I think focus main problem is the long casttime of spinal shivers. In my opinion it should be 3/4 seconds instead of the 1 1/4 seconds.
But that said more damage on focus would also be good.
Should be 1/4.
This thread —> Waaahhh, a Warrior spec’ed for mobility and got away from me! NERF IT INTO THE GROUND BECAUSE I DON’T WANT THEM TO BE GOOD AT SOMETHING THEY SPECIALIZED IN!!!
The ability to pick and chose engagements is the most powerful ability in PvP.
Gee and here I was thinking the ability to win engagements was the most powerful ability in PvP.
I guess it doesn’t matter if I lose as long as I was the one who chose the engagement.
Correct.
If you had perfect engage/disengage then you would only fight when you can win. 100% of the fights would be wins or draw for you.
Anyone you fought would never win.
This thread —> Waaahhh, a Warrior spec’ed for mobility and got away from me! NERF IT INTO THE GROUND BECAUSE I DON’T WANT THEM TO BE GOOD AT SOMETHING THEY SPECIALIZED IN!!!
The ability to pick and chose engagements is the most powerful ability in PvP.
this thread sounds more like people griping about zerker stats being OP than ranger RF being OP…
Zerkers was a bad idea.
One day MMO devs are going to learn to think things through before they jump on board the “Put +Critcal On everything!” train.
33% of scepter’s abilities don’t deal any condition damage at all, does that make scepter not a condition weapon?
Staff has 5 abilities, only 1 of which cannot deal condition damage. Just because it has one ability that scales well with power doesn’t mean its a hybrid weapon.
That one scepter ability scales off conditions on the target.
Play a class with properly designed weapons and you’ll notice Necro staff IS a Hybrid weapon.
For example every single Mesmer staff ability either does condition damage or scales from it. Ditto Mesmer Sceptre. Torch? 100% Condition. Pistol? 100% Power.
Mesmer Greatsword? All power, no condition. Mesmer Sword? All power, no condition.
Ranger Greatsword: 100% Power
Ranger Longbow: 100% Power
Ranger Shortbow: 100% Condition
I can keep going if you want…
Staff is a Hybrid weapon, and that is a problem for the class.
2 step process to fixing axe:
1. Axe Auto attack becomes a cone attack, similar to Flamethrower or Wave of Light (Guardian Staff 1)
2. Unholy Feast (Axe 3) Change crippled to Chill
Staff isn’t at all hybrid, its a condi utility weapon. And for condi builds it is amazing.
If it is a Condi weapon why does most 4 of 5 abilities scale on power?
It is a hybrid weapon. And it fails at both.
Necros are missing weapons.
Axe is still trash tier.
Staff is still wonderful, but a cluster of Power and Condition skill that fails at being a hybrid.
That Leaves Dagger and Sceptre main hand. Necros are a class with 2 weapon choices.
Cool stories bro.
I’m Glad you guys agree that when I could Heart Seeker any class from 100-0 in the span of haste it was because I was ~~~PrO mLG~~~ and not that it was overpowered.
The dismantle idea is a good one.
Siege commanders can mark it, it takes 5 people to dismantle it, can not be the commander.
Each person dismantling gets 1 supply.
The problem is that siege is too important, because players are spending more time attacking doors than players.
The defend keep is rare, the defended objective is almost unheard of.
The entire WvW system is based on players attacking doors, not players.
Until you address that issue you will continue to see players troll or abuse the system. You can not design a system that is fun, intuitive and immune to trolls.
You can only fix the ‘siege troll problem’ by addressing the larger issues in WvW.
ArenaNet is paranoid about a class becoming overpowered, but doesn’t care when they are underpowered.
Well.. they’re paranoid about non-Thief/Warrior classes being OP.
I wouldn’t exactly call the change to Signet of Vampirism ‘trying’. It seems more of a fluff change, just to have some sort of a change to the skill in the update notes. We’ve seen this a lot with necro updates. Where they don’t actually fix anything, they just juggle some minor numbers around without touching upon the actual problems with the skill. One second cast reduction here, one second duration increase there. When a skill is fundamentally broken and utterly useless, those minor number tweaks are not going to change diddly squat.
