Showing Posts For TheMerc.4850:
Riiight, nothing except any instant ability including shouts, stances, and signets. Have you even played a warrior?
Actually Dolyak and Might are the only signets you can use while rushing, the rest have cast times. You still can’t cancel a Rush once it’s started without swapping weapons.
Regardless, if that’s your argument you don’t really have much of a leg to stand on, the travel speed is such that if you do get hit by something, you were not paying attention.
Way to leave out the massive downside that an ele in RTL is unable to use any abilities. People always forget about that little fact when complaining about it.
You can’t do anything while Rush is going either bud. Aside from weapon swapping you have to ride out the animation. But meh research right?
Fairly certain you have Warrior’s Sprint on actually, would put it in the 1500 range. After testing both in the mists without sprint up, they’re fairly close, with RTL being the spaz and sometimes going further or not as far as Rush.
The disingenuous posts on here are getting pretty annoying.
If you really want to compare Rush and Ride The Lightning you can’t just look at the movement range. Rush has terrible targetting when it comes to the actual attack portion. It constitutes 10% of a warrior’s available weapon skills while RTL is 5%. RTL certainly seems faster in getting to where it’s going, not even counting in the attack phase on Rush. And last I checked, RTL ignores movement speed decreases (after testing to make sure, it does).
So yeah, lets not mention anything else and rally for nerfs. This isn’t as bad as that idiot claiming a warrior killed 4 of them at the same time, but come the hell on.
Then there’s the fact it has no secondary effect like Ride The Lightning (I’ll take a knockback that forces you to wait for the animation to finish before stun breaking any day).
The knockback doesn’t come from RTL.
Ya, it’s off Updraft I see, it’s just synonymous with RTL with how most elementalists use it I guess.
Doesn’t really affect anything else I said though, especially with how crap rush is at dealing damage opposed to gaining distance. If it’s ever truly fixed the guy might have something to complain about, but I doubt they’d do it then.
This thread is funny, back in the day of the clown prince (elementalists) when people said that our mobility was OP and the eles answered, don’t chase them …. now we have Warrior mobility is OP and the response ……. don’t chase them ….. ok, 40 second nerf for you, or at least give take away the stupid 40 second cd on elementalists RTL
This might mean something if it wasn’t for the fact that Rush is pretty crap outside of getting around.
There’s a video around after the “fixes” of a guy rushing back and forth at a target, someone around here might have it on their favorites. Even when it is on target, a fair amount of the time it’ll rush past and try to correct to only swing at someone that’s not there anymore.
Then there’s the fact it has no secondary effect like Ride The Lightning (I’ll take a knockback that forces you to wait for the animation to finish before stun breaking any day).
Oh and how weapon choices are more meaningful for warriors (10 skills versus 20) in what they get to do (in greatsword’s case, that’s mobility and damage).
And how you had this mobility as a bunker (greatsword’s not much of a bunker weapon :x ).
So if you try to look at them in a vacuum I could see how you come to such a flawed outcome, I guess.
I actually really love that article. Read it a few years ago, and it really hit home. I still get irritated by the ego on some of the terrible Warriors who use the build, but eh, people will be people. I know I can beat them with a certain build, but what’s the fun in winning when you know you’ll win? I’d rather work on fun, new things.
Had someone quote that article recently talking about Dark Souls. A game that couldn’t be further from balanced in a lot of aspects if it tried lol. So I’m pretty skeptical about the guy, especially since if you even mention how things may be out of whack you’re automatically a “Scrub” even after a lot of the failed mmo and even just multiplayer game balancing I’ve had to endure.
I remember a lot of people, especially here awhile back (maybe even a certain someone) talking about how much better certain classes like elementalists had it compared to us, etc. And if the balance patch history is correct, they were right.
I’m certainly not condoning this laughable excuse of a thread, but that guy is just wrong in a lot of ways. And a major kitten.
Ah I missed it, what was the timer when they downed him?
I know you’re being smug, but it only takes 5 seconds for more than half of his health to drop with the poison and other conditions the engineer dropped on him. If that warrior that was recording had chained his daze after the shield stun, there’s a good chance he wouldn’t have gotten his signet cleanse off at 10% health and Skull Crack would have been up when the daze wore off.
These two aren’t playing even remotely well, so I don’t know why you insist on this being an example of bunkering. It’s a joke.
