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Warrior build against the grain pt. 2

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Posted by: Twiista.1689

Twiista.1689

killahmayne +1
You win

/thread

Warrior build against the grain pt. 2

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Posted by: Twiista.1689

Twiista.1689

lol

Pdavis, you’re not going to win this arguement. Especially not in these forums.

Some people are really adamant about shaving off that 30 seconds in their dungeon run and the rest are sheep that just follow the pack, without their own research.

Is zerker gear the most effective in terms of SPEED running? Probably
Is speed running the only way to play the game? Definitly Not

“Effectiveness” is in the eye of the beholder.
If you are only worried about fastest time to complete a dungeon, then yea zerker is most effective, however, if taking an extra 2-5 mins on a typical dungeon doesn’t matter to you (which in all honesty it shouldn’t since you are taking the time to play the game anyway, lol), then do whatever you want, regardless of what the elitist say.

With that said, don’t try to join an “all-zerker” group if you don’t have zerkers. Just common courtesy. In that same vain, you could also make a group and say “all-rampager” or “all soldier” or “unique builds only” or whatever.

With regards to the thread topic, I would give you a build…but i literally change my build everyday that i play lol. We, as warriors, have plenty of weapons. I play with them all. “Effective” or not. Lol

Ciao

Celestial Exotic Armor

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Posted by: Twiista.1689

Twiista.1689

I made a build today using celestial armor and trinkets, and decided to go ahead and attain the pieces so i could test it.

Searched the TP only to find that there were no celestial armor. Did some research and realized I had to craft it.

Finally get to 400 crafting and realize that I cannot even craft it in one day. I have to wait a couple of days to craft each individual piece.

This would be just fine with me, if other stat pieces behaved this way. Celestial stats are the only EXOTIC gear that have this time-gated methodology.

What’s the reason for this? Is celestial somehow considered to be the best of the best exotic gear? I don’t really think so.

Is it possible this method could be changed to resemble how all the other stat combos are obtained (through discovering and then finally crafting).

If a dev could answer this, that would be swell…

Thx

Why is Balanced Stance not a "stance?"

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Posted by: Twiista.1689

Twiista.1689

It used to be an innate stance.

It had its own unique icon as well. (The same as the stability icon you see on Earth Elementals)

It got changed when stability across the board got changed into a boon.

If the changes were to be reverted, the cooldown would almost definitely be 60 seconds. So don’t complain, be glad with what you got!

Favorite Thing as a Warrior

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Posted by: Twiista.1689

Twiista.1689

Stomp!!!

I love this skill. Its hilarious to see everyone fly everywhere when it lands.
It gives me that “warrior” feeling and I love it!

Regarding Rampage buff..

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Posted by: Twiista.1689

Twiista.1689

LMAO. Warriors throwing random cows at people lol

pls explain: different health pool values

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Posted by: Twiista.1689

Twiista.1689

WvW bonuses affect your entire server. That’s supposed to be the reason to want to win wvw so you can get those bonuses for the week like magic find, gold per kill, etc.

The bonuses apply to pve as well. However, the bonuses only apply to your home server. So guesting or being in an overflow server will remove those bonuses from yourself. If you are on your home server, however, then the bonuses follow you everywhere except in pvp (spvp, tpvp).

Hope that helps. Ciao

The worst warrior trait

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Posted by: Twiista.1689

Twiista.1689

Umm…

Distracting strikes is counter-intuitive, however we have wayy worse traits that those…

1 – Furious Speed (Arms II)

This trait lol. 10% chance to gain swiftness ON CRIT. Not only is getting switfness at 3 second intervals bad in itself, but the chance to proc this trait is very underwhelming. It’s deceiving in the wording of the trait how often this will proc. It’s 10% on crit. So if you have 100% crit chance then you have a 10% chance to activate this trait per hit. If you have 50% crit chance however, then the chance to proc this trait plummets to 5% per hit. Considering the rate at which we even land attacks, this trait is nearly useless. I guess with Signet of Rage and some boon duration very high crit chance you can try to attain per swiftness with this trait, but man….that’s a lot to invest for a meaningless skill