ArenaNet has always tried to shy away from actual Redesigns of bad skills.
Personally, I think it is because they drank their own Kool-Aid.
Maybe the backlash after the Feature update will cause them to reevaluate their choice of beverage.
I said this once, and I’ll say it again
Rangers were never meant to have nice things
Maybe our time has come,finally!
In4b the nerfs
It’s going to happen,, no point denying it. It happens to every class
Seems to happen to Ranger more than any other class in the game. Not only that but the nerfs come quick unlike Warrior, Guardian and Thief nerfs.
Did you forget how Warriors were one of the weakest classes for a long time, too? Or how they’ve had nothing but nerfs for the last few patches, along with being butchered this patch?
Warriors were never bad. Despite the attempts to rewrite history. Warriors were subpar at launch, when dealing with 6v6 arranged teams in the top 1%. They were always fine in PvE, WvW and the SPvP that 99% of the rest of the playerbase dealt with.
—
Let me give people some advice about MMO balance.
When you’re overpowered never fight a nerf.
When you’re overpowered and you aren’t nerfed fast it just means they are winding up more.
I like that they’re trying.
I just wish they were more successful.
P/P thief checking in. Still not ruined. \o/
P/P Thief checking in as well.
Get in on this guys, played well it is just broken.
In a very good way.
words
The Critical Flaw in your Thesis is that Warriors already have Sustain.
It is called “Heavy Armor + High HP”, oh and condition clear out the ying-yang.
Before you pull the usual Stunt of “HP/Armor doesn’t matter!” go play a Thief or Elementalist or… any other class really. Armor and HP does matter and it matters a lot.
Warriors are able to soak almost twice as much damage as your ‘average’ class, and that is before healing Signet. Yeah, yeah Evasion is important. But eventually you get hit. If you play a squishy class you’ll start to notice just how much more they get punished for a misplay.
And Warriors aren’t supposed to be the Sustain/Attrition class, that is Necros.
Then again Warriors weren’t supposed to be the melee burst class, that was supposed to be Thieves.
Man, it is almost like Warriors had way too many advantages for way too long.
ITT: Person that believes warriors should not sustain or deal damage.
ITT Warriors with severe problems in reading comprehension demonstrate their disability.
words
The Critical Flaw in your Thesis is that Warriors already have Sustain.
It is called “Heavy Armor + High HP”, oh and condition clear out the ying-yang.
Before you pull the usual Stunt of “HP/Armor doesn’t matter!” go play a Thief or Elementalist or… any other class really. Armor and HP does matter and it matters a lot.
Warriors are able to soak almost twice as much damage as your ‘average’ class, and that is before healing Signet. Yeah, yeah Evasion is important. But eventually you get hit. If you play a squishy class you’ll start to notice just how much more they get punished for a misplay.
And Warriors aren’t supposed to be the Sustain/Attrition class, that is Necros.
Then again Warriors weren’t supposed to be the melee burst class, that was supposed to be Thieves.
Man, it is almost like Warriors had way too many advantages for way too long.
I’ll just play as Riki in DotA 2 instead of this dirge now, at least he feels like a backstab thief…..
Haha play bounty hunter as he is an even better representation and not just a 1-trick-pony like riki is.
Double Damage Treant Protector is the One True Thief of DOTA2.
He always steals your heart.
Yup. It supports the general active combat of the game by requiring less time in which we are restricted to a small area. It literally does the exact same thing, but it does it faster.
Yup sure, lets make a complaint thread about.
You are completely correct.
But you are over looking one thing.
Area control is pretty much the Necro’s thing.
Marks and Wells are both built around the thing ANet is going away from (Position Control). If they want to go away from it that is fine, but massive parts of the Necromancer class are going to need rework.
Necros are VERY strong. Healing through DS on any significant scale would be OP if not accompanied by some other kind of nerf like life force reduction. But then all youve accomplished is hurting the necros that dont want to trait for regen.