Keep watching.
Not saying it’s the pinnacle of gameplay, just how funny his face was when he has no clue what he’s talking about. Even with the bad game play you described, it was still a 3v1. So the point of “warrior’s can’t bunker” is a complete joke, or at least I hope it was.
Watched the whole thing earlier. As soon as someone not specced for bunkering came in, the guy was in trouble; otherwise it was just 2 bunkers fighting another one, flailing their arms around.
I really have yet to see a warrior bunker do well against anything other than other bunkers. He didn’t have any real pressure and once conditions came out he went down fairly quickly with the poison countering his regens. If either the warrior or guardian switched with the engineer the warrior would have eventually succumbed to conditions since his Stamina Signet was used up. I just don’t see how not dieing to two people who have no idea what they’re doing is bunkering.
So there’s a terrible warrior and what seems to be a defensive specced guardian having problems with a warrior that looks to have specced to counter stuns with stability while running regen banners. I really have no idea what the warrior we were watching was trying to do with just the mace against a tankier build that fight.
As soon as the engineer came in with conditions it got fairly bad and had the engineer stuck in for a few more seconds it would have been over.
I’m not sure I see the issue when bunkers can’t kill other bunkers? You never see either of the 3’s hp go low until someone else joins the fight. If the warrior was really going to stick to mace with a non damaging build, he should have been following more damaging members and setting up kills with stuns rather than bunkering with another bunker in mid against one guy also set up to bunker.
Just bad gameplay there.
Yes, I already know about how power scaling works, although I do appreciate the nice comparison chart.
I was asking if two handed weapons are already being balanced (that is over all, not just in power scaling) with the fact that they’re short a sigil slot in mind.
Basically, do you feel two handed weapons are weaker/less useful than 2 one handed weapons? If no, then they’re still doing it right. If yes, then it’s an issue.I’m not saying I’m against two sigils on two handed weapons or anything though. If it were possible it would make balancing a bit easier, especially when considering some of the more powerful sigils.
p.s. Just looking at power scaling isn’t the best comparison since you have to factor activation & recharge as well. I’m sure you know this, it’s just a big difference in look on paper.
Well just from a warrior perspective, if I had to choose between a cc weapon, I’d go with the mace and shield versus a hammer right now (I’ve seen some fairly good players use both to good effect in team fights though) since it offers very good, if 1 on 1 oriented crowd control as well as survivability via Shield Block. Axe used to be pretty great because it had as much or more damage as a greatsword’s Hundred Blades but was mobile; it’s still a mobile source of damage compared to greatsword’s but suffers from more of it’s damage at the end of the chain like HB now. Greatsword offers us the only evade on attack we have and very good mobility so they at least do something different for each weapon.
Problem with seeing if they’re balanced against one another is each weapon’s supposed to do something different,for a different purpose in theory anyway. Adding a second Sigil slot mostly just offers more build options for a two hander.
Aren’t 2h weapons aren’t already being balanced with the single sigil in mind?
A couple of these numbers have changed in the case of axe I know for sure since this FAQ was posted 9 months ago (more damage going to the third autoattack and final swing) but it shows how power scaling is important.
Sayl:
“On to weapons:
The weapons each have a power scaling, which helps us to define what weapons are generally for damage, control, or support. This chart posted below gives us this information
taken from:
http://www.reddit.com/r/Guildwars2/comments/10o4mi/the_damage_formula_and_the_efficiency_of_sigils/">
Skill 1/1/1* 2* 3* 4* 5*
Hammer 0.9/0,9/1.2* 1.4* 0.7* 1.3* 1.5*
Longbow 0.6/NA/NA* 1.2* 1.45* 0.2* 0.4*
Rifle 0.4/NA/NA* 0.35* 3* 0.5* 1*
Sword 0.6/0.6/1.3* 0.75* 0.75* ?/?* 0.5*
Axe 0.75/1.6/2.55* 0.7* 0.67* 1.2* 3*
GS 0.7/0.7/0.9* 5.5* 0.7* 0.75* 1.7*
Mace 0.8/0.8/1.6* 1 * 0.4* 1* 0.8*"
From: https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-weapons-guide
Power scaling for each weapon is what’s most important as far as direct damage and Axe main hand has always competed with Greatsword for warriors, even with it’s 5.5 scaling Hundred Blades. The initial boost to attack from the weapon stats compared to one handed weapons doesn’t mean a whole lot really.
