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Normalized Character Models in sPvP

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Posted by: Tumri.7892

Tumri.7892

bump. still relevant, although I must admit this issue is sort of trivial in this new patch with people running ridiculous amounts of condition cleave builds where it doesn’t matter what your opponent is doing you just dump condition AoEs on them and they die.

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Warrior Opinion Share Area

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Posted by: Tumri.7892

Tumri.7892

The only Warrior builds that seem even remotely viable right now are supportive CC based builds with shouts/warhorn condition removal. The reason for this is that Necros can currently destroy a team in no time at all. Any damage you might contribute with even the glassiest of builds is nearly insignificant. The bright side is that Warriors have a LOT of AoE condi removal and CC when specialized for it and for once they fill a sort of niche role that puts them above Thieves and Rangers when facing the current 2x Necro meta.

A friend of mine is running this build. Keep in mind an Ele is honestly still better but in some situations your CC will be more useful and as a result the build makes Warriors worth considering.

http://intothemists.com/calc/?build=-sBxF-GCRKFO0Y4ZLVQ0;9;6JTJ;418-08B32-WoF7CJF0ZF18ZF183Nq

Personally I’m enjoying D/F + Axe/D Power Necro. The playstyle is very similar to Warrior axe and with the recent nerf Necro Dagger auto attack has taken the crown for best auto attack DPS in the game. The #4 Focus does about 3/4ths the damage of Eviscerate as well with a much faster animation so even the burst is similar. I’d highly recommend trying out a 30/10/0/0/30 Power Necro if you used to like the bursty Axe Warrior playstyle.

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Normalized Character Models in sPvP

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Tumri.7892

Force me to play a human or anything else in tPvP and I’m done with this game.

I like my Asura, he’s my virtual alter ego in GW2, I customized his looks, armor and weapon to fit my mood and my persona. Also, so far, the only rewards we get from doing sPvP and tPvP are armor and weapon skins. If you can’t even “show off” with your own style in the arenas (and that includes your race), what would be the point ?

Oh wait, right, “esport !”, “hardcore gaming !”.

I don’t care if there’s some sort of option that would let the most hardcorest esport gamers of GW2 display basic models instead of the real ones, we already have that for the colors, so why not. But don’t force me to play a Bookah.

Guys please read at least the OP(preferably all the posts) before jumping to conclusions about what we’re asking for. We aren’t saying people should be forced to play human or something in sPvP. We are asking for the option to SEE OTHERS as human so that we can make out their character model and animations more easily and so that everyone is on equal footing regardless of race choice.

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Warrior Opinion Share Area

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Tumri.7892

Your statement would be true if 1% crit damage would actually equal 1% power. But that is not the case.

Oh god. I was talking about RAW STATS, not traits, neither stats from traits.
I was talking generally, were you can compare 1% critical damage and 1% more Power based on current Power. Have I to repeat again?
I was NOT discussing any build, my first post was about raw values and values only. You guys started talking about traits but I’ve never mentioned them.
My post reason was that if you have to chose between adding X% critical damage or Y Power equal to X% of your current Power, then Power is better.

I hope that everyone now got it, I repeated it 5 times.

We’re telling you that you’re wrong. Just take a look at my previous post. There are breakpoints where each stat overtakes the others in terms of effectiveness. Just stacking power does not mean maximum DPS.

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State of the mesmer.

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Posted by: Tumri.7892

Tumri.7892

@Tumri.7892

For the warrior comment, I think they would rather have better heals and more condition removals.

I know. I main a warrior myself(though currently I’m not playing it very much). I was simply trying to highlight just how incredible Blurred Frenzy is. It’s good enough that any Warrior would trade their health advantage to a Mesmer for BF and only the dumbest of the dumb would make that imaginary trade.

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State of the mesmer.

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Tumri.7892

Quoted from the wiki page for Mind Wrack:

Tooltip does not take into account weapon damage. Listed tooltip damages are approximately correct for average weapon strength of 604.


Yeah I’m sure most abilities would suck with green level 30 weapons.

When in game the tooltip states that the damage for a 3x Shatter is approximately 1800. When taking into account the 4th self-shatter the damage rises to approximately 2400 tooltip value.

That’s among the highest tooltip damage values in the game with a Backstab being 1900 with a pure glass cannon zerker/5 scholar 1 divinity/25-30-0-0-15 setup.