Asking for unholy sanctuary to be comparable to warriors healing signet is a freaking joke. Healing signet is OP and needs to be nerfed. Giving necros, who have 2+ lifebars, healing signet quality heals through unholy sanctuary would be absolutely game breaking.
Actually the necro community just wanted their traited heal to work in DS like siphon,regen and parasitic contagion….they could remove US I wouldn’t miss it even tough I use it.
i hear you on siphons. the guy i am replying to specifically said healing signet though.
personally i would like to see siphons get very strong scaling off of power, but not healing through ds.
No, i dont think giving siphons a better scaling with power is the way to go. Bloodmagic and siphons should be more about selfsustain and support not about damage.
well we can agree to disagree. the problem with scaling off of something other than power (like, healing power), is that then condi necros could run apothecary to a game breaking effect.
You do know that siphons already scale with healing power?
And you would a condi necro ever use apothecary? Even if they would increase the healing power scaling of siphons it would still be terrible.
I am referring to the 4 vampiric traits that do not scale (what people usually refer to when they talk about necro siphons).
The implication behind complaints about improving siphons is that they would change them to not scale terribly.Everyone hates condi regen specs. they are too strong, whether they are rangers or mesmers or whatever, because healing keeps them alive indefinitely while condis kill passively, and condi clears are very limited. necros are the strongest condi class in the game, and if they develop a strong regen ability that is accessible to condition spec’d necromancers its going to be a bad time.
A large part of the problem is the lack of Boon Clear.
The lack of Condition clear doesn’t help either. I say “lack”, but there isn’t really a lack. They are just distrusted very unevenly. Some Builds are nigh immune to conditions, while other entire classes are lacking clear.
Similarly, Bunker (Previous Meta) and Condi/Regen (Current Meta) all depend on a lack of dispells or “Boon Clears”.
Very few classes have dispells, and they tend to be easy to avoid or evade.
I’ve been doing some serious
drinkingThinking.I’ve reached a startling conclusion that makes some sense.
The biggest problem with Necros is that Staff.
It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.
Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…
we flat out need more ranged power options. i’ll take a frisbee at this point.
Right. Staff is great.
But staff is not great enough to be Necro’s Only 1200 Range weapon, only Two Handed Weapon, only “AoE” weapon and still work with all Condition AND Power builds!
Nothing can do all of those things. And nothing SHOULD do all those things.
I’ve been doing some serious drinking Thinking.
I’ve reached a startling conclusion that makes some sense.
The biggest problem with Necros is that Staff.
It is a boring weapon that doesn’t fit into a Power or Condition build, but everyone takes it because it is still pretty good.
Necros need a second 2 Handed weapon. Or we need a way to “focus” (GET IT??) Staff into either Power or Condition weapon. Replacing one of our ahhh… Subpar Talents with something that Dramatically changed all the Staff Skills might work…
As far as thieves go do you really think it was fair you could steal and attack at the same time that also led into an unblock able attack that stole boons and then just disengage instantly… where the kitten is the counterplay to that.
yea i do. steal is our entire class mechanic on a 35 second cooldown, it should be versatile.
My point was that i play thief and necro, and necro is about 10 times better than thief is right now, yet the necros are complaining as much or more.
Thief is kitten near brokenly overpowered right now. It is neck and neck between Thieves and Rangers to see who came out most a head this patch.
Granted, we are still early and things could shift, but right now Thieves are in an extremely good place.
People are just overreacting. D/D is viable, D/P is viable, S/D is viable but tougher due to the followup, and /P is still fun for wrecking mesmers. Give people a few days to calm down, the ones RQ’ing are the same people saying Ranger is OP.
P/P Unload spam is more than “viable”.
Get in on it now, that kitten is getting nerfed.
After a bit of gameplay the changes are a bit of a mixed bag.
Axe and Dagger are much better now. Yay Power Necros, you’re no longer trash tier, just subpar!