You are not showing up on the leaderboards at all, good trolling though.
They’re showing up on the EU boards if that’s what you couldn’t be bothered to check.
Anyways it’s a pretty funny system, still in the top 100 with just 22 games played since the leaderboard came out and not too long ago I’d been in the top 50 with the same amount.
Not sure why people even bother putting “top #” in their signatures as it doesn’t really mean anything at this point.
Generally the Jedi’s were the runner’s….the “tech” classes were the Watcher’s of the Ball Spawner…. It made no sense for my Pyro Powertech to go chase a ball runner usually once he got on the platforms…Other Classes dealt with that much easier…It was far better for me to sit in the Middle and destroy people left and right (generally because the person who controlled the middle controlled the match)
My Electroshock Therapy Vanguard would beg to differ. Harpoon annoying ball carrier into fire as it starts up, pop Hold The Line and watch as multiple consulars try to pull you in vain as you are immune to almost all CC
Huttball was great but you had to read the battlefield to play it well, I’ll always miss it.
Wouldn’t be so bad if the duration was more inline with how they should be used, as counters. Most are 3-5 seconds long and stack in duration.
Hah it got moved to the warrior forum. Well that’s lame.
Adrenal health is 133 per secknd at 1000 HP, thats pretty kitten good.
Eh got 108 per second at 300 healing power on my guardian’s virtue of resolve, 128 if I take the trait to make it a condition cleanser and it heals 1850 health to boot when I activate it, along with some regen.
Anyways, the real issue is how kitten backwards adrenal healing is with burst skills and cleansing ire. It’s just bad design that 5 points above it there’s a trait that encourages adrenaline use to get rid of conditions. If there was a moderate heal for using burst skills as well I don’t think too many people would have an issue with it.
The Burst system needs more options to make it worth using on other weapons at this point as well. The adrenaline traits also should have been reworked to reward using burst skills. It just shows how haphazardly the class was designed, with traits working against each other.
Veterans of Zaishen Elite? PVP wasn’t uniform. It could be slow but it could be very quick, though. Watch some tournaments. In the middle of the fight speed was growing askitten.
Honestly, no frickin clue as to what they were talking about as I haven’t played the first.
I just didn’t think bringing up how good or bad something was in another game is even relevant or helpful to the discussion, but I’ve already helped derail the thread anyhow so meh.
Still have a special place my heart for this new blind, bleh.
U wot m8
That’s how most of the " well back in MY DAY in GW1, we had to walk miles in the snow and focus fire to kill anyone, blah blah blah" veterans describe 1 when they whine about the game being fast paced compared to the first.
Basically it boils down to: different game is different.
I remember GW1 blind. 90% chance to miss for ~10 seconds. GW2 blind isn’t op.
Talk about a slower game where focus fire is the only way you’re killing everyone and try to compare debuffs of the same name as if there’s no difference in the way the rest of the game is balanced.
Makes sense mang.
And yes, screw blinds to hell. >.>
I’ll give it a 6. It opened some build diversity for pvp but with the change to blinds and the annoying trait placements I’m pretty meh about it. No real sustained buff for the loss of either of the damage buff traits that anyone took in combination.
I’m sure wvwers are rejoicing, not that your build really matters there.
So I was sorta hoping for more adrenaline gain than a burst cooldown but after pvping for a bit with the new blinds, I can go either way at this point. Furious is pretty nice for a mace stun greatsword build too.
The Jetpack can just be bought from the auction house. So no it doesn’t require a PVP person to do PVE!
Last I checked last week the price was 100 gold plus. No SPvPer is going to have anywhere near that unless they’ve done ungodly amounts of unidentified dye farming and gotten very lucky on opening them (since spvp unidentified dyes are account bound). Have no idea how WvW cash flow works as I don’t consider it pvp.
All I can say is that every single one of my friends leveled a non-warrior class first. When they leveled up there warrior, they found it LAUGHABLY easy. As in, I’ve had 4/4 friends in this exact situation say “Warriors are way too strong.”
I haven’t leveled a Warr myself,
Wow, I totally didn’t see that twist coming. Get new friends.
