Showing Posts For Wuflric Glacius.2078:
No. Says so not long after the explanation of the skill
Hi Everyone, Mostly a lurker nowadays but I made this build a bit after the update and have had great success with it so far, Thought I’d share it with ye.
Few things to mention, Condi Runes are to Give the bleed and confusion on interrupt a bit more bite, while the fear on hit is always a nice touch.
I sometimes take Burst mastery over Merciless hammer so I can hit them with two bursts in quick succession but the CD reduction and damage increase is great.
With reduced shield and Mace CDs, as well as defiant stance and endure pain it can be a very defensive setup but still outputs a lot of damage.
Sigil of Rage is great to throw people off their dodges, as well as seriously increase hammer AA damage but is unfortunately random.
Hope ye like it!
I agree with what your saying for the moat part. Anything with defiance usually has one massive attack that can one shot mist things or heal themselves or any big move. I stack ccs, hammer, mace, shield juggernaut, any combos of them to quickly strip defiant down and interrupt their big moves. It’s worked well enough in fractals so far. Is it ideal? Probably not, does it help the group? Yes as they can focus more on dps and less on dodging or healing.
Also the whole thread is about not being able to play as you want. You want to use a hammer you get discriminted against for doing so. Wish it didn’t happen as much but it does. It’s a shame
Nobody’s claiming that Greatsword has less dps. It is easily the highest dps weapon warriors have. The issue is people claiming that hammer is a 0 dps weapon, which simply isn’t true. It is slower than a Greatsword but per swing it does more damage. Just in the same time frame Greatsword will hit a lot more. With proper use of sigils and traits the difference isn’t as big but Greatsword still wins for damage output.
Compared to greatsword, hammer misses:
1) Vuln on the autoattack
2) 2,3,4,5 skills that increase DPS
3) 10% damage from slashing power and might stacks from forceful gs
4) players who know what they are doing, the kind of person who takes hammer to dungeons is probably 2/2/2/2/4 full clerics anyway and using nothing except the knockback.
Lot of this is just wrong.
Every skill except for hammer 3 hits Harder than the auto attack,
with sigil of impact and merciless hammer anytime you use earthshaker or backbreaker you get 30% more damage while they’re under the effect of each attack.
Every build I’ve used that uses hammer, hell every build I’ve made for warrior, hasn’t had 2/2/2/2/4 set up. Anybody does that yeah they’re gonna play bad. But great job On generalizing everyone into a bad build solely based on holding a hammer.
I used sword axe axe mace for two dual wielding sets. Having axe 5 allows you to rebuild adren extremely quick so you’re still able to use eviscerate or a berzerker power and heightened focus flurry, which does a lot of damage, and rebuild that adren straight away. Or if you’re dead set on dual axes run sword mace. No major difference I just prefer mixing it up
Greatsword is the highest damage yes but not by that large amount. Bladetrail is meh damage, whirlwind is high damage if against a wall but other times it hits once, maybe twice. Rush still hardly ever hits bosses for me. Usually only standard mobs.
To say the hammer is 0 dps or a trash weapon is just wrong. It’s not as high a dps as GS, in pve what is really, but it’s got other things to compensate for it’s slightly lower dps.
I’ve been a warrior since beta, don’t spend a lot of time on the forum but this post interested me. I’ve tried pretty much every build out there but I find that the GS isn’t as good as people think. Only benefits it has over hammer is hundred blades which, with enemies changing aggro, has the ability to miss often enough in PVE and an evade with the whirl. Damage outside hundred blades Balances out quite well. Hits slower but harder. The added benefits of having control is handy too. If one.person in a group isn’t tanky then the aggro is shared by th group. When I play dungeons the enemies mob Me and I stun them, cripple them and stall them while everyone else does the big damage. I did coe last night, first time in a while doing it, and pretty much 75% of the alpha attacks were interrupted by me. Usually with pugs two go down every time but not last night
You complain when warriors compare sor with traits added but you just did that. Actual number values mean nothing when they’re used to fill different pools. Each heal gives ~2% of the total healthpool. That means to go from 1hp to Max it takes roughly the same time. If that’s not balanced to you then this is a personal vendetta against healing signet and warriors in general.