But wait there’s more! Mind Wrack has a talent that increases it’s CC by 10% so chances are each shatter effect will have an individual 60%+ chance to crit with a regular setup. Because the shatter effect is split into four the chances of the burst failing altogether by having no crits is very low and you will generally have some of the damage crit making the spike consistent.

That’s not all! When executing this burst any decent Mesmer will likely use Blurred Frenzy to execute the entire spike while completely invulnerable and while doing an additional 1000+ tooltip damage.

The total for this amazing 10s CD spike comes out to upwards of 3000 tooltip damage with a high crit chance while 100% invulnerable during the execution and with an immobilize and teleport included with the spike purely from weapon skills. If a mesmer actually chooses to take spike-friendly utilities they can take both Decoy and Mirrored Images and instead use a 4x Diversion spike before a 4x Mind Wrack so that all of this damage is multiplied by 25 stack vulnerability(25% dmg increase not only for the mesmer but EVERYONE on the target). After the spike is over the target is left with between 4 and 12 stacks of Diversion as well and any sort of post-spike recovery is heavily punished.

Arguing that Mesmers must spec a specific way to achieve this incredible burst is a moot point. Every class has to spec a specific way to achieve high damage. Mesmers are one of the most blessed classes when going for a glass cannon setup as their F4, Blurred Frenzy, and amazing selection of utility skills make survival borderline trivial. In the current game toughness means very little compared to invulnerabilities and get out of jail free cards and Mesmers have both in spades. Don’t try to deny this because any Warrior in existence would trade their top their health pool for Blurred Frenzy.

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Warrior Opinion Share Area

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Posted by: Tumri.7892

Tumri.7892

It’s really simple to calculate the difference between Power, Crit Chance, and Critical Damage.

Example:

Use 1000 as a base damage with your current 2000 power. Use 50% crit chance as your current base crit chance. Use 40% Crit Damage as your current base crit damage.

If the choice is between 100 power and 10% crit damage you can calculate it this way…

((1000/2000) * 2100) + ((1000*.5)*.9) = 1500 or a 5% damage increase with power.

1000 + ((1000 * .5) * 1.0) = 1500 or a 5% damage increase with crit damage.

The formula is…

Base Damage * ((Base Damage x Crit Chance) x ((Critical Damage/100)+0.5)) = Total Average Damage

To calculate base damage you simply divide your current auto attack’s damage and divide by your total amount of power. You then multiply this base by your new power value with the theoretical gear change.

Using this you can find that with most glass cannon setups 5 Scholar + 1 Divinity provides the highest damage possible while 6 Ogre provides nearly the same damage but with an RNG proc Rock Dog that will usually end up doing enough damage to give 6 Ogre the edge. The exception to using Ogre runes is powerful bounce attacks like Trick Shot and especially Pre-Nerf Dancing Dagger, which could annihilate you by bouncing off the Rock Dog.

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(edited by Tumri.7892)

* Which Buff are you more scared of?

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Tumri.7892

The damage isn’t really important. The point I was trying to make is that I don’t understand why most of them are so easily kited. Why don’t they switch to a ranged wep when they’re being kited? It just seems like a lot of them have the attitude that they should only melee, and more specifically, use only greatsword.

Greatsword just happens to be the most solid and versatile weapon a Warrior has at the moment. The auto-attack does decent enough damage(less than axe auto but still), hundred blades is very nice res denial and synergies well with two warrior traits that give might and vulnerability on crits(100b is 8 rapid attacks and while it is only marginally better than axe auto spam it is good in some situations), whirlwind attack is the only evade that a warrior has access to while also being a very good damaging AoE attack that also functions as a mobility skill(this is the best skill in the greatsword even though uninformed players cry about 100b), bladetrail is a solid cripple that also functions as a potentially devastating AoE damage ability if the opponents are stupid enough to not dodge the boomerang effect, and Rush is one of two very amazing mobility skills the Warrior has access(the other being Sword #2 – Leap) to even though it is buggy and the damage dealing part of the skill rarely lands.