(If you want a balanced PVP experience, play a MOBA, imo).
A little ironic for a game called guild wars, developed by a company called ARENAnet no? It was advertised as a pvp game as well so stop with this entitled crap.
As a PVE Thief, I am unquestionably nudged out of my role as a melee damage dealer. Warriors out-class us in every way. It sucks.
Not a warrior issue. Thieves are built around stealth and teleports far too much and not enough around sustained combat. Makes them a good pvp class for bursting but pretty suboptimal at sustained dps. The initiative system is also something holding back any meaningful sustained, most attacks can’t be too powerful since the class can spam (kinda makes that whole, “I don’t wanna be the faceroll class” thing funny now that I think about it). Blame developers for such a lopsided class design.
I don’t play tourneys. sPvP is garbage in my opinion. I was obviously talking about WvW since I mentioned commanders in my second sentence. :p
But no one cares about zerg mode seeing as people are complete morons there.
And you had to come up with a contrived situation to make it awesome, seeing as you need to use this during save yourselves, which gives protection anyhow and cancels out the 21% extra damage during Save Yourselves, maybe 27% if they have stability and aegis as well.
It’s not amazing.
Rifle certainly feels like a weapon that wants to do both condition damage and power damage. I personally wouldn’t mind an auto attack that did more direct damage but I think most people that use rifles as a main weapon tend to take the attacks of opportunity trait as well.
also, am I alone in not liking the vulnerability 4 attack in pvp settings, and to a lesser degree in pve (though vulnerability stacking is always good I suppose)? The damage for the cast time and length/ number of stacks is kinda underwhelming.
Or it could just… not allow condition damage but still allow them to accumulate. You’ll still get smacked by conditions once it wears off.
Wouldn’t make a giant difference but would still keep those annoying moments where a couple bleed stacks down you with it up.
Don’t really care either way as I don’t use it in pvp but I can see why it annoys people, especially in a Zerg I mean WvW setting.
This got ugly pretty quickly.
Anyhow it’s very disappointing Brawn is still somehow overlooked in sotg discussions. When I heard we were getting boon hate I figured it was through our brawn secondary stat, which would have made perfect sense with the scaling it has now (up to 3%).
I can’t say I’m surprised they missed another opportunity. Barring boon hate being a class mechanism, additional adrenaline gain would fit the class mechanic trait theme better and be more useful to most specs.
Anything beats out 3% damage at this point.
When they mentioned boon hate mechanic a month or 2 ago I thought we would of been getting a unique class mechanic not a % damage boost trait all the way up the disc line lol.
Yeah, at least the scaling on Discipline’s secondary trait bonus would have made sense if it was damage per boon rather than burst damage.
They didn’t even mention fixing the burst damage trait scaling did they?
Regardless it’s another month until we get another update, getting tired of small changes each month.
Flavor of the Month has been in use way longer than Fractals, but yah that currently is the more popular use. Flavor would be the main use if not for S and TPvP being generally terrible.
Or people could be less lazy. I understand why Flavor of The Month has an acronym, but you could just call fractals…. “Fractals”, unless 4 more letters of text is too hard for this generation.
To be slightly on topic. Like someone said earlier for hotjoin pvp it’s not terribly horrible, though I’d still drop the idea of using frenzy (or kill me now as people have aptly suggested). It’s not like it matters that much at this point anyways, frenzy or not you won’t see warriors doing what little competitive pvp there is left, which is why most people are talking about pve or that zerging game mode more than anything else right now in our sub forum.
I simply don’t understand what’s wrong about trying to improve the signet build. I hope you want a balanced warrior as well which means they need to buff the signet build. Period.
They need to get warriors working on a fundamental level first before worrying about build diversity though.
If this were a team that actually routinely pushed out balance changes in a timely fashion I wouldn’t mind, but with how limited in scope most of the patches are, there’s no room in the budget for buffing weak specs when the class needs a lot of fixing all over.
Very interesting!!!
But i have some questions..Are you gonna do/ pay for the hundreds of hours of work of many people done to redesign just the weaponsetsThen the traits and then do a very good markting strategy so that people dont laugh at you for attempting something like that almost a year after release..And probably enable refunds for those that have grinded their kitten in pve and possibly pay them some return for the emotional damage you just did!
