Lol. Do soldier runes as activate before or after the vuln stacks hit you?
I was looking at the prices for sentinel insignia and inscriptions, and I’m baffled.
I get that the rare weapon insignia are high because people are buying them to MF great swords. Ditto for rare inscriptions being crafted to salvage for ectos
But why are the others so expensive? I dont see a demand for the blue and green gear. Is it just for crafting skill ups?
SAB weapon skins also have animations. They’re also extremely glowy
Just enter Super as a search in the tp
The only reason GS does so much damage is the trait support it has. Axe also has some nice traits, but they’re not built around max damage.
I’d like to have a heal skill shout too…
But its a pointless discussion. All classes have 3 heal skill and 3 elites. They would have to change one of those to a shout for the warrior to get another shout.
I’d pick mending to be a shout.
A much more generic version of the ability would have it cause confusion on burst.
Or
Confusion on stun/daze/knockdown/knock back, instead of just interrupt. This would give rise to a condition/cc build for warriors. Number of confusion stacks would have to be dropped for balance of course.
The second doesn’t really help the fact that none of our cc weapons are condition weapons though
Rares from people running the FnF dungeon just ended, so that makes the supply of ectos just a tiny bit lower. Maybe that will help bring up the price.
In any event, I expect the price to go up soon with the next update. SAB and FnF had few new uses for ectos. Probability that there will be something new is pretty good.
Something like infused ascended neck/accessories taking 250 globs each is my guess
Tons of people are aware of and using a shout build. But it really is a bad investment of resources (traits, runes and utilities) unless you go all-in on shouts.
Shouts that:
Heal
Remove a condition
Gain adrenaline
That’s pretty good. Its also pretty pigeonholed. If you swap out just one utility for a non-shout, it starts to suck. Swap out 2 utilities and now you’re pretty much wasting your tunes and 30 pt trait.
Warrior bleeds make for a great covering condition for other conditions like cripple and immob. We just can’t stack them quickly enough, often enough to make them a primary source of damage.
However, sword’s direct damage is pretty good. There’s a thread from a few days ago comparing weapon auto attack. The burst and mobility are a bigger difference than aa damage
Passive needs to scale at .1
That will bring it inline with the thief on hit signet (base heal 100 per hit and scales at .05) and the elementalist on cast signet (base heal 200 per cast scales .1)
Then adrenal health needs to scale with healing power, and warriors will actually do well in healing power gear
Fractal weapons drop a lot more often 40+
If that’s your main focus, then faster 20+ runs don’t get you your reward faster
On topic: the dredge fractal is just a bad time sink
Buy picks and salvage kits. Your best bang for amount of karma. Basic salvage kit costs 77 karma vs 88c
Ori gathering tools are about the same, 350 karma vs 4s
1.2c per karma!
Use enough kits and 1 million karma becomes 120g
Arcing slice would be s lot better as is, if we had ANY better option for an elite other than SoR.
15 sec of fury is not a bad buff. Especially on a weapon that builds fury as fast as GS
I don’t see why this is so complicated. Warriors signet scales like crap with healing power.
The elem is 200 per cast (scales at .1) and ~3200 active.
Warrior is 200 per sec (scales at .033) and ~3200 active.
Something is not right here. Yes, the classes are different. But why would the base 200 be the same, the active be the same, but scaling with heal power be different?
That’s like saying regen on a warrior should heal for 125 per sec, but scale worse than other classes with healing power
Simple fix to rewards in fractals. MF buff to player based on fractal lvl:
0-9 nothing
10-19 – fractal level *1
20-29 – fractal level *2
30-39 – fractal level *3
Etc
Why magic find? Because people mobs killed is half the difficulty. Is 250% MF to much for50 when we get there? Probably, but considering the effort of getting 50 AR, it should be something significant
Chest reward randomness is another issue.
Its so easy…
1 fractal weapon+5 pristine relics+250 fractal relics+1 shard = random fractal weapon
Also, what’s with limiting 40+ AR to guild runs?