If a Warrior is playing without greatsword he is severely gimping himself in either mobility, survivability, or damage. The other Warrior weapons seem to all have a few mediocre skills that seemingly do nothing. Axe skill #2 for example is a tiny double hit that does the same damage as an auto attack and applies a pathetic 4 stacks of vulnerability. This ability is borderline useless and is just used on cooldown to get the incredibly minor vulnerability since you might as well use it. Sword is a condition damage and direct damage hybrid weapon that ends up being terrible at both because it doesn’t apply conditions well enough for full condition builds and doesn’t deal enough direct damage to warrant using it over other DD options. The Rifle suffers from the same issue as the sword but gets some use anyways because the only other ranged option(longbow) is also a hybrid physical and condition damage weapon. The hammer is borderline unusable because only someone that has never fought a hammer warrior will ever get hit by the majority of the abilities as they are all incredibly slow and incredibly obvious attacks with long cooldowns.

The reason most Warriors use Axe/Shield as a secondary set is that Axe offers good sustained damage from auto-attack, has a ranged cripple(not a great one but still), and has one of the better F1 abilities. More importantly the shield is incredibly necessary in many situations because the stun allows a Warrior to deal some damage before being kited further and the shield block allows a Warrior to have some much needed defence(Warriors have some of the least active defence options of any class. See Blurred Frenzy, Flanking Strike, etc.)

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Can we make Regeneration a bit better?

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Posted by: Tumri.7892

Tumri.7892

Regen is fine. You need to look at HPS over the course of a minute. Your idea for 1000 HP to give 500 HPS is absolutely insane. This would be the equivalent of three heal skills.

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Most used classes in SPvP

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Tumri.7892

You don’t need to level up to sPvP. You’re automatically 80 and have equivalent gear to everyone else in sPvP.

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Normalized Character Models in sPvP

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Tumri.7892

I don’t think Asura is harder to target, they have the same size of Target Box as every other class out there. I don;t have to see what they are casting. I look for hint. For example: If a Player play Mesmer GS and he raise his sword when his health is full. You don’t need to see he actually raise his sword, all I need to see is the tip of the sword being held up, then I know IBersker coming up. Not that hard really, IF you get used to it. Play one Asura to get to know an Asura,please.

If an asura is standing in front of you in a clear area no, they’re not harder to target. Now put a tiny asura in a team fight where there are tons of spell effects, turrets, illusions, ranger pets, etc. everywhere. To click on something you have to be able to see where it is and asura just get lost in the clutter much more easily. Is it impossible to do, or game breaking or the end of the world? No. But is it balanced? No. There are 5 races in the game so players have options, if one gives a small advantage that’s a serious problem might as well turn everyone into asuras in the mists.

Would that not be the same with Mesmer Norns float all of my screen thanks to his massive size clones of himself?? Soon, people also crying about Norn for being so big and block view…

Exactly. Both of these situations are bad. Normalized models would mean BOTH situations are avoided. Read the original post.

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Normalized Character Models in sPvP

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Tumri.7892

Racial skills in sPvP sounds like an absolutely horrendous idea and I’m glad ANet would likely never even consider that idea.

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Culling: A PvP Quality Assurance issue

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Posted by: Tumri.7892

Tumri.7892

The heart of the mists is where players go to socialize with other like minded PvP players and spark conversations, make friendships, and emote each other like weird little asuran mimes. One problem that greatly diminishes this aspect of the game is the ridiculous culling in HOTM. I’m not exactly sure which patch turned up culling in HOTM to 11 but I’ve come back to the game after a 5-6 month break and it’s the first thing I noticed. I have no idea why this change was implemented but it is terrible and while not a lot of people complain because it is a minor annoyance it is still an unnecessary minor annoyance to a large percentage of the PvP population.

When players aren’t in a game(a surprisingly high percentage of time in game) they’re in the mist chatting and dancing and making weird cult-like circles spamming abilities. When others spot these weird little social gatherings happening they walk over and join in on the fun. These minor stupid interactions help players build bonds with each other and build a loyalty to the community at large. Culling prevents this from occurring as frequently since most of these interactions are invisible unless you are extremely close by.

There is no need for culling in a PvP lobby where the only thing really happening is socialization.

Many PvPers spend an extreme amount of time socializing in the mists and this is a SERIOUS PvP Quality Assurance problem despite seeming like a minor issue. The quality of the PvP lobby won’t make or break the game but it is a simple issue that can be easily fixed and will likely cause players to enjoy the game just a little bit more.

HELP US OH GREAT SUPERHERO OF PvP QUALITY ASSURANCE!