Axe is easily fixable. Unholy Feast(3) goes from Cripple to Chill. The Range on Rending Claws and Ghastly Claws goes to 900, possibly to 1200 with Axe Spec?
Dagger is a bit harder. I think the casting time on 2 has to come down, but I’m not sure that would be enough.
The big issue for me know is Elites.
They’re all pretty bad right now. I would put a Signet there instead of the Elites if I could.
Cripple, Chill, Immobilize, Fear, Daze, Knockdown.
Sorry, I can’t hear you over the sound of all my Condition Immunity and Stability.
Metagame is is bottom up, not Top Down
Refinement is Top down.
I am baffled by the stupidity of this.
Maybe I can explain it in a way that is simple enough for you.
We’ll switch gears to StarCraft2 to remove some of the high emotions.
A new/bad player comes into the scene. He tries a Void Ray Rush, because he liked them in the campaign. It fails. But a slightly better player (Bronze) tries it. He manages his economy better and it turns out to be ok. The bronze player uses the strategy until he is ready to move up strategies.
Then a Gold league player sees it and improves it. He uses it until he runs into Diamond League players. One of the Diamond league players makes more refinements, adding Oracle harass to slow down queen build up in PvZ.
Then he runs into a Master league player. The Master realizes that he can shuffle the upgrades and hit with the death push a minute or two earlier. He rides the new strategy to he runs into a Grand Master. The grand master sees the strategy and realizes that if he cuts 3 probes in the 4-5 minute mark he can hit before a 2/2 timing and crush the current Zerg Roach Banling timings.
The idea of using Voidrays came from the bottom, the build order to reach it came from the top.
The metagame (Void Rays) came from the bottom, the Refinement came from the top.
I like it. If you don’t like the changes you’re a crying whiner, but if you do you’re the most smug, know-it-all, pro player in existence.
Well, you’re half right.
>> You guessed it high level competitive tPvP play. The meta is dictated by the highest level of play for the most part.
This is the only point I can really address. The rest is just non-constructive negative attempt to rewrite history.
Metagame is is bottom up, not Top Down
Refinement is Top down.
What does this mean?
The metagame shifts when someone with out a clue tries something new, and fails. But someone better sees the potential, refines the Build/Execution/Whatever and improves on it. Someone better than them then refines it further, etc, etc.
The meta is driven from the Bottom up, not the top down. Look at any of the Dota-likes. Look at the third party stat sites, they show up the pick rate of heroes tends to “progress” up the Rankings, not the other way around. With the exceptions being Fads after a major tournament game.
Yet again, all my builds are getting buffed. Sure as hell I keep playing.
Quiet, let the FOTM losers leave.
I’m tired of a third the players being Warriors.
99% of Warrior whining from release was because they couldn’t 100B everything in one shot.
Once Warriors starting adapting to the reality that every other class was dealing with it was very clear Warriors were competitive at all but the highest levels.
People forget the “highest levels” caveat. Warriors have always been a brutal pub stomping class, regardless of how the top 1% of the competitive scene has viewed them.
That is a very narrow-minded viewpoint. Nobody asked to be able to hundred-blade everything in one shot as you say, nor can you even do that to this day. We only asked for a purpose, role and viability in structured and tournament level play is that too much to ask for?
So pretty much according to you most of what was wrong with this class can be viewed as nothing but whining and complaining. That this class had virtually nothing wrong with it at launch and that everybody else just had to learn to play right? Just like people had to learn how to play other classes? But somehow people learned how to play other classes far better than they had learned to play a warrior Problem is, even if you did learn to play the Warrior at launch was underperforming compared to other classes. There was a point where I switched to Mesmer, never playing it before and “pub-stomping” everybody in sight. Even in WvW back in the days of pre-nerf confusion I would take a mesmer and 1v4 people with ease. Something which I could never do on my warrior.
Warriors were never that brutal “pub-stomping” class at launch or even a year since launch. So basically according to you we are going to base balance off of which class pub-stomps the best? I am so glad that you are not a developer. Even between the 2-80% scene of competitiveness they were outclassed. In other words A warrior facing another class like an Elementalist or Mesmer at the same skill level would be highly outmatched.