If people can’t handle change(balancing), they shouldn’t play an mmo, especially people that would cite “emotional damage” over a video game. I also don’t really know what people were thinking when they made having 4 weapon sets a class feature.
Contrary to what the dev team might want to think, things need to change on a regular basis (the good and the bad that comes with that) or you get stuck with the stale game we have now. I’m sure there’d be hit and misses but it sure beats the hell out of flawed gameplay that stays that way for an entire month, or even longer in most cases in this game.
I had a question. What does DW stand for?
And yes there isnt much dmg output for raw dmg from sword and its lacking in its condition category aswell.
The LB should do a burn on the 3 skill for 4s i mean it is a flaming arrow coming down and blowing up right?
Dual Wield <,<
Can’t believe I run stuff with you :p
First of all it is not a teleport. Teleports take no time to travel and can be used to get on higher terrain etc. (if it is possible to get there by walking).
RTL seems to be what you call a “normal movement skill”. While it should be affected by the orb’s slow and conditions there are reasons why it is not.
First of all it has some major flaws compared to other “normal movement skills”:
- You can’t use any other abilites while using RTL. This is really huge.
- If you are immobilized or stuck somewhere (e.g. terrain bugs, ledges, and so on) while trying to RTL you are basically dead. You can’t move, dodge or use any other skill.
- RTL is not as easy to control. It is like launching a rocket. Once it starts you can’t control it anymore. Obviously it is not that difficult to use either but it takes some practice until you know where you can RTL and where you are most likely going to die.
- It has a high CD. 20 seconds doesn’t seem like a lot but compared to other movement skills it really is. Besides that you will most likely never find an ele using the “Aeromancer’s Alacrity” trait since barely anyone has 20 points in air.RTL obviously needs some advantages compared to “normal movement skills” after knowing about the flaws:
- It is really fast. I don’t know if is faster than other mobility skills with the same range but it definitely feels faster. Like I said, it is like a rocket.
- It is not affected by the orb’s slow and conditions. This is the main reason why you want to use RTL. If it would only be really fast with all the huge flaws there would be no reason to use it.That’s why RTL is different and if used properly a strong skill for orb runners.
If you replaced ride the lightning with Rush (great swords 5 attack) it would still be correct as far as the flaws (locks out other attacks unless you weapon swap or hit the target/do the whole animation, has constant terrain issues if its not an unobstructed terrain and has an initial cool down of 20 seconds). Does that mean rush gets to be an ability unaffected by snares too?
It must be a hard life being an elementalist.
Seems it only goes off in combat now. Handy for shout heal builds I guess, some documentation in the patch notes would have been nice.
Was messing around with my support specced warrior and I noticed Great Justice isn’t going off automatically anymore, tried shake it off to see if it was just the slot I had it set to and it also won’t “auto attack”.
Anyone else running into that?
Sturdy body doesn’t mean it heals well. If you spec for damage output, don’t expect to be able to tank also. You can’t have your cake and eat it too.
When did anyone mention wanting survivability while speccing for damage? They mentioned classes that survive better just by the merit of being that class. All higher health pools and toughness starting points do is promote damage builds since the class lacks access to fundamental bunker requirements without sacrificing to acquire them.
Just to be clear I’m talking in a TPvP sense, PvE will allow almost any build to thrive regardless and I don’t really care for Zerg vs Zerg.
I could see complaints about the combo in groups when you get blindsided, that’s never fun. But that’s also fairly true about most classes with burst, getting blindsided in the middle of a fight by a glass backstab thief isn’t much fun and there’s much less of a chance of seeing it coming (and unless someone decides to aoe around you it’s almost a guaranteed stealth/blind finisher) . That’s mostly why I enjoy Spvp most, face offs with 2 people are a lot more fun.
That’s somewhat besides the point. While a mechanic may appear balanced from the user’s perspective, it does not necessarily mean that the ability is balanced.
HB alone is balanced by the self-root, and yet look at all the complaints from people who don’t play warriors. All they ever notice is the HB+frenzy combo that wtfpwns them in two seconds, and for good reason.
A 10m cooldown ability which instantly kills one target at up to 1200 range would be no more balanced at a 15m or 20m or 60m cooldown than it is at 10m.