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(edited by Tumri.7892)

Normalized Character Models in sPvP

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Posted by: Tumri.7892

Tumri.7892

Cons: i chose sylvari because i think ts he most awesomest race, i spend alot of time in combinig dyes and clothes, i don want people to just make that go away in a simple click. Now, i know theres alot of people who dont care abou looks, but i do! I spend time on it and want people to see it, kind of.
Casting bars are a very bad idea for reasons ofhers (and anet) have stated.
If i was forced in another model i would actually complain on the forums instead of adding critisism.
I guess making the height difference between races less is quite reasonable… As lomg as asuras are still the smallest and norns the biggest. I just dont think its needed.
Seeing onl humans eould be pretty borin aswell :/.

Translation: Other people should be forced to see my customization because I want them to.

In the real world this would be the equivalent of an artist displaying his nude art in the street because he feels a right to force people to see it.

People can already force all other characters to have their dyes changed to red/blue team colors. This is a simple step up that makes the actual character models and animations easier to see.

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(edited by Tumri.7892)

Normalized Character Models in sPvP

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Posted by: Tumri.7892

Tumri.7892

There’s a pretty simple solution to this that would make both camps happy.

Just make it so each player has the OPTION of using normalized models for other players. This would work the same way that the “Show Team Colors” option currently does:

If I check the “normalize models” option, then everyone else’s character will always appear to me as a regular-sized human. BUT, each player will still see his own character as he originally designed it. So if you play an Asura, you will always view your character as an Asuran. You can play in all the tournaments, etc., and on your screen your character will look exactly the way you designed him/her. However, on my screen, your character will look like a regular-sized human.

This solution let’s people keep their character customization, but let’s the hypercompetitive players maintain and even playing field. As far as tournaments go, it would be up to the Caster to decide whether to check the “normalize models” option or not.

I’ve seen other people suggest this solution before, and I don’t claim to have originated it. In fact, it’s already been implemeneted with respect to team colors. I could deck my character out completely in pink, but if you have “Show Team Colors” selected, then my character will look either “Red” or “Blue” to you depending on my team. It is only logical to apply this same idea to the character-race problem.

This is pretty much what I was trying to say in the OP but written a bit more eloquently.

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Warrior Viability Suggestion Thread

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Tumri.7892

The Warriors innate health pool becomes weaker and easy targetability becomes worse the more people in a battle there are and the longer the battle goes on while these escape utilities retain their value.

Exactly. Evades, target breaks, teleports, and invulnerabilities are incredibly powerful when used correctly. It seems that when the game was released the devs seem to have underestimated the potential of these abilities in relation to pure toughness and vitality. In beta and early on in the game’s life this was fine as most people hadn’t really figured it out yet either and as a result there was a good diversity of classes in PvP(aside from Mesmers/Thieves being by far the most popular due to being OP at launch). Now people have a better understanding of the game and know that a well timed invulnerability can be worth a hell of a lot more than any increase in toughness or vitality. People also understand the power of boons like Protection, Vigor, and Regeneration and understand that to get the equivalent of high uptime with these boons you’d need an obscene amount of defensive stats; more than you can reasonably stack and certainly more than the stat advantage Warriors get in exchange for not having easy access to these types of boons.

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Normalized Character Models in sPvP

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Tumri.7892

I see a lot of “NO MAKE A CAST BAR I WANT TO PLAY ASURA” comments. I am not saying that every single character should be forced into a human character model. I am saying that there should be an option to view all other character models as human(or their choice of race) so that the animations are visible and consistent. The devs have already stated all through beta and for months after launch that they want the combat to be animation based so it is highly doubtful that they will add cast bars at this point. This suggestion only enhances their vision for an animation based combat system as people will be able to actually see what is going on as opposed to guessing what a tiny Asura is doing or spending all their time panning their camera trying to look past gigantic Norn mesmer clones.

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Warrior Viability Suggestion Thread

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Tumri.7892

Simple suggestion, weapon evades are currently present on many strong builds. BM Rangers in particular, with S/D thieves coming in at a close second.

What I’d like to see is warriors receive certain attacks that cannot be evaded (dodges will still work, just weapon evades specifically). I think good candidates for this buff would be earthshaker and combustive shot. Of course I mostly just want to see anything throw a wrench into the current pet madness currently taking place.

Also, brawn, really… how has this not been fixed yet.

I think the problem with suggesting evades is that it doesn’t fit ANet’s vision for the Warrior class. Class that have evades are supposed to be Thieves and Rangers because they’re meant to be evasive and mobile as supposed to sturdy and innately tough like a Warrior. I distinctly remember some beta threads with ANet responses to this tone so I doubt they’ll change their minds at this point.