I agree that infinite respawning mobs is a glitch that anet uses far too often.
Not having a damaging burst is always a strike against a weapon in my opinion, because at least one of your weapons should have that in its burst. Without condi damage, sword burst is weak. The fact that its 3 target helps though
But final thrust should have more going for it. And NOT vuln or bleed.
Crystals have no upgrade recipe to orbs. Long term demand will be for exotic jewelry, if the stat becomes popular.
Crystals aren’t worth more than other unpopular stat combos.
The good news is that if you bought them just above vendor, you can’t lose much money on them
The backlog is so bad, that it will need 2 fixes:
1) A larger use for silk and leather and/or a decrease in supply
2) A short term recipe to clear out the surplus. New mystic toilet RNG recipe for a mini?
Make boon hate ignore protection rather than give a damage increase.
Sent nerds in baby steps mostly. Prot may go down to 25%, not 20%
More demand due to knight gear good for many play styles and less supply due to hordes of people in FaF…after they left SAB
Anet needs to keep mats in mind when designing content
Boon hate should have been setup to ignore boons. This % system is worthless if the target has aegis or protection.
And a high % would be op against someone without prot/aegis. Imagine if it was 6% and against someone with swift, fury, might. 18% bonus damage is too much
I think the point of the active ability is not to make you an unstoppable cc machine. But rather to allow you to get that last 5k damage in through a block.
And that point might actually be useful if warriors could poison to limit healing.
The 180 power is ok all by itself as an extra 10% damage
A full zerker warrior will see about 4% less damage with the 90 pt signet
So about 8% for the new one
A medium tanky player (2700 defense) will get about 6.6% less damage from +180 toughness
Given the buff to bow #5 recently,you’d be a fool to not use it instead of a second rifle.
Just be careful of on-swap sigils and the 9s cooldown with fast hands
Sure, its mostly the same thing. I just think that heal on burst gives you more control over your healing.
For example: you clear poison, then use you burst skill, as opposed to needing to stay poison free during the time you gain 30 strikes of adrenaline
A warrior needs to commit his elite to gain good swiftness uptime. An ele can commit to fiery GS and get amazing movement skills too.
Give it a try. No one outruns 1200 rush, 900 whirl and RTL
Compared to other classes that have similar effects (thief on hit and ele on cast), warrior is a bit underpowered in 2 ways:
1) It scales worse with healing. 3.33% vs 5% or 10%
2) You have no control over your healing. An ele can use insta attacks (including attune switching attunement) to get a boost. A thief can use rapid attacks. A warrior can ??
Now the advantage of the warrior version is that it works while you are stunned or have no enemy to attack. But that’s weak compared to being able to burst heal with the signet by either using rapid fire/install attacks
Changing the warrior version to be on adrenaline gain would make it a lot like the thief version. So that’s not good from a classes are unique standpoint.
I’d love to see some healing-on-burst added to the skill. So 200 HP/sec, and 50 health per strike used by a burst skill
I’d say that the best “bundle” of goods to compare inflation to is the cost of equipping a char with L80 exotics (or masterwork or rare or some mix in between).
Its a baseline that most characters go through in their development.
Its probably pretty involved getting to that number. Crafting vs price of drops being just at a point in time being just one complication.
Or just make it available only to people who have finished their personal story
Playing a charr annoys me so much that I won’t tough my ele except to craft. Even though he’s fully decked out. I would go back to him if he could switch to human/sylvari/asura
Lodestone drop rate probably won’t go up, but cores might. It’s another nice money sink because every 2 cores→lodestone promotion takes 50s out of the economy. I know my dungeon runs get me about 5-10 cores before I get a lodestone.
Not that it affects what you want to buy at all.
Hard to see. The bow shoots 2X but with the rifle you can stack 7-9 bleeds before the shield comes up and each bleed takes away a hit on his shield
Bleeds ticks do not drop shield charges, otherwise the shield would drop almost instantly against any condition spec player.
