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Zerker Core Warrior Ferocity build

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Posted by: Xari.1086

Xari.1086

For which purpose would you run a build like this? No stunbreak or stability is getting rekt in roaming for sure. And no damage mitigation by blocks or endure pain / defy pain is getting rekt in zerg fights. You have to have a really solid backup from your group mates to run a build like this.

For insane damage on keep lords this seems to be okay. But I (almost) always prefer power over ferocity for that.

Let us choose how we activate glider! =(

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Posted by: Xari.1086

Xari.1086

i see. my fault. well, i dont mind.

so, why not…

Let us choose how we activate glider! =(

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Posted by: Xari.1086

Xari.1086

Option 2 – Hold Spacebar to Glide

Problem solved!

this is actually how its working right now.

New Worlds

in WvW

Posted by: Xari.1086

Xari.1086

1. How do you feel about this proposal?

Sounds pretty nice BUT…

I wonder if server population is comparable to wvw participation. I feel that some servers are pretty wvw heavy while others are not no matter of the server population in general. So maybe world population is not the right basis for world linking at all.

Would be nice to get some figures about wvw participation in respect to server population.

2. What, if anything, would you change about this current proposal?

Why not breaking the whole “named” server system and introducing only three fractions like “red”, “blue” and “green”. And then create enough instances of maps like we already have with the EotM.

3. Would you be interested in transferring to a new free world?

yes

WvsW solo/roamer B- Feedback wanted

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Posted by: Xari.1086

Xari.1086

It’s very similar to a build I’ve been running for a while (there are differences though). As for feedback:

  • The Traveler runes make no sense to me. The capstone for Traveler’s is the +25% movement buff, which you’re already getting from Warrior’s Sprint (they definitely don’t stack), so it’s an expensive choice for some sub-optimal benefits. Strength is probably your best choice by the numbers, giving you +45% to your might duration (you produce a lot), some might on hit, a +5% damage buff, and a bunch of power. If you don’t like those, or want something cheaper, there are loads of other options listed in another recent thread.
  • Your crit rate is actually nice and high. I’m not sure what you’re used to running, but that’s probably even higher than you need. Leave it though… it’s not that high.
  • Your build build actually has decent endurance regen, but I’d personally advocate in favour of dropping Dolyaks for either Balanced Stance or Frenzy (I prefer the latter) for even more Vigor than you have now, and slotting Energy where you have Hydromancy now. Your sword set just doesn’t need the chill, though you could swap your Ice for the Hydromancy if you still wanted chill. The net result is your dps would be higher (if you go Frenzy) or you’d have better stability (if you go Balanced), and you’d have more dodges, which is better than the armor from Dolyaks for defense, offense (Reckless Dodge)..

Otherwise, the build’s fine and I probably have a couple hundred hours with it in wvw (roaming and havoc). Axe swaps in nicely if ever need more damage pressure and less mobility, but I normally roam with the sword. I also run glassier with higher power and prefer Intelligence on the sword set to guarantee some occasionally frightening Final Thrusts (which cleave), but to each their own.

i’ve been running the exact same build choppy is talking about for month. it works pretty well even in spvp for me – well, what you can say ‘works well’ when talking about warrior in spvp. -.- anyway, this build is good.

weapons: sw/sh+gs
slot skills: triple stance (endure pain, berserker, frenzy)
elite: signet of rage (spvp: rampage with peak performance over restorative strength)
gear: full zerker with strenth rune (spvp: rune of the pack)
sigils: rage or air + energy on gs and air and hydro on sw/sh

http://gw2skills.net/editor/?vJAQNAR8ejMdQXIWFCuhApIGICK9Lm+pwCgIYAwT4FWBA-TpBFwAPeAAMOCA12fYxFAoaZAAHEAA

Warrior Sniper r/r

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Posted by: Xari.1086

Xari.1086

id rather build like this, but even then rifle