Except that combo is also fairly reliant on bull’s rush and is countered by stunbreaks. Bull’s rush also tends to be a very predictable move unless you’re pretty close with swiftness up. These aren’t complaints from people who watch for the clues and take a stun breaker. To use the combo effectively on anyone who isn’t new and knows what they’re doing you have to lure stun breaks and count evades while making mental notes about passive stun breaks and vigor uptime.
As far as arcing slice, from a pvp perspective, the only good thing is the endurance return with building momentum. But you’re far better off switching to an axe and shield, getting a bigger return on your burst damage along with the endurance while having shield block available if you’re needing defense anyhow.
Redscope hit it on the head, surprised everyone just ignored their post.
Like they said, do wvw and what’s the main attack people spam? ranged aoe and fire and forget aoe. You won’t ever hear people complaining because the defenders had 5 warriors that ran out and started spamming melee aoe. Ever.
In structured pvp aoe is also great for keeping enemies off nodes or punishing them for staying and contesting. The only time warrior aoe is going to be an issue outside of our longbow adrenaline is when someone is trying to revive an ally during hundred blades or any other strong cleave we have.
I doubt they think that using cleave damage intelligently on a reviver and revivee is an issue. If they do then, they’re even more out of touch with their game than people have said.
A support warrior is awesome, so much so that my Warrior is now a Banner warrior. I support my team and win most of my matches when I am on him.
Best trolling I’ve seen in awhile, thanks.
I certainly don’t agree with many of the OP’s suggestions, but he does have fair points. Reliable condition removal is a big issue, along with general bugginess of traits and skills. I can deal with limited weapon and build variety since any class typically has 1, rarely 2 viable setups, it’s still a fair point for any class to bring up though.
I’m still having a good time when people talk about being competitive outside of the burst/roam greatsword meta warriors have adopted though.
Just tested. It’s four seconds. it starts reading 3 on the tooltip for several moments, indicating it would start at 4, and goes to zero seconds for several moments as well, again, indicating it’s 4. Thus it’s 5 with sure footed.
My point still stands. 5 is half of timewarp. Dodge rolls can eat most of the rest, and honestly, if you die in one second to timewarp damage, please kindly put on some armor, nudity doesn’t make you an asset to your team.
Quoted the wrong guy in that reply, but anyway.
Endure pain isn’t damage immunity like elixer S or distortion, you still get hit with conditions and take condition damage, you just don’t take direct damage until the effect wears off. It isn’t nearly as great as people want it to be.
I found the snide comment about armor hilarious though. But any Mesmer worth his salt is going to wait until someone is downed or in a position where they can’t escape anyhow so this is pretty moot.
Helpfully arranged by class.
Warrior: Endure pain + Increased stance duration + Axe/Mace, Axe/Shield, or Greatsword. Fear me as a bonus.
6.25 seconds of damage immunity.
Endure Pain is actually around 3 seconds long.
http://wiki.guildwars2.com/wiki/Endure_Pain
With Sure-Footed it can reach 5 seconds long. You do still accumulate conditions and condition damage during that time so it’s not really a hail mary.
if you want a spot held down for good then you need warrior
I would agree if you were talking about a bunker guardian. A shout heal bunker? it might work in spvp but that’ll get rolled over by any competent tpvp fairly easy.
They’re right, any warrior that wants to compete in tpvp will need a greatsword to fulfill the roamer/burst position. You won’t see any competitive bunkers and warrior condition builds/range builds are a gimmick in small scale pvp.
o_O -45% condition Duration, do you realise how freaking strong that is?
And what are you talking about? We got some of the best condition removals in the game.
Signet of Stamina – Removes every single condition you have.
Shake it Off – Removes a whole stack on conditions on you and allies, brakes stun and you can have it as a trait.
Mending – Removes two whole stacks of condition
Restorative Strength – removes Cripple, Chill, immobilize And Weakness when using a healing skill
Charge – removes Cripple, immobilize and Chill
Quick Breathing – warhorn skills convert 1 condition into a boon
Rune of soldier – All of our shouts removes a whole stack of conditions.
That’s all fine and dandy in pve where everything works and zergvszerg but if you’re trying to be successful in tpvp mending and maybe signet of stamina are the only viable choices there (I’d still probably take balanced stance instead, though I’ve had fun running stamina for spvp lately, going to try it out for sure), anything else won’t fit in with warrior burst meta.