With that said one of the most powerful aspects of the Greatsword in my mind is the #3 because it does a sizeable amount of damage, has a split second evade component, and also functions as a gap closer/movement skill. Skills from other weapons really need to be reworked or buffed in some way because really the only really great weapon set a Warrior has at the moment is the Greatsword and even that has a fairly useless skill; #2 Hundred Blades. This is because Hundred Blades is essentially a DPS loss compared to auto-attacking and is really only good for stacking might/vulnerability from traits. The skill is great for seeing big impressive numbers that cause people to cry “NERF NOW” but in reality it is terrible. Axe is the only weapon that comes remotely close to being a good as Greatsword but even that is hurt by a useless #2 that causes a minor amount of vulnerability and little damage. An issue that plagues Warrior weapons is the identity crisis half of them seem to face. Sword is a condition damage auto-attack weapon with no other condition based skills outside of the burst skill Flurry, which was nerfed nearly a year ago to be practically useless for actual damage and is barely usable for the immobilize. Rifle is a purely physical damage weapon with an auto-attack that is crippled by a bleed component(meaning the physical component is lower to compensate). Longbow is a potentially great condition damage weapon with a terrible pure physical auto attack that is borderline useless for condition builds.

The big problem ANet faces is really making Warrior as difficult to kill as other classes with tons of active defence abilities as it has been shown time and time again since launch that passive defence in this game is very underpowered in comparison. Toughness and vitality mean very little when boons like protection, regeneration, retaliation, and vigor tend to allow a player to live so much longer. I think the devs didn’t anticipate the fact that a single evade potentially mitigates upwards of 10k damage if done right while the 500 toughness bonus of Warriors might mitigate a total of 1-2k damage at best over the course of a fight. The high health pools of Warriors and Necros made them beta monsters because initially players didn’t use their active defences very well but now having a few thousand extra health is quite meaningless when you stop to consider that all that gets you is an extra 3-4 auto attacks before you die. Blurred Frenzy for example has the potential to mitigate an incredible amount of damage while also dealing damage and this makes Mesmers exponentially more difficult to deal with than Warriors.

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Warrior Viability Suggestion Thread

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Posted by: Tumri.7892

Tumri.7892

Back from a 5 month break. I am sad to see little has changed with the Warrior class as the gameplay I experienced during Beta with the Warrior was what really drew me into the game. I loved the Warrior class in GW1 and I love it in GW2. I know Jonathan Sharp has posted on other threads about buffing Warrior sustain(something they’ve severely lacked since the kneejerk Beta nerfs) so I am hopeful.

Bumping this because it is still relevant.

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Normalized Character Models in sPvP

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Tumri.7892

I’ll keep this short because there is no reason to write an essay on the topic.

The race choices should not have an effect on sPvP.

Having every single player play a little Asura for the very real advantage of having far less visible animations in an animation based combat system is not ideal. The game would be far more enjoyable if both players and spectators were actually able to discern which animations were happening on screen.

Currently when multiple characters are fighting on screen there is a good chance that all or most of the characters on the screen are tiny Asuras that appear to be jumping around doing random indistinguishable things that end up having various effects on the battle. The exception is the Mesmer class where most players opt to have a giant Norn character so that they are able to spam enormous clones and phantasms to cause the opponent to have to deal with an outrageous amount of screen clutter.

One of the biggest issues with Guild Wars 2 sPvP has been the fact that combat tends to devolve into a cluster_____ of animations and visual overload and the race choice issue compounds this to the point where some classes are exponentially more powerful when played as a certain race because key animations become nearly impossible to spot(prime example: Warrior) or because they cause so much visual overload on the battlefield that they become a huge detriment to the concept of skilled play(prime example: Mesmer)

Please add an option for players to have all other character models in sPvP be switched to Human(or their choice of race if that isn’t too difficult to implement). I can’t imagine that this would be difficult since this is conceptually very similar to the enemy/friendly color options you introduced many months ago. This small and highly effective change would also help YOU balance the game better by properly taking into account the ability for players to spot certain animations and react accordingly. Currently some abilities that would be perfectly balanced end up being either extremely weak or extremely powerful based on race choice and this is detrimental to the competitive nature of sPvP.