2 – Berserker’s Might (Strength XII)

For a grandmaster trait, this ability is not very useful at all. Firstly, it’s VERY hard to activate this ability by yourself without outside help (runes, sigils, other players). With the change to Signet of Might the only way to activate this trait by yourself if by either using a longbow and For Great Justice or by using your elite signet. And then even with all those stipulations, the skill itself isn’t that great. 45 second cooldown for 4 bars of adrenaline? Most people can trait easily to gain adrenaline in much more cost effective ways and get it more often without so many clauses.

and lastly…

3 – Thrill of the Kill (Discipline II)

What a useless trait. I mean seriously. I bet most of you had to look this trait up after reading this to know what it did. It gives you half a bar of adrenaline after killing an enemy. Another counter-intuitive trait. My enemy is dead, why do I need adrenaline? Even in pve, you can generate enough adrenaline just from auto attacking mobs to use your burst skills on cooldown, making this trait unnecessary

- Those are our 3 most unused traits (asides from minors) in my opinion.

warrior dual axe build

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Posted by: Twiista.1689

Twiista.1689

Hi Shadows,

Despite what 99% of warriors think, there is more to the game than just doing damage.

I use dual axes myself. They are way more helpful than most warriors realize for a couple of reasons.

1 – Axes are fast attacking weapons. This is very helpful in many respects. Blinds aren’t as detrimental to axes, and you can get rid of blocks faster without sacrificing your BIG HITS.

2 – Axes 2 adds vulnerability. 4% damage for yourself and everyone else that hits that target. Pretty good

3 – Axe 3 adds a cripple. Not much to say about this one. Helpful

Now to the controversial weapon ( axe offhand)

4 – Axe 4…This ability is soo good. I don’t get why most warriors don’t understand it. It gives you 4 seconds of fury for every target hit. Up to 3 targets. Cooldown of 12 seconds. So you basically have fury ALL the time if needed. Another benefit is thakittens only 4 seconds on fury. You might think thats a bad thing, but its really actually great. 4 seconds of fury means your boon is less susceptible to being stolen or converted. So you get the fury then use it for what you need without worry. You can have fury with Signet of Rage for 30 seconds, but if it gets debuffed or worse yet stolen, you will now be without fury and your opponent will be stronger. My personal favorite is the Axe 4 then eviscerate…guaranteeing that my eviscerates always have 24% crit chance at least.

5 – Axe 5…everytime i see this mentioned on the forums…someone says “it does less dmg than autoattacks”. That’s not entirely true. Whirling Axe hits 5 enemies. auto attacks hit 3. If you calculate the dmg between the 5 enemies vs the 3…the dmg will be about the same. If we are talking about single target, then yea autoattacks do more damage but that only makes sense. You don’t see an elementalist trying to Meteor Shower one opponent to death do you? No. You use it in the proper situation. Not only that, but axe 5 is a whirl finisher as well. This is VERY significant in calculating damage. Whirl through a poison, ethereal, fire field and you are adding A LOT of extra damage. Water fields? Heal yourself and your allies. Not only that but axe 5 also has a pyschological effect on players in terms of pvp. Everyone and I mean EVERYONE dodges out of Whirling Axe. Now that they used their dodges, use your eviscerate and catch them without their dodges up (except for thieves of course).

Are dual axes perfect. No. But no weapon set is. You will win some, you will lose some. But if you can master them, you will win more than lose.

In terms of your build, I cannot really comment on that. Builds for everyone are different…depending on how you play (aggresive, passive, etc) and also on how much offense vs defense you wanna have.

In any case, i hope i shed some light on some aspects of dual axes. See you in wvw =)

lol am i missing something...Spirit builds?

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Posted by: Twiista.1689

Twiista.1689

Hi,

Warrior Here.

I’ve read this entire post. I can tell that most of you look at spirits and banners through a vacuum and not at how effective they can be outside of just damage.