Also you said 862 hps, adrenal health ticks every 3 so that’s wrong there.
You’d be better off comparing war’s heal with necro or eles to thief or guardian as they’re at the same healthpool wise. The elementalist and war are just so different that they can’t be effectively compared using raw numbers.
(edited by Wuflric Glacius.2078)
Comparing the healing of a class with the lowest health and highest health is silly. Would you think eles deserve healing surge? It heals a nice amount for warrior but completely fills an ele’s bar. Signet is the same. It’s designed for a higher healthpool. Doing some basic math from from memory they both heal around 2% of their health bar per tick. The difference in base armor is negligible it’s when it’s piled on it gets effective. Eles have access to protection which is the same as stacking close to 3k armor, wars must do that by pumping gear with it.
Your best bet is to take your time playing the story. You’ll get a chance to use all the skills that way and can find a build you like. Asking for the “best build” is unnecessary as everyone’s playstyle is different.
I’d go shield master. The extra toughness is meh but the CD reduction is well worth it. You get to stun and block more often which are handy vs anything. Missile deflection I have found to be situational. It can be better but to be safe go with shield master.
Death shroud still lasts longer than our stuns combined and is available no matter what build, all thief weapons have a stealth attack and to make it crit is always a bonus. There is no boon or skill that can remove those abilities. A thief is in stealth it won’t lose it easily, necro can’t lose it until they decide to end it. Stuns don’t work with stability or if you have a stun breaker their effectiveness is seriously dropped. This trait has been here since the start so I can’t see how all of a sudden it’s OP when for the past year almost it was fine.
Thieves CAN have loads of stealth which means their trait can be used a lot more, necros have their thing no matter what, warriors have at most 7s ( I think) without sigils, and that’s over 3 different weapons and 2 skills are burst meaning you need to fill adrenaline twice to get their full duration. That, along with warrior’s often quite slow animations doesn’t add up to too much of an increase.
I use it to balance speed and mobility. If you’re chasing someone you’d have to use the shield bash or savage leap. You could swap weapons afterwards but that is potentially wasting a weapon swap. Plus the knockdown from tremor is easier to land final thrust with that I’ve found. Shield bash is just a tad too short duration.
Hi, only recently completed map completion of Kryta and the Krytan explorer achievement is still stuck at 174/175. Finished it with 2 characters and it hasn’t moved. Same with shiverpeaks explorer. Is there something I’m missing or is it an actual bug?
Thanks.
Personally I’d go mace/axe instead. The mace burst is brilliant now and you can use axe to add fury to it and rebuild adren. Evis is good but you already have good damage output with 100b.
That’s what I try to remove first but if you have multiple conditions on you how does the warhorn, or cleansing ire or shake it off choose which to remove first
Hey y’all, just a quick question regarding warrior condition removal. Majority of warrior’s removal is one or 2 conditions at a time. Question is, is there a priority to which they are taken off? Such as longest duration, most stacks or a set order? Same goes for the boon removal sigil. Planning on trying it out.
I don’t really think evades are the way to go. We’d be too much like thieves and melee rangers then. I do think something is needed however. I think shorter CDs on heals could do it. Apart from waiting for that to cooldown I find it alright.
I vote on parry system – blocks+reflecting hits (also the ones coming from melee)
Parry could work well. Something maybe like stackable aegis, every bar of adren gained gives you a free block perhaps?
The juggernaut style could be a built in, non traited boost if endurance isn’t full?
These are just quick ideas though they’d need more thinking through
I don’t really think evades are the way to go. We’d be too much like thieves and melee rangers then. I do think something is needed however. I think shorter CDs on heals could do it. Apart from waiting for that to cooldown I find it alright.
Ah my bad I read crit chance. The amount of precision would have it. My bad y’all. Crit damage might be bugged due to the trait changes
Soldier’s with berzerkers accessories is a great balanced set up. Works great in most aspects. Unfortunately it can’t be crafted so next best crafted would be knights. A mix of the two is great too
I think it’s diminishing returns. Seen that myself recently too. Best thing to do now is find the sweet spot for it and use the remaining slots to bulk up defense
One more hit is one more bit of sustain. I have close to 30k health it all helps
Having high HP is more of a defense versus “burst” survival not sustainability.