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Warrior Viability Suggestion Thread

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Tumri.7892

Warrior’s Sprint

In the Dec. 14th patch all movement increase signets were buffed from 10% IMS to 25% IMS. The trait “Warrior’s Sprint” with it’s 10% IMS was equivalent to these signets and obviously just as weak since a 10% IMS is barely noticeable. I propose buffing the Warrior’s Sprint trait to 25% IMS to make the trait more viable. This change would provide Warriors with a viable IMS outside of swiftness. Currently nearly every Warrior takes Signet of Rage and the 20% Signet CDR trait because as a melee oriented class they are heavily dependent on having a good IMS and Signet of Rage provides this along with high up time might and fury. The other elites would likely see more use if Warriors were able to spec for Warrior’s Sprint in place of Signet of Rage. This would also not overpower Warriors since they currently already have high up time swiftness.

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Warrior Viability Suggestion Thread

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Posted by: Tumri.7892

Tumri.7892

Warrior Problems:

  • Strong offensive capability when left alone and weak offensive capability when actively countered makes them difficult to balance at both high and low end play.
  • Highly susceptible to movement impairment effects.
  • Primarily a melee class with comparatively weak ranged options.
  • Limited condition removal and sustain options for a class that is primarily melee.

Suggestions:

  1. The trait “Mobile Strikes” seems to be a trait designed to address the Warrior’s weakness to movement impairment effects. However since it only removes immobilizes it still leaves Warriors extremely weak to the Cripples and Chills that are abundant in a meta with many D/D Aura Share Elementalists and Scepter/Warhorn+Staff Necromancers. I propose that the “Mobile Strikes” trait remove one movement impairment effect(one Cripple or Chill or Immobilize) per movement skill used. I feel that this change would make Warriors more effective against movement impairment effects. I also feel that by not making the trait simple remove all movement impairment effects at once the trait wouldn’t be overpowered and instead exist as a viable and effective choice against teams with heavy movement impairment effects.
  2. The Rifle and the Longbow currently struggle between being a condition based weapons and direct damage weapons. The Rifle auto attack is bleed based with fairly low physical damage while the rest of the skills on the weapon are fully physical. The Longbow is the opposite with a direct damage auto attack and mostly condition based skills aside from the #3 ability. I suggest removing the bleed on Rifle auto attacks while buffing the physical damage somewhat to make up for the change. I also suggest adding a bleed to the Longbow auto attack while reducing the physical damage somewhat to make up for the change. This would serve to make the two weapons serve as either physical or condition damage weapons instead of being fairly mediocre hybrid weapons.
  3. Currently Healing Signet doesn’t seem to serve a real purpose. With the current HPS values the skill simply doesn’t make sense over the other two healing skills aside from lazyness and not wanting to bother actively using heals for easy PvE content. I suggest adding a condition removal component to the passive to give the heal a place as a sustain heal for long fights. If the skill simply removed 1 condition per 10 seconds passively along with it’s passive heal it would be worth taking in situations where you might not take a lot of burst damage but would be taking sustained damage and be afflicted with conditions over time.

I feel that these three changes could be implemented without many(if any) unforeseen side effects. The Mobile Strikes change for example would mainly effect heavy melee builds using Greatsword or Sword and as a result would not cause primarily ranged builds to be overpowered against movement impairment effects(Rifle/Longbow have no movement abilities to proc the trait). The change to ranged weapons might make it more viable to take them but because a Warrior would either give up the strong auto attack of axe and the defensive capability of the shield OR the mobility and burst of the greatsword the buffs to these weapons will probably not mean Warriors will have all the melee power they currently have but with added ranged power as much as it will mean that Warriors have the option to sacrifice some melee to gain a ranged option. The buff to healing signet isn’t likely to be an big buff to Warriors. With the currently HPS rate and the proposed 1 condition/10 seconds removal rate it would simply be a passive signet alternative to Mending. The skill would have a niche but Mending and Healing Surge would still likely be more used. The important thing is that Warriors would have the option of choosing Healing Signet without feeling gimped.