I am NOT here to say which is better. They each have their own uses and are used differently. I think we can agree that both banners and spirits are not as useful in spvp/tpvp…so i’m only gonna speak about them in a pve/wvw sense.

1 – Mobility

Banners are definitely not as mobile as you guys make it seem. Nearly 90% of the time in dungeons or wvw, the only one that picks up a banner to run with it is the warrior himself, regardless of if they are 4 banners or not. In a stationary fight, banners probably have the upper hand as the buffs are constant. In a mobile fight, banners will be left behind all the time (rather have my weapon skills than banner skill). Spirits (traited) will follow you. So they are always there.

2 – Ability to die

Banners CANNOT die. Spirits CAN. To many of you, this automatically makes banners better in that department right? Not necessarily. Spirits can be killed…but that also means they can take dmg (body block) for you as well. In pve, this is mildly beneficial. In pvp, however, this is a HUGE plus. Four spirits + pet + ranger = 6 targets. Thats 1 more than the aoe limit. As a warrior, ranger pets already are annoying as they sometimes take the eviscerate meant for the ranger and my killshot is almost guaranteed never to hit even without dodging as the pet is always in my face. Add in 4 more targets and the ranger than is Bulls charged HB’ed is probably not even gonna take that much damage as the spirits take the brunt of the force. Is this ideal for pvp? heck no…but neither are banners.

3 – Lastly, buffs

Damage wise, banners give out more damage (debatable) than spirits. But what about defense? Utility? Banners give stats. If we were to compare banners and spirits 1 by 1 (wrong thing to do btw). We would see that they level out in effectiveness over time. For example…banner of defense give 170 toughness and vitality. Signet of Stone give 3 seconds of protection every 10 seconds. How can you even begin to compare those. Protection is 1300+ toughness IIRC. And not only that, it can cripple and immobolize your foe periodically. How do you factor in the fact that the enemy is physically not capable of walking up to you and hitting you to the effectiveness of spirits. So as you can see the utility and defense are different on both, but still useful.

Ofc we will also compare damage. And Yes…warriors banners probably provide more damage than spirits. But why is this shocking? Warriors are all about damage. Just from looking at some of their utilities you can tell we were supposed to buff the damage of the group. From group might to group fury, we make you hit harder. Just like a guardian buffs the defenses of the group. That is the warriors niche. A rangers niche is more utility driven than just straight forward damage. So it should come as no surprise that banners provide more dmg than spirits. Spirits however, can blind, cripple, immobilize, and chill. Not to mention you can still use your weapon skills while doing all of that. So comparing just the dmg boost from banners and spirits doesn’t account for the entire usability of the two sets of utilities.

Again, i am not saying one is better than the other. Just letting you know to take into account ALL aspects before writing one set or the other as less effective.

Healing Signet still worthless.

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Posted by: Twiista.1689

Twiista.1689

8% crit chance from 1 signet alone is crazy good.

Considering FGJ can keep up a few constant stacks of might, has good fury (20% crit chance) uptime, can be traited to heal 5 people slightly (mine’s like 1.5kish with only traits, no heal gear) and also removes conditions with soldier runes, I’d say it’s less crazy and more… starting to be useful past levelling.

Good Point. Cheers

Healing Signet still worthless.

in Warrior

Posted by: Twiista.1689

Twiista.1689

WOW…

Signets are becoming REALLY powerful. Even op with all these changes they are receiving.

The passives on the signets since this patch are very beneficial and the actives are very good as well. 8% crit chance from 1 signet alone is crazy good. The actives also pretty much cover all the bases that you generally need in a build (stability, conditions wipe, full adrenaline, non-blockable attacks, and of course the buffs from Signet of Rage). Only thing missing is a get out of jail free utility. But only 1…maybe 2 utilities do that (Endure Pain..Fear Me). And Endure Pain can be traited.

Not to mention….the cooldowns on signets are also very reasonable untraited and even better when traited. 48sec max cooldown when traited means you will have your utilities ready for nearly every encounter.

With dolyak signet eventually getting a stun-breaker an healing signet getting a better passive heal, signets are going to becoming the go-to utilities for any warrior that wants to have it all (so to speak).

