sure footed does not increase stance duration on any stance @ all , still broken , also fast hands bug is still there

ty

Sure Footed: all values taken from the buff icons that appear when you activate the stance.

Balanced stance went from 8s to stability to 10s (25%)
Frenzy went from 4s to 5s (
25%)
Endure Pain went from 3s to 4s (more than 25%)
Berserker stance wen from 8s to 10s (
25%)

Endure Pain’s actual duration is lower than what’s on the tooltip anyway so this isn’t surprising. What Sure Footed doesn’t do is update the skill tooltip. I’ll add it on to the list.

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

*_Being that I doubt anyone has bothered to glance at this thread in probably weeks at least, players or developers. I’ll be making a post in our forum proper as well in the dire hope that someone can point out where I’m mistaken. Fingers crossed!_

What the fluffy kitten are you on about? I updated it yesterday. You know, all those posts above your rant about something that isn’t bugged. The bug listing on the first page also has timestamps on when it was last updated at the bottom of the posts.

“(edited about 22 hours ago by Sami.1560)”

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

Updated the thread. There’s a few big posts (dodge rolls and the like) which need to be merged in which I’ll do tomorrow, but besides that everything should be up to date. Removed a few duff bug entries.

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

Signet of Rage (Elite) interferes with certain abilities.

Example: I press 4 and then 0 very quickly within half a second. Despite pressing 4 first, signet of rage is activated and also INTERRUPTS horn 4 ability putting it on a interrupt cooldown. It also interrupts sword 3.

Can’t verify this – can you fraps it? All my tests had the skills activating properly in the right order.

Warrior Bugs Thread (needs new maintainer)

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Posted by: Sami.1560

Sami.1560

Recently against underwater mobs, while in the middle of DPSing with a spear, I’ll get “Invulnerable” messages. If I’m alone, the mob resets, several seconds pass, and then I can hit it again. I unfortunately have no idea right now as to what is causing it, but I do know it doesn’t have anything to do with me pushing the mob through a rock or anything, as it has happened in the middle of open water.

Has anyone else experienced this? It’s been a recent occurrence, and might have something to do with Tsunami Slash.

Not a Warrior issue – when mobs often bug out underwater and go invulnerable. It’s code that’s added in to prevent you from killing mobs in ways that prevent them from ever being able to reach you (same if you shoot them from cliff edges and there’s no real way up to you).

Healing Surge Adrenaline. Secret Buff or Bug?

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Posted by: Sami.1560

Sami.1560

My favourite healing skill got better? Awesome