I actually suggested the Mobile Strikes change to Chaplan in game and he gave me the impression that he would consider it!

http://i.imgur.com/MODrR.jpg

Aerion | www.twitch.tv/tumri | Steam: Tumri756
Idiot Savants[iQ] | Anvil Rock

(edited by Tumri.7892)

Warrior Viability Suggestion Thread

in Suggestions

Posted by: Tumri.7892

Tumri.7892

First off I will admit that I am a diehard Warrior player although I now have more games on Thief because they are currently more viable in tPvP. I’ve been noticing that the threads suggesting Warrior changes or pointing out flaws that cause them to be subpar always seem to go way overboard on these forums. ANet isn’t full of idiots no matter how much we joke about it(Hell I even trolled Chaplan about the recent Mes buff when I saw him in game yesterday). The class isn’t inherently flawed in design at all and aside from possibly being too weak to certain things or not strong enough in certain areas it’s not all that bad. When I see suggestions like completely gutting Rampage to make some imaginary defensive cooldown I can’t help but wonder if the devs are laughing at these threads. To completely gut an elite and remake it would require an excessive amount of work. Just think of the animation work, the backside coding, the play testing, and the debugging that went into making the transformation elites. There’s no way that an intelligent design team would ever consider gutting something that took up so many resources and no way they would consider making a completely new player suggested dream elite(one that sounds horrifically overpowered even from my biased Warrior PoV by the way).

Coming from Guild Wars 1, WoW, and SWTOR I must state that ANet is by far the most responsive dev team of any MMO out there. It’s a shame not to take advantage of this by actually giving them useful feedback. I’m hoping that in this thread we can suggest minor tweaks to make Warriors more viable in the tPvP scene because currently they’re fairly rare and are generally thought to hold a team back. Keep discussion reasonable and make suggestions that might actually be considered. Keep criticism of other peoples’ suggestions constructive.


My personal suggestions below.

Aerion | www.twitch.tv/tumri | Steam: Tumri756
Idiot Savants[iQ] | Anvil Rock

Idiot Savants [iQ] Recruiting 1 Mesmer

in PvP

Posted by: Tumri.7892

Tumri.7892

We obviously don’t all have 100% attendance lol. If any team member has something come up on a day it’s fine and we just pug a 5th for that night. I took a week off for Thanksgiving for example and take random nights off to do things with friends. I don’t know anyone that has something super fun/exciting to do 4/7 days of the week. For me playing GW2 nightly is the default and if something fun/important comes up I do that instead.

In WoW raiding it sucks when someone takes a night off at all since you can’t really PuG very good raiders in 10 and 25 man formats so the schedule is typically limited even in hardcore guilds. I raided 3-4 nights a week hardcore top 10 world in WoW and that felt a LOT more demanding than the GW2 schedule because people whined when I took a night off and then on our off-days I’d be bored if I had no plans for the night.

TL;DR – Chill on the “OMG YOU PLAY MORE THAN ME YOU HAZ NO LIFE LOLOLOLOL NURD” comments.

Aerion | www.twitch.tv/tumri | Steam: Tumri756
Idiot Savants[iQ] | Anvil Rock

(edited by Tumri.7892)

Idiot Savants [iQ] Recruiting 1 Mesmer

in PvP

Posted by: Tumri.7892

Tumri.7892

The Idiot Savants[iQ] team is looking for one skilled and experienced Mesmer for our side point position. We are looking to finish our roster and play free & paid tournaments nightly and compete in any future monthly or major tournaments. The four current team members have been playing together for multiple months and have been refining our team synergy. So far the lack of a consistent Mesmer/Side-Point position has held us back to an extent. We are looking to rectify that ASAP.

Requirements:

1. Minimum of R35 and 250+ tPvP wins with Mesmer. Exceptions will be made if we feel you meet the other requirements well.
2. Experience with the various bursty and tanky Shatter and Phantasm based set ups.
3. The ability to theorycraft to some extent and contribute to team discussion.
4. Good enough map awareness and timing to not lose your point. It is key that you do not get your point neutralized before you portal or run back.
5. The ability to win the mass majority of 1v1 fights against most conventional builds. We realize that certain builds like Symbol Guardian are designed to kill Mesmers but holding out for a decent amount of time against these builds is a huge plus.
6. The ability to have a high attendance rate for practice/tournaments. We play from ~7PM-11:00 PM EST on weekdays and may start earlier/end later at times. We try to start at 5-6PM EST and end 12:00-1:00AM on weekends to make up for our fairly limited weekday playtime.
7. A love of the game. We definitely QQ a bit once in a while but we all enjoy the game and don’t let it get us down. Having an optimistic personality is a huge plus.

In-Game Contacts:
Tumri.7892 [Aerion]
Valor.1690 [Valor]
Tixe.3684 [Demonsurge]

Aerion | www.twitch.tv/tumri | Steam: Tumri756
Idiot Savants[iQ] | Anvil Rock

(edited by Tumri.7892)