Your viewpoint is an interesting one. You take that extreme viewpoint that Warriors are OP and always have been OP, and that since launch they weren’t underpowered, it is just people needed to learn how to play.
Which is from an extreme standpoint no different from somebody saying that Warriors were never OP, people just need to stop whining and learn to play the other classes.
Pretty much you are just grasping at straws and making blanket statements that don’t have a shred of truth or evidence to back it up.
99% of people aren’t in the competitive scene. Balancing exclusively for it is a bad idea. Balancing for it is what has broken the Warrior.
The entire Metagame for the first 6 months of SPvP was: “Can you survive a 100B Warrior?”.
Go back and read the PvP forum from around release. Every single build is judged based on that criteria. When you define the metagame, you are not underpowered.
99% of Warrior whining from release was because they couldn’t 100B everything in one shot.
Once Warriors starting adapting to the reality that every other class was dealing with it was very clear Warriors were competitive at all but the highest levels.
People forget the “highest levels” caveat. Warriors have always been a brutal pub stomping class, regardless of how the top 1% of the competitive scene has viewed them.
And for a good year the Warrior pretty much was at the bottom of the barrel of sPvP and pretty much a free kill 1v1.
Even in the recent tourney’s you mostly saw only 1 warrior, some teams had no warriors. Most of the teams that featured 2 warriors lost. If they were far more superior than any other class then why don’t we see a 5 man warrior team at the highest level? Why are guardians and eles more represented?
Stop QQing about Warriors in general.
Warriors were never ‘bad’ in SPvP.
They were a mid tier class at the highest levels of coordination and individual skill at launch. But they completely dominated the metagame for the average player since release.
Just like they have in PvE and WvW.
After the nerfs Warriors will be one of the strongest classes in the game, probably still the strongest.
Just play a Warrior like everyone else. When you give up on playing what you want and just play a FOTY Warrior the game is really fun.
Profession Changes
Warrior:
Our changes for warrior focus on providing telegraphs to stronger skills and to reduce the passive benefit gained from Healing Signet.
- Healing Signet: Reduced the passive heal by 8%.
- We’re looking for ways to incentivize using Healing Signet’s active without increasing overall sustain. We’d love to hear your thoughts on this.
Eight Percent? Is this a typo?
Can you explain why you feel it is balanced for a class in heavy armor to have so much sustain? The Mesmer Equivalent (Signet of the Ether) heals for 30% less at the best case for the Mesmer, requires skill to manage and is open to counter play. The healing on Mesmer is less effective given the lower armor level as well.
Factoring in EHP Healing Signet is more than twice as effective as the nearest competitor.
Im bringing this topic to the profession balance topic so to make sure the dev see the abomination damage builds have wrought upon the pve part of the game… how can they pretend the game is balanced when a well organised team can down lupicus in 7 second.
Idk what the exact culprit is but it needs some attending to
The exact culprit is +Crit and +Crit Damage. They were dumb stats to ever add to gear.
Tbh I feel the same about
+healing power
+vitality
I can see your point, but I disagree.
Crit is always dangerous. Always.
Nearly every MMO that has added +Crit(Damage) to gear has had to nerf it.
Im bringing this topic to the profession balance topic so to make sure the dev see the abomination damage builds have wrought upon the pve part of the game… how can they pretend the game is balanced when a well organised team can down lupicus in 7 second.
Idk what the exact culprit is but it needs some attending to
The exact culprit is +Crit and +Crit Damage. They were dumb stats to ever add to gear.
Msmer Staff is fine the way it is, i love the Mesmer staff. Ele Staff i find rather poor and the Necro AoE marks are VERY boring and require no skill what so ever and the fact they are all condition based doesnt help.
Staff is a bit under whelming for Mesmers. The 4 and 5 abilities are pretty weak and the auto attack is lack luster. Lowering the Cooldowns on 4 and 5, while allowing the AA an additional bounce would make it much more viable.
