Showing Posts For WhiteOil.1836:
adrenaline is one of the core issues for warrior imo
1. getting adrenaline is such a chore without having traits like cleansing ire or furious.
2. some burst skills are mostly only useful at tier 3 so getting 30 adrenaline before you can “burst” takes way too long.
3. missing a burst skill with cleansing ire depletes adrenaline but doesn’t clear conditions, so all that work and when you miss your burst skill because of blind, weird quickness/slow travel distance, block, evade, and so on…you invest so much effort for literally 0 reward
4. adrenaline depletes way too fast and you have to do that uphill climb for adrenaline in every single fight
5. with the amount of burst damage increasing, the rate of getting adrenaline gets lower and lower because you survive for shorters periods of time and cleansing ire is almost useless in those positions, not to mention you dont gain adrenaline for getting damaged by conditions.
change something about adrenaline gain and decay, switch/merge some traits and give warriors condition clear that in not based off of HITTING a target and maybe warrior will be interesting again
(edited by WhiteOil.1836)
today i had a player threaten to report me because he was having a really bad time in pvp due to his team getting farmed. He made it clear he was a new customer and was frustrated at new players being taken advantage of by veteran players
after getting ragged on verbally for a few mins i finally told the guy to leave me alone as this is a problem to take up with game developers
he said this mode if for practice (hotjoin) and i replied that since this mode offers instant access to games id rather play this than Que solo for 10 mins on average just to get a premade (Likely) and get destroyed . not to mention getting new players on your team in ranked and unranked Que is frustrating beyond belief.
have to imagine more new players feel this way
•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".
This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc
we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine
Please revert the change
No offense, but not a single warrior I know found the knockback to be useful, be it in WvW, PvP or PvE. All it does is displacing enemies which you don’t want in most of scenarios. The immobilize is much more useful, despite its short duration.
I disagree, the immobilize doesn’t not synergize with the hammer trait
put on leg specialist and you get your 1s immobilize anyway
lots of skills now clear immobilize anyway
its weak
on top of that it hit multiple times this new version hits once the
1 crit of rupturing smash did about 800dmg near zerk
multiple crits hit from 2.4k to 3.2k
read what I posted more carefully is area control and spacing better? or is a 1s immobilize?
(edited by WhiteOil.1836)
•"Rupturing Smash: Instead of knockback this skill now causes 1 second of immobilize on hit. This skill can no longer hit the same target twice. Increased damage by 100%".
This change was a mistake the knockback was Very nice, One of the only reasons I was looking forward to hammer and now it has no CC just an immobilize a 1 second immobilize!!!!. this hurts the weapon trait and the weapons use for cc
we can trait for immobilize already. Rupturing blow was useful for area control and spacing, offence and defense, taking a rick leaping into an area just to immobilize is weak!! the damage was fine
Please revert the change
(edited by WhiteOil.1836)
Why wasnt burst mastery and cleansing ire merged???? they both deal with adrenaline 1 for saving it and one for building it faster plus clearing condis
couple of fix options
1)merge cleansing ire and burst mastery
“oh but burst mastery boosts burst skills dmg”
2) merge the burst dmg modifier from burst mastery to berserkers power and merge cleansing ire and burst mastery
kind of ridiculous we go into 3 different trait lines for 3 different adrenaline traits when they SHOULD have merged them somehow, because i dont see why they werent
Thoughts??
thief can heal and clear condi just with a trait tied into a big part of what thief do which is stealth (another main mechanic for thief)
a thief can stealth and clear more condi’s than a warrior that has to build up bars and expend them, war must land a burst move or run the must needed Longbow to deal with that problem, and most professions are not the specific with circumstances as far as clearing condi’s other than war
Shouts?
What do shouts have to do with his comparison of meta build capabilities between the given two professions?
I don’t recall complaining about meta capabilities, just the fact that there’s other options. You can get Shake It Off and Shrug It Off along with the Rune Set and that’s 4 shouts every 25 seconds. Or One Condition every 6 seconds in an AoE to 5 allies. Outside of that, there’s Berserker Stance and then Resistance from Healing Signet. You might also include Brawler’s Recovery in the mandatory Discipline line that people take for Fast Hands. On top of all that, there’s Cleansing Ire for another 3 Conditions every 15 – 20 seconds max.
Warrior is completly fine with its condition removal, even outside of using Cleansing Ire.