To put things into context, you can have ~27% crit chance by taking the two signet traits and slotting signet of fury. This is WITHOUT any crit in your gear. If you use SoR from that setup, you will have ~45% crit chance. That’s a lot without any crit gear. Add in food, maintenance oils and stackables (sigils, runes) and you can easily have around 60-70% crit chance with non-crit based armor sets (PVT, Clerics, etc.)

Signets might not work that well in Beserker gear cuz of the kill quick die fast nature of it, but in PVT or tankier sets, they will become godlike. Maybe thats the intention tho.

Here is my warrior in all PVT everything with signets…

Attachments:

(edited by Twiista.1689)

Mace Mainhand

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Posted by: Twiista.1689

Twiista.1689

Mace main hand is a great weapon. It does not have the mobility of other weapons, nor the damage, but it doesn’t have to.

Mace MH is a defensive type weapon. It’s meant for you to sit back and wait for the enemy to come to you. Then when they try to attack you, you react to them with blocks, dazes, stuns etc.

And as such, to effectively use the mace mh, you need defensive type gear. Soldier’s would be a prime example. With such gear you can stay alive for a VERY long time as the enemy can only hit you so much before they are interrupted with blocks, dazes and the like.

Do not expect to 1 v 1 anyone with this weapon however. It is too slow and too immobile for such things. Even the toughest doors will break if beat on for long enough. BUT….in a coordinated group, you can really use it very effectively by spreading weakness around and baiting the enemy to attack you while you block all their dmg with an offhand shield or something.

In pve its great as well. You can keep any and every mob perma weakened. Defiance or not. 50% less dmg is a lot and its nice.

In my opinion tho mace mainhand is effective..but boring. I don’t think anyone wants to just stand there and be beat on all day. And also because of how immobile it is…it doesn’t give you that rush from chasing or escaping.

So in conclusion…MH mace is very effective and has its own unique niche, albeit a bit lackluster on the fun factor.

I love being a child class.

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Twiista.1689

I do not understand this need of everyone on the forums thinking warriors need protection. NO, we do not.

In case you guys haven’t noticed, protection is a defensive boon. Guess what else is a defensive boon? WEAKNESS.

Weakness is the warriors form of protection. When applied, it basically serves the same role as protection. It’s 50% reduction to non-crit damage and endurance. So not only are they not doing a lot of damage when they are not criting, but they are also not gonna be dodging as much. Making it easier to you to land your attacks (earthshakers and what nots)

Assuming someone has 50% crit chance and 1/2 of their hits are crits and the other half regular hits, you will pretty much have reduced their damage by 25% for the duration of the weakness debuff. And last i checked, warriors can keep that condition up pretty much 100% of the time. Also, imagine how op weakness and protection would be. The enemy with weakness and you with protection would mean they would hit 50% less dmg on non-crits, then even when their attacks land, THAT 50% reduced damage would be further reduced by 33%. That’s Insanely overpowered.

If A-net caved in and gave warriors protection, it would make sense to attach it to the defensive weapons (Hammer, Maces, Shields). However, those weapons already have weakness on it. Shield has a block for 3 secs which is 100% reduction in damage.

Protection belongs with guardians because they do not have as readily available source of weakness. Spirit shield and the signet i think are the only two (i might be wrong). Also, protection is a more defensive boon (akin to guardians). You can apply it to yourself and await the enemy. Weakness is a condition that you have to attack to apply…making it a more offensive form of protection (akin to warriors).

Of course some of you are going to make the argument that you can get wayyy above 50% crit chance…but if you have such a high crit chance…odds are you are squishy and will be hit just as hard as you are hitting the defensive warrior.

Please consider all aspects of the class before asking for more. It makes us seem like crybabies. And yes, I too am a warrior.

(edited by Twiista.1689)

Reduced condition duration in WvW

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Posted by: Twiista.1689

Twiista.1689

Hi Sepreh,

I don’t talk often in the forums but I felt I could help you with your question.