Healing Signet is really over the top by somewhere between 15-20%. Conservatively, say 15%.
Even if you change HS, the other problem you are left with is that warriors still don’t have any particular weaknesses. When you look at other classes, they all possess weaknesses that make class-stacking on a team undesirable. Thieves cannot hold a point, mesmers are too squishy and susceptible to conditions, necromancers are easily trained down, guardians and spirit rangers don’t do enough damage, etc. Warriors have high stability uptime, lots of condi clears, high armor, blocks, Endure Pain, can deal out good damage as well as incredibly high (70%+) uptime for AoE fire fields entirely covering almost any node.
A while back Chap said that if they saw the meta shifting to carrying 2x of a profession, it was a sign the class was OP (i.e. back when we saw 2xele teams).
Closer to 25-50% overpowered.
The Mesmer nearest equivalent heals 900 every 3 seconds if you have 3 illusions out. So, the best care scenario for Mesmer is 30% less effective than a Warriors worst case scenario.
So everyone tells me mesmer phantasm gets to scale with both power and critical damage.
Can someone explain me why the 3 phantasm spammer wich multi hit cause tons of condition damage from pistol unload etc gets to have his summon scale with critical damage and power on a spec wich runs on survivability (inspiration) yet the enginer turret and the ranger pet dont? If this is Anet idea of a pet balance id like to hear their actual reason why an actual tri-illusion spam can hit harder then a creature of flesh and bone wich is the ranger main mechanic?
While the excuse of it doing its huge damage by interval is somewhat fine the fact that you got 3 of them doing it makes all other pet based class look crappy
zerker in the mist: 3k damage with zerk amulet
Duelist in the mist: about 3k damage long range
Phantasmal defender: best damage total of all 3 but its somewhat weaker because of its attack interlude
Sword phantasm: best single hit striker, it can hit around 3 to 4kConsider the fact the mesmer can have 3 of these wich attack about every 7 second or less, you just stacked a good 12+ bleed as well as a fairly high amount of damage from a pet team. Now lets look at the ranger pet
1. Damage dead unless traited while mesmer phantasm remain strong prety much at all time.
2. Unlike the phantasm wich can be spammed at will pets once dead stays dead for a while.
3. Your pet wont do more then about 1 to 2k unless you activate some utility like sic em and signet of the wild in wich case it can compete on the damage level with phantasm for a time.While i do agree the fact mesmer doesnt deal that much personnal damage it wasnt actualy made as a damage class to begin with. Mesmer is based on controling your foe via stunlock boon removal projectile deflection and clone spam (aka a minion master because lets face it the mesmer clones are the same stuff as minion they live to be sacrificed as optionnal targets). Once you start to run phantasmal berserker spam its no longuer a mind game.
Almost no one plays Phantasm mesmers anymore. While they work great on paper in practice they have massive problems.
The scaling was put in as a band-aid to broken mechanics.
Ill start by saying I don’t really care if they’ll nerf it or not and really don’t want to open a new discussion about it. Just wanted to present a few fact so that people will get over this issue already.
Here is list comparing a few heal skills, facts only:
Warrior ‘Healing signet’
Heal: 392hp evrey sec
CD: 0
hps: 392
% base health: 1/47
full health after: 47sec
Other effects: noneEngineer ‘healing turret’
Heal: deploy + cleansing burst + blow = 6360hp + 1040hp (8sec regen)
CD: 20sec
hps: 370hps
% base health: 50
full health after: 40sec
Other effects: 2 condi cleanse, almost half of it is aoe. (also scales great with healing power)Thief ‘Withdraw’
Heal: 4344hp
CD: 15sec
hps: 290
% base health: 40
full health after: 37.5sec
Other effects: 0.75 evade, clear immobilize, cripple and chill, gap closer/creator.Mesmer ‘Ether feast’
Heal: with 3 clones = 7480
CD: 20sec
hps: 374
% base health: 50
Full health after: 40sec
Other effects: noneOf course HS is a bit different coz you don’t need to activate it, so u can’t get interpreted but you can’t take advantage of ‘on heal’ effect many rune set have , and very suspectable to burst, so let call it even.