1 cant use shouts and stances together we get 3 utilities (didnt know we could us more at a time when did that happen)
2 taking the rune for shouts lowers your dps and barely helps you survive
3 resistance from heal sig? 2k heal 6s resistance no heal for 20s hmmm
4 fast hands? mes had Illusionary Persona which was a grand master trait and its now baseline, fast hands is still a minor
your points are invalid
(edited by WhiteOil.1836)
Because S/D is still good against Necros. But try to win something against warriror, guardian, ranger, engi, ele or d/p thief. And if you only go for +1 as thief there is no point in using anything other than d/p even if you nerf SA to the ground (where acro is atm).
never had a problem fighting an s/d thief on any class, i enjoyed playing one prepatch, it was legit,
anet says they want build variety yet gives you 1 viable spec if even that
thief can heal and clear condi just with a trait tied into a big part of what thief do which is stealth (another main mechanic for thief)
a thief can stealth and clear more condi’s than a warrior that has to build up bars and expend them, war must land a burst move or run the must needed Longbow to deal with that problem, and most professions are not the specific with circumstances as far as clearing condi’s other than war
Shouts?
cant trait for wars to cleanse candi’s with shouts you have to use a rune for it and on top of that if you arent traited for shouts its not worth it anyway
Warriors are definitely fine and can still use celestial. Just stop mindlessly play that GS/hammer maraudeur build and try other things.
conditions do less damage, the toughness is what zerk warriors prepatch had, your power is lower, vit is the same as prepatch (if you went 2 into tactics)
so in all cele now (post patch )give them the toughness they lost, vit they lost the condition scaling is different so they lose damage over all… simple fix just give heavy classes the toughness they lost end of story
thief can heal and clear condi just with a trait tied into a big part of what thief do which is stealth (another main mechanic for thief)
a thief can stealth and clear more condi’s than a warrior that has to build up bars and expend them, war must land a burst move or run the must needed Longbow to deal with that problem, and most professions are not the specific with circumstances as far as clearing condi’s other than war
our power precision and ferocity was in a good spot, stupid change, the other amulet compensate for lost toughness BUT we lost another need stat in exchange,
answer this simple question why play a squish warrior when you can play a squish thief or mesmer?
burning damage is way to high, not to mention that stacks are NOT distributed between classes equally, pass through ele ring of fire you get 3 stacks each time but every other class can only really stack 2 at a time on an icd or a long cool down skill??? and ele has more skills that burn and have a trait that can burn on crit no matter what attunement and they blind on burn every 5s
seriously how op is that, its the only class that can still use the celestial amulet after the so called “nerf” because it still does amazing physical dmg, condi dmg, heal, and clear condi better than any other class
i dont like fighting a d/d ele, i hate playing one because how easy it is and it makes pvp boring and frustrating
damage is way too high!! dodge 1 skill or die by the other 1!!
ele needs a nerf, burn damage needs a nerf, warriors and gaurdians NEED the toughness they lost POST PATCH
why play a heavy armor class that has 100 more armor than a thief or mes and can do half the stuff they can???
half the skills on warrior GreatSword still dont work!! wirlwind attacks says hits 4 times and most of the time from a lot of angles i only get 2 strikes, rush still doesnt work because as soon as you reach the target it still has a cast time
sword main hand has one condi applying skill and thats the auto attack!!! not to mention warrior has no main ranged condi option without using a whole trait line just to get burning on auto attack!!! and the weapons that are “condition” still have skills that are pure physical damage why?
banners are 100% useless no cooldown trait anymore just take them out or replace them
condi removal revolves around adrenaline, damage revolves around adrenaline, and if you use a slow attacking weapon or dont trait for adrenaline gain on crit you are screwed
condi removal for no other class revolves around the class mechanic why does warriors?
a simple fix can make it a litte less harsh at least like if warrior uses adrenaline and is traited for cleansing ire no matter hit or miss if the bars are used the conditions should be cleansed
they really need to nerf ele this is insane, war cele got worse, engi cele got worse, and ele cele is still way too good…
anet needs to give wars and gaurds their toughness back, seems they forget to give us that stat after they took stats from trait lines, zerk war prepatch had almost 2.7k armor and now it barely get out of 2.1k armor
why play a heavy armor zerk when you can play a light armor class that has the same toughness and more options
its has come to my attention that warriors and gaurdians have lost a huge amount of toughness after this recent specialization patch,
before the patch my zerker warrior was around 2.6k armor and after the patch im sitting at around 2.1k due to the fact stats are not tied into trait lines anymore. As a huge pvper this doesnt make me happy that my zerk thief has 150 less armor then a heavy armored class like warrior, because before the patch the difference in toughness was way higher
i understand we got compensated for stats but for gaurdians and warriors it seems that it wasnt the case for toughness at least in spvp
(edited by WhiteOil.1836)