I run with melandru runes and bowl of lemongrass poultry when in wvw. It helps a TON with conditions.

I would argue that it’s even better than shouts with soldier runes because it’s working all the time. Also it affects all conditions (damaging or not). Seldom do conditions last on you more than 2 seconds with this setup. If you are running and someone immobolizes you, it only stops you in your tracks for maybe a second. Not even that in most cases.

Off topic: but i wanted to mention for those who do not know, that damaging conditions only tick every FULL second. So a ten second bleed on this setup will not tick for 3.5 seconds but for 3 seconds. So in effect this setup negates damaging condition by 70% not 65. Just food for thought.

Another benefit of these two things together is that condition specced foes will not be much of a bother unless you get really outplayed. This is how i combat p/d thieves. I should also note that i am a PVT warrior, so mileage might differ a bit.

This setup is great because it also allows you to free up some of your traits and change up your utilities. For example, you do not really need to pick up “mobile strikes” because this combo works just as well if not better (reaction time, cooldowns). Healing, you can take surge because you are not scared of poison as much as they do not stick to you…so only a small window for it to actually affect you when you are healing.

There are other things I could mention but I’m pretty sure you can figure it out. Hope this helps.

Best healer in game II

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Posted by: Twiista.1689

Twiista.1689

Hey Psybunny,

Endure Pain lasts for 5 seconds. I have no idea where warriors got the notion that it only lasts 3 seconds. Same with Defy Pain. You can test this yourself very easily.

First make sure you can see your cooldown timer on your skills via settings. Then put Endure Pain as one of your slot skills…then use it. You will clearly see that the effect from the skill ends when the cooldown of the skill is at 85 seconds.

Sure footed increases stance duration by 25%. With this trait the stance durations become this…

Endure Pain = 6.25 seconds
Frenzy = 5 seconds
Berserker and Balanced = 10 seconds

Also, endure pain and defy pain DO NOT share cooldowns. Neither does balanced stance and last stand. This is another misconception. The trait cooldowns are independent of the utility cooldowns.

Being one shotted from 25% hp is very likely if you are in berserker gear. But take someone in soldier’s for exampe and it becomes very unlikely to get one shotted from above 25% to 0 unless they get zerged or against a champion or something. And if you go 30 in defense to get the trait, most likely you are in the second group.

Best healer in game II

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Posted by: Twiista.1689

Twiista.1689

Okay this isn’t a white knighting post please stick to the topic.

I think a lot of warriors on here are misunderstanding her post.

You are all fighting the fact that she said warrior is the best healer. But if you read the other posts you would know that she meant the warrior is the best PRACTICAL healer.

We all know that a guardian, if standing still, can heal more than a warrior. I mean they can heal you to full in 5 seconds with their elite. In wvw, however, this isn’t very practical. Guardian’s and Ele’s no doubt have a lot of healing potential, but, they have to be in close range to pull it off (especially in the case of the guardian). The only healing that the guardian has that isn’t close range that I can think off, are aegis (when traited to heal when broken) and staff 2 skill. For everything else they have to be in melee range. That also goes for any buffs they might provide (minus shouts).

In WvW, being in melee range is very dangerous unless you have a coordinate group besides you. So if you are trying to be a healer, having to go into melee isn’t exaclty the best idea.

This is where the practicality of the warrior heals comes in. Banners are great in that they cover a LARGE LARGE area. The heals are constant, they provide buffs, and can be used from a distance. All this combined means the warrior is going be healing a lot more over time that the guardian who has to dodge and duck in and out of melee trying to heal.

Take this post as you will. I am not claiming which is best as I personally have not geared and tested this in wvw. However, I can see the advantages that it will have.

Support Warrior (Hammer + Shouts)

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Posted by: Twiista.1689

Twiista.1689

Hey Artemis,

Welcome to being a warrior.

Before i give you my analysis, I wanna say that you pretty much got the idea between the warrior and the guardian. Warrior being more offensive and Guardian defensive. In that breath you also have to understand that a warrior’s playstyle will not be the same as a guardian’s.