So in this comparison we get HS has a small lead in hps, no special affects and actually the worst heal to base health percentage by 7sec. Personally, I would take any of these other 3 skills instead of HS on my warrior.GL HF kitten
So, Warrior healing signet is superior to all other heals in the game, even if the other classes perfectly manage theirs and the warrior just AFKs.
Thanks, I’m glad you agree it is incredibly overpowered.
That you think it is “mass-hysteria” and not “well deserved mass outrage” speaks volumes for your own delusions.
It’s not mass anything considering only a small amount of players actually post on the forums.
Presuming we had even as few as 500 people posting on these forums, that would be a large enough sample size to make statistical inferences on the rest of the population.
errr no. the forum community will be always be the vocal minority when compared against the rest of the actual playing players population.
I don’t think you get how statistics and polling works.
Other classes don’t get to do that while having 400HPS and 30K+ EHP and doing solid damage.
Yep, instead they do it while having perma stealth, perma vigor/regeneration up times, protection (-33% DAMAGE), clones, shadow steps, evasion skills, aegis and blinds.
If you will kindly read above, I have detailed for the 5555555th time how these mechanics work, and that they count as health/armour, called effective hit point.
If you refuse to expand your knowledge of the game and its basic formulas and mechanics, we are done here.
What class has Permanent Stealth, Regen, Protection, teleports, evasion, Aegis and Blind? You seem to be fighting a TheifMesmerNecroGuardianRanger with a 30/30/30/30/30 spec.
I guess subconsciously that is what you think should be required to beat a Warrior.
A truly frightening look into the psyche of your average Warrior troll.
That you think it is “mass-hysteria” and not “well deserved mass outrage” speaks volumes for your own delusions.
Deimos is not trolling, every single argument Den has posted was utterly and irrevocably subjective. Although both of these people might have varied definitions on what dominant versus popular actually are, the point is that not a single ‘point’ Den has stated shows anything about the power of the Warrior, only their frequency of play which is high. Which absolutely makes sense since Warriors are probably one of the most popular and played classes across all MMOs, and far easier to grasp in MMOs as well.
Subjective much?
People respond to incentives. This is basic ecnomics.
Right now people are incentivized to play Warrior because it is the strongest class in the game.
Ranger, Elementalist, Necromancer and Guardian (Paladin) are all standard Fantasy tropes. Even Mesmer (Illusionist) is not new, nor is Engineer.
Tow line is the only skill that self-CCs the user for no apparent reason and does nothing good to the enemy to compensate.
Half of the Engineer skills would like a word with you.
Healing Signet = The BEST passive regen in the game no question.
Blocks = Shield
Immunities = Utilities
CC = Hammer
Condition Cleansing = TraitsQuestionable, Altruistic Healing pulls crazy numbers, as well as Signet of Malice, which is capable of restoring thousands per second.
Every class is capable of combining all of those aspects into a single build, on top of their additional mechanics like perma vigor, perma regeneration, protection, evade, shadowstep, blind and stealth. That’s not a warrior exclusive combination.
Other classes don’t get to do that while having 400HPS and 30K+ EHP and doing solid damage.
Quite simply: The people who claim burst is a counter for HS are idiots.
- No one deals 22k burst damage on plate armor.
- Burst is not sustained (burst: An abrupt, intense increase; a rush).
Hence why I and others also list high dps as well as burst. Believe it or not, it is very common to do 25k damage or more over 10 seconds of combat, without full zerk specs.
You know, sustained damage that hits for much more than the signet is healing the warrior. (zerker, rabid, rampagers, knights/valk/cav, celestial)
The issue is the absurd sustainability.
The whole “just burst the warrior down” assume the warrior doesn’t dodge or doesn’t have any defensive cooldowns.
Actually, that might be balanced. Remove all Warrior Defensive cooldowns, remove warrior dodge. That could work!