To the OP, I have the most success with LB/GS. More to AE the lava wurms than the shaman. LB’s 3s immob is very useful against the shaman. Then LB burst+#3→#2, switch to GS and whirlwind through him. Then GS cripple him.
DPS against boss when there are no worms doesn’t matter as long as your group knows how to avoid arrows, or has enough AR to ignore them.
On GS/longbow and sometimes Axe/warhorn/longbow, I prefer the 0/25/0/30/15 build. Similar traits, but 3 shouts (with OMM as a swing slot for balanced stance or Sig Stam) and gain adrenaline on shout.
Better adrenaline management for when using other weapons
IMO 10% damage on bleeding targets is just better than berzerker power in group play
Fast hands is amazing for burning LB’s cooldowns and getting right back into 100b/whirlwind
I’m also using a lot of cavalier gear
Both hate and strip. Deal +x% damage for every boon on your target. Also strip 1 boon.
It’s not as OP as it sounds. The less boons a target has, the more selective the attacker needs to be with using a cooldown that strips boons.
It doesn’t really matter where it goes. The Disc tree is about manipulation of adrenaline and about burst skills. Defense is about enduring damage. Either fits for gaining health on burst IMO, but it probably shouldn’t be a 30-point trait.
But Disc is broken in that the passive 3% is worthless, while a burst cooldown reduction in the tree that allows for extra adrenaline gain is a good thing. So getting rid of Quick Bursts leaves room for another trait.
Adrenal Health is perfect, aside from it’s lack of scaling with healing power. It’s low-ish in the tree, and works with the playstyle of holding adrenaline. I don’t think we want to remove a playstyle, we want to add some benefit to bursting often.
And now going waaaay back to the OP’s description, that’s just too much health gain (100 points/strike+healing power scaling), whether you get it as you gain adrenaline or expend it. That’s 3000 healing every 10 (8) seconds with good adrenaline management, making it better than a main heal skill.
While I haven’t observed it happening, there have been several posts on this forum showing it:
Imagine someone owns a lot of a certain item and wants to drive the price of it up, but the price is static.
The current buy price is 1s and the current lowest sale price is 1s 18c.
They can put in a significant # of buy orders from 98c to 1s to give the impression that there is demand for the item. This might encourage others to start bidding at 1s 1c, then 1s 2c, etc. All they have to do is monitor the price, and if their plan fails (ie, people start selling to them at 1s), cancel all orders. No losses.
There are other riskier options to combine with this, like buying out sell orders up to a limit, or even adding “real” buy orders at 1s 1c, 1s 2c, 1s 3c to drive the price up when you notice someone else is trying to buy a large amount of that item.
Tying up money in the TP is not much of a problem for most people. Without trying to manipulate the market I regularly put up 100g of buy orders, only expecting 10-20g of that to actually go towards buying something. Mostly because I get overbid, or supply just isn’t there at that price. And I am small potatoes.
Wouldn’t a more practical concern be the ecto drop rate with lower level rares, rather than agonizing over a small difference in confidence?
A simple test would be taking the lowest level of rare (or rares from the bottom several levels, if rares of one specific level are too tough to collect) that can produce an ecto and salvaging them out. If Master/Mystic kits produce ectos at the same ~90% rate, then it’s pretty much solved.
I may try this tonight, but it’ll be a couple days before buy orders produce enough cheap rares. Or has this already been done?
Also, if lower level rares do salvage at 90% with Master kits, then lower level exotics might also be a cheaper way to test exotic ecto salvage rates
I used to think that a buy-order tax would be a good idea. Just 1%, to keep the fake buyers out.
Then I though about how much more cautious I would be in listing a buy order for crafting consumables (like mithril). I’d have to:
- Use small transactions to avoid losing money by being overbid. So if I needed a lot of an item I’d have to babysit the buy orders
– Be extra cautious when bidding on things whose value I think is going up (ie, the things we all want to buy)
Also, when you’re selling an item, you own the “value” of it. If you get undercut, then you still own 95% of the value of the item.
When buying an item, you own nothing. So when your buy order is overbid, you just lost 1% (or x%)
ANet want you to chase the new content.