Being a support warrior isn’t about healing. That niche is more reserved for guardian’s, elementalist’s, and to a lesser extent engineer’s. A support warrior (as this is the more offensive oriented profession), is meant to increase the dps of the group or decrease the incoming dmg from the opponent. The healing aspect is just a little icing on the cake and that’s why the healing portion isn’t very much.

The tactics traitline is our support traitline. Hammer, Maces, Warhorn and Longbow are our more supportive weapons. Banners and Shouts are our support utilities and this is how they work…

Hammer – Meant for more group oriented fights as there is a lot of splash damage.. Provides permanent weakness when traited. Weakness makes it so the enemy (when not critting) does half dmg and dodges less.

Maces – Same as hammer except meant for smaller scale fights. Faster cooldowns makes it more ideal than the hammer in 1v1 engagements and also has a block and daze so u can avoid the “big” hits from the enemy or interrupt them.

Warhorn – This is our boon generator. When traited can turn our ailments into benefits and because it gets rid of snares, it also ensures that we can get back to the fight quicker…meaning more dps. Also has weakness.

Longbow – This weapon can ensure permanent 6 stacks of might to you and the whole group. 9 stacks if you trait 30 points into tactics and discipline. Also it makes sure that your entire group does more dmg through use of the large burning field. Projectiles cause burning…whirl finishers cause burning bolts..etc.

Banners – Our more pve oriented support utilities. Most warriors do not appreciate how good banners are (for pve). Banners grant 90 stats worth of points to all individual stats. But what people do not realize is that it is 90×5 for the group. So basically 450 stat points to 2 stats, per banner. That’s 900 points worth of stats per banner, assuming 10% crit dmg and 10% boon duration is equivalent to 90 stat points. When you see it like this, you start to appreciate the worth of banners a lot more. However, since those stats are spread out between the team, most warriors cannot see the benefit this has on the dps of the group (because they only see their numbers). Trait them, and they also add permanent regeneration. Because of the way banners work, this basically means you can blanket the battlegroup with a huge “Healing Rain” for the duration of the fight. And this is all before considering what the Warbanner brings to the table.

Shouts – Our more pvp oriented support utilities. Provide minor heals when traited. But also provide boons and debuffs to the enemy. Might and Fury boons. 10% more dmg via vulnerability (On my Mark). Shake it off breaks stuns…ensuring you get back to the fight quicker, and fear me is more defensive for those times when you need a breather.

So you can see from this that the warrior is more dps or anti dps oriented. Although we don’t heal as much as the guardian, it’s because we do not have to. Cuz our very reliable weakness debuff means the enemy’s dps is basically halved and our offensive boons means our dps is increased. So it’s not that guardian or warrior supports better…just different.

Most people, however, will think the guardian supports better simply because they can see the effects more clearly (You can actively see the amount of hp you get healed from a guardian but you cannot really sum up how much dmg you are NOT taking or how much more dmg your group is doing thx to what the warrior is doing).

Sorry for the long post.

TL;DR – Warrior supports more offensively while guardian supports more defensively. Doesn’t mean one or the other is better.

Food Healing Nerfed?

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Posted by: Twiista.1689

Twiista.1689

Hmm…

I always laugh at the warrior forum community when they start complaining. It seems the most vocal warriors on the forum all want to use beserker set and still have the same survivability that a soldier’s set would bring.

Fact is Omnom Pie/Ghost was overpowered. Healing potentially all your hp in 3 seconds because of a 5 silver purchase was a broken mechanic. If you want to go beserker thereby having high dmg, then prepare to be squishy as well.

You don’t see soldier’s warriors complaining because they dont have a food that makes them crit 12k eviscerates, so why would giving a zerker a food that gives them similar survivability be appropriate?

It’s NOT. It was a good change. Now you have to pick your poison in terms of your build. It makes complete sense. So please…act more like the warriors you are and stop whining.

That is all

myth or fact? tough vs dmg aggro

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Posted by: Twiista.1689

Twiista.1689

I agree.

I too have 2200+ toughness and have aggro almost all the time as well.

When i rock my beserker set, except for aoe’s, i hardly get focused at all.

Hammer mace mace as condition build

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Posted by: Twiista.1689

Twiista.1689

Gimmick? What defines a gimmick and what defines a “real” build.

There are entire builds centered around landing Hundred Blades. Every weapon in itself, is a gimmick.

Hammer – only works if they don’t have blinds or blocks or generally move faster than you.

Axes – Doesn’t work so well if they have weakness or access to retaliation

Swords – Hope they do not have lots of condition removal

And what makes you think this build works so poorly? I’m almost positive you haven’t tried it. So don’t make such bold claims.

Anyway, I’m not here to argue. I’ll let you stick to your HB build while i think outside the box

TL:DR – Try it, before you knock it

Hammer mace mace as condition build

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Posted by: Twiista.1689

Twiista.1689

The condition this build is based on is confusion.

This is strictly a wvw build, and you would be surprised how many people do not notice confusion and kill themselves in a couple of seconds.

With 3 stacks of confusion (distracting strikes), and enough condition damage, your confusion ticks can easily reach 1000 dmg per swing.

With Hammer Mace/Mace you have 6 cc’s that can all interrupt, Add physical utilites and u can have 9. Rampage adds 4 more. That’t a lot of chances to interrupt a foe. At 1000 dmg per swing an enemy can kill themselves very fast before they realize whats happening

Hammer mace mace as condition build

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Posted by: Twiista.1689

Twiista.1689

I’ve tried this. Not with carrion gear, however, but with rabid.

What I learned is that “Distracting Strikes” isn’t reliable enough to build around. I also used physical utilities to add to the amount of cc’s I had. However, if you don’t get an interrupt after using a cc, then you reduce your damage by a ton and since I didn’t have much power, my regular attacks didn’t hit very hard at all.

This was my experince, maybe you will have a different result.

Cooldown of the trait "Last Stand"?

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Posted by: Twiista.1689

Twiista.1689

if that happens then it still did its job, (i also carry balanced stance as a utility)

That makes it even more useless. Balanced Stance triggers the 90 seconds cooldown on Last Stand.

No, it does not.

This used to be the case when stability was an effect instead of a boon (like frenzy), however, since stability was changed to a boon this was remedied.

Don’t believe me? Go test it out. Go to the mists, use balanced stance, then go to the dodge trainer. Let it hit you AFTER you use balanced stance. You will see that “Last Stand” will still trigger and add more seconds of stability to what you had already.

Also, the cooldown only triggers AFTER “Last Stand” is triggered, not when you gain stability from “Balanced Stance”.

What is weird tho, is that Last Stand triggers even when you have stability (therefore not getting cc’ed to begin with). That’s a discussion for another thread tho.

TL:DR – Balanced Stance DOES NOT trigger the cooldown of Last Stand

A 'Tanky' Warrior

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Posted by: Twiista.1689

Twiista.1689

“The higher your toughness, the more aggro you will have.”
Not

Anet do not made any of aggro-system. Aggro from mobs – really randomly. You may recieve aggre if you are closest to the mob or if your DPS was biggest in the last second – nobody knows it…

A quick look on the wiki will prove you wrong. Or better yet, just test it yourself. Gather together gear with high toughness, then get beserker set. You will find a big difference in how often mobs and bosses directly attack you

A 'Tanky' Warrior

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Posted by: Twiista.1689

Twiista.1689

The problem is not your gear it’s an aggro issue.

I run full p/t/v as well with 30 in defense and toughness runeset. In dungeons everything focus’s me. The amount of toughness you have is the main indicator on who has aggro. Other things play a part as well, but its mostly how much toughness that determines it. The higher your toughness, the more aggro you will have. So you are not getting 2 shotted, you are just getting hit by EVERYTHING simultaneously.

If you wanna test it for yourself…go into a dungeon with people with less toughness. At any trash mobs or boss or whatever, stand at range and have your friends initiate and go into melee range. The mobs/boss will switch focus to you. AOE will still hit the others, but main focus on attacks will be on the person with the most toughness.