What? Read the recent patch notes: Whirlwind Attack applies it’s damage faster.
“Warrior
Whirling Strike: This skill is now a whirl finisher.
Tsunami Slash: This skill is now a whirl finisher.
Harpoon Pull: This skill is now a projectile finisher.
Fear Me: Updated the tooltip to correctly state the range of the skill.
Hammer Shock: This skill can now be used while moving.
Fast Hands: Fixed an issue where the trait did not affect the first weapon swap.
Desperate Power: Now deals 20% extra damage instead of 10%.
Last Stand: This now properly breaks stun when it triggers.
Furious Reaction: Now triggers at 10% damage instead of 20 and also gives 10 seconds of vigor along with the 10 seconds of fury.
Berserker’s Might: Decreased might stacks required from six to five.
Increased the velocity of arrows fired from Longbow skills by 30%.
Triple Chop: Changed the timing so that players can no longer cancel their own skill combo accidentally.
Healing Surge: Healing surge now heals based on current adrenaline level, and then grants a full bar of adrenaline."
Huh? Even checked the past 3 announcements, no such notes so I’m kinda confused.
Not that I mind phantasmal berserkers so much, mostly the invul from blurred flurry and shatters when it comes to mesmers :p
Another thing that goes in other typical bunker classes’ favor is the built in utility on others. You’ve got 4 different weapon skills just by being an elementalist, every mesmer has a built in invulnerability they can use offensively on stomps or defensively on immobilizes and such, guardians have virtues that open up their healing options for sure and to some extent utility skills.
As a warrior you get a burst skill, and most don’t feel conducive enough for bunker play, a 2 second stun on a mace or aoe stun on a hammer is nice at times but they won’t lend a ton of survivability in the long run, especially in a 1 on many fight (as well as taking the adrenal healing away, as sub par as 360 every third regen tick is).
The extra armor and health doesn’t do the class as much good as most people seem to think it does, and typically only benefits glass builds, if to make them viable.
Edit: Another thing that helps immensely is the passive condition removal elementalists, guardians and even mesmers can utilize. The amount of condition removal these 3 can utilize is pretty amazing, guardians and elementalists at least.
Double Edit: What’s with that schwartz guy being a kitten in every other post?
(edited by TheMerc.4850)
Furious Reaction is pretty great now actually, I can drop the bleeding traits (since I don’t run full precision tree) and grab something defensive.
Berserker’s Might only needing basically a Rage signet is awesome as well, opens up a utility in hotjoin and doesn’t feel awkward in a tournament setting.
If Fast Hands is truly fixed as well, I’m pretty happy after being so skeptical about this patch.
Well they better stop rewarding gems for tournaments huh? The slippery slope argument isn’t really a good one for this issue sorry.
I didn’t have a huge issue gaining levels after I stopped grinding glory, but it still puts you behind if you decide to immerse yourself in spvp. So people who do like to do both would be much more interested in doing hotjoins.
And as far as “it’ll dilute the player skill of people coming in!” that only applies to hotjoin, maybe free tournament pugs at worst. And free tourney pugs were still pretty horrible when I stopped playing during the peak days so meh.
It’s just the fact that Thiefs, Guardians and Mesmers are so obviously the favorite professions of ANET that its frustrating to other classes. Thiefs, Guardians and Mesmers are hands down the most polished, not only do they get stealth and huge amounts of boons they have better access to invulnerabilities. Not only can they stealth and reset a fight if they make mistakes or have better synergy with high toughness and boons like protection, retaliation and regeneration they also have shorter cooldowns or none at all on better skillsets than most classes. It’s just frustrating to other classes like Necros, Engineers, Elemenatlists, Warriors and Rangers who have ridiculous amounts of bugs, the patches come out the classes bring up their concerns, and this patch Warrriors recieved the longbow buff. Which didn’t make any sense because no one uses the longbow as a direct damage weapon but still that doesn’t stop ignorant people from coming onto the forums and using the “longbow buff” as some kind of great smoking gun in their infantile at best posts. 5!! posts into their (warriors) complaint thread they have John Peters replying to their concern about the fast hands minor trait bug and telling them it’s hard to fix when he should be replying to the concerns of the Ranger forums.
(Just venting) as it seems like Ignorant D-bags are the spoiled children of the internet that get all the attention.
Marry me. Nao.