Sustain, in this context, is the ability to mitigate/avoid/recover from damage constantly.
For example, if you’re taking 1000 damage per second, but able to evade/mitigate/heal 1200 per second, you’re sustainable. Obviously this isnt quite as “smooth” in an actual fight, but if you average out the DPS and HPS you can establish a general trend.
If you’re taking 1000 damage per second, but only able to evade/mit/heal say, 350 per second, you’re not sustainable. You’ll be losing 650 HP/second, meaning you have a finite lifespan. A 20k HP warrior would last about 30 seconds before his HP pool is depleted. A 30k HP warrior would last about 46 seconds.
This is why so many warriors go berserkers build. See, a 20k hp warrior will last 30 seconds (1000 DPS, with 350 HP/s sustain). By sacrificing what little defense they have zerkers can massively increase damage. Now they may survive only 24 seconds (1000 DPS with 150 HP/s sustain) but the damage they can do during that time is roughly DOUBLE. I am not exaggerating when I say double, either.
Being a berzerker is even more critical versus other classes and builds with powerful sustain. The longer the battle goes on, the more their sustain plays in, and they gain the upper hand. The faster you output DPS and end the battle, the less time they have to recover, and the better your chances are to win.
Using the above (highly fudged) numbers:
30 seconds as a PTV warrior, dealing 1000 DPS, you’ll deal 30k damage in your lifespan, and give the opponent 30 seconds worth of utilizing their sustain.24 seconds as a Zerk warrior, dealing almost double, say 1800 DPS, you’ll get 43.2k DPS, and give your opponent 24 seconds worth of using sustain.
You’re far more likely to win a 1v1 fight against a sustain class as a Zerker, than a PVT. And against a glass build, you’re on about even terms with either build really, it’ll come down to skill levels and who jumped who.
Now, Sustain does not need to mean OP self heals.
Yes, Guards and Ele’s often mitigate more directly, using protection and powerful self heals. But Thieves accomplish this by being invisible, and difficult to hit often. Mes’s use kiting vs melee, projectile walls, clones, invis, etc.
Thank you. That explanation actually answers a lot for me. No sarcasm I’m being honest. Kinda had sustain confused with a classic tank style.
My set up wouldn’t be half a glass cannon, more about 2/3 of the damage but with much more survivability.
But would warhorn still bee viable to add some sustain to a build or is the trait too far out of the way to be worth it?
One more hit is one more bit of sustain. I have close to 30k health it all helps
I find great sustain from warhorn. Traited you’re popping it often, removing movement skills and any other condition, as well as granting swiftness, other skill gives vigor and weakens the enemy, both increasing survivability. The converting conditions is great too. Vulnerability, one off the most common conditions out there, changes to protection. Pick any mainhand that suits then.
Plus from the traitline you’ve got some extra health which is always handy.
I really like it. Granted it is a bit slow but compared to any other spike skill warrior has it’s fast. I hit a thief for 7k crit under half health and I have very close to no bonus crit damage. pair it with mace and you have a great set up. able to knockdown for good damage(usually hits single target twice for me) able to add vulnerability and then bam final thrust.
Soldier’s armor, mix of soldier’s and berzerkers accessories, berzerkers weapons, ruby orbs or similar themed runes. I find that the best balanced gear but I guess it’s up to traits too
Currently running full soldier’s armor with ruby orbs, mix between berzerkers and soldier’s accessories and berzerkers weapons. Traits are 20/0/30/20/0. I run hammer and axe/warhorn. Find I can take a beating and still dish out well enugh. Carry a longbow or rifle if you want too solo champs
I find warriors can work pretty well as a defensive build. I play a lot of dungeons and WvWvW and I’m outlasting a lot of my team. I run 20/0/30/20/0 with axe/warhorn and hammer, I have fulll soldier’s gear and berzerkers weapons and I get a nice steady amount of damage out while still able to take a lot of damage.
Edit: meant warhorn, not shield, although I change between them often
(edited by Wuflric Glacius.2078)