Back when they wanted us to run FotM, the drops at high fractal level were better. Pre-patch, from 30-36 (probably 10 runs), I could count on a 1-3 rares from the 3 fractals, and another 1-2 from Maw. I realize that this is anectodal evidence, but that’s all anyone has.
Now they seem to want us in open world. Loot drops have been adjusted. Dragon chests and guild events > high level FotM, and ascended items (the only way to progress in FotM sigh) can only be gotten from open world dailies and guild events.
I would much rather have adrenal health changed so that it heals you for X in one lump sum whenever you use your burst (F1) ability, scaled up with adrenaline level at time of use (3 bars adren heals for more than 1 bar)
This.
Passive healing as you gain adrenaline strikes leaves us with very little control over healing. Linking it to burst gives us more control, and gives the same amount of healing
But leave Adrenal Health the way it is, and put the heal-on-burst trait in Discipline (30). To make room for it, drop Quick Bursts and have being able to burst more often a function of how many points are in Desc.
At 80, the heal is a bit low when compared to the other warrior heal skills:
6000 healing over 30 seconds, and no need to cast a heal as a benefit. 3.3% scaling on healing power for the passive
3320 every 20 seconds at the cost of 4000 (3200 traited) future healing lost
That’s compared to:
5240-8440 for Healing Surge over 30 seconds. Added benefit of full adrenaline fill
6672 (5560 ever 25 sec, normalized to 30s) for Mending with 2 conditions removed
It’s also a bit low when compared to other classes’ healing signet skills:
Thief: 100 health/hit. 15s cooldown, 5% scaling on passive
Elementalist: 200 health/cast. 25s cooldown, 10% scaling on passive
After looking at the numbers, it’s the 3.3% scaling on healing power that completely makes HS bad. It should scale at 10%.
Adrenal reserves really needs to scale with healing power. But it’s scaling, as a non-heal skill will be poor.
Healing Signet
At level 80 the passive regeneration is calculated by: 200 + (Healing Power * 0.033) per second.
At level 80 the active heals for 3320 + Healing Power.
The scaling isn’t that bad, if you normalize over 30 seconds. Over 30 seconds, Signet passive healing gives 6000, plus .99 of your healing power.
Most heals with a 20 second cooldown also scale directly with healing power
You main problem is sword and condition damage. They don’t work well for PvE damage
Axe or GS are the preferred melee DPS weapons. With no condition damage stats on your gear. For more info, see many of the other threads on this forum
I prefer LB for overall play, but…
Rifle with leg specialist gets you an immob on a shorter cooldown
In a single target situation, unspec’d rifle still beats out fully spec’d LB for damage and utility
Also now that on-crit foods are on a 1 sec cooldown, the joys of getting 5+ lifetap procs from a single Fan of Fire are gone.
Cull the Weak seems pretty uh…weak in this build. Yes, you are getting 5% more damage most of the time, but that’s it.
Those 10 points could go into:
Arms for more crit chance and fury uptime (or other trait if you want the option of swapping to GS/Rifle)
Strength for more power and other traits (Restorative Strength, Berzerker Power or DfA)
Or even tactics, because some times in WvW you need a 1200 range longbow. Also +10% boon duration.
Another thing:
I also suspect (there are formulas somewhere) that power based runes will give a better return on damage than Rage, because the large amount of crit damage and +% damage will amplify the power.
Scholar, Strength, Hoelbrak, Ogre, Pack, and others all have +165 power and various applications.
Were your back pieces broken? That can fubar your AR
Wearable banners would only be OP with the regen trait, or if you could wear multiple banners
The same reason why we think the characters with stupid names running around instantly targeting mobs and killing them repetitively are bots.
If a person puts in buy orders on hundreds of items in the course of 30min, and then minutes later is 1c overbid on most/all, it’s reasonable to assume that there is a bot (or a person with an over-bid notification program at the very least) working with those items in it’s parameters
Is it necessarily a bot? No. But if it happens like that at different times in the day, over and over, then you have to consider it.