I understand why A-net did this, as the person with the most toughness can handle the incoming damage the best, but it does get annoying at times when EVERYTHING is hitting you. It’s especially annoying in wvw when fighting an invader and even tho everyone is using aoe and hitting nearby mobs, the mobs decidely trot over to you to harass you instead.

(edited by Twiista.1689)

Toughness

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Posted by: Twiista.1689

Twiista.1689

Hey warriors,

I recently read a thread about the core issues for the warrior. A lot of things were brought up. However, one thing that struck me was that no one mentioned our stats.
Unlike every other class, outside of our Endure Pain (which every class has something similar to) and our stats, the warrior has very little defensive abilities to rely of when it comes to mitigating damage.

- We do not have the boons to protect ourselves (outside of vigor)
- We do not have stealth
- We do not have blinks
- No shadowsteps
- No clones for distraction
- No perpetual blinds

All this coupled with the fact that we are susceptible to conditions (runes do not count as they are not profession specific)…and no passive condition removal, and they only thing that warriors can effectively count of in terms of defending themselves….are our stats, mainly toughness.

However, toughness in this game is NOT where it should be in terms of scaling. To put things into perspective, my character is very “defensive” stat wise. Mostly PTV gear and 30 points spent into defense. Endure pain traited and as a utility. About 2100 toughness and STILL its very problematic to run into any glass cannons. HB warriors still can bring me down from full hp to nearly nothing. Shatter mesmers taking half my 25k hp in one shatter. I even had a NAKED thief (dunno if he had trinkets or not) hit me for an 8k backstab 5k CnD.

Now this would all fine and dandy, if I also hit them back just as hard. But i don’t. My Evicerates crit for 6-7k on those same targets. And this is cool for me damage-wise. But whereas I have to keep on depending on my stats after the initial burst, other classes have tons of other ways to mitigate dmg, whether glass cannon or not.

You would think a glass cannon meeting a bunker would result in a fair fight but 8/10 times it favors the glassy character. Now inb4 L2p noob, lemme rebuttle with this…If speccing for glass cannon makes u do TONS OF DMG with every swing of your weapon, shouldn’t speccing more defensive (at least for the warrior) make you take a lot of dmg per swing? Yes it should. But it doesn’t. I still have to use my stunbreakers and in-vulnerabilities exactly at the appropriate time or I’m in trouble. But I can do that whether i have toughness or not. So then whats the value of having high toughness (other than aggro-ing every mob in dungeons).

Idk, it just saddens me to know that an elementalist (the poster child for high dmg low dmg mitigation) can be played better defensively than a warrior can.

TL:DR : Toughness is the warriors main form of damage mitigation, however it doesn’t scale well when compared to the how much damage we still take and might need to be adjusted to make us more bunker-ish…if we want to.

Nov 15 Patch Stealth Buff

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Posted by: Twiista.1689

Twiista.1689

I’m sure many of you warriors out there were hoping for more in the patch notes and were disappointed. But here is something that i just realized that will make you happy hopefully…
It seems that our Healing Surge got buffed. Instead of giving us one adrenaline bar when healing…It now refills your entire adrenaline bar when you heal.
Welcome change?? I think so.
Now go refill your adrenaline and kill some mesmers and thieves. Thank you

Bring on the GREAT AXE ANET!!!

in Warrior

Posted by: Twiista.1689

Twiista.1689

League of Legends…

Darius

Everything in Darius’ set gives us warriors everything we want/need

Skills

1 – Auto Attack w/ Daius Passive

2 – Q (a spinning aoe…something like axe 2 attack now)

3 – W (a slow..cuz warriors need cripples…its on about every weapon anyway)

4 – E (a pull…in this game its very funny that Guardians, Thieves, Necros, and Mesmers all have a pull but the freakin WARRIOR doesn’t. You would think something like that would be a more warrior ability than anyone else)

5 – Judgement (Garen) – (a spin to win ability…similar to axe 5 now)

F1 – R (Execution skill…akin to Eviserate) Refreshes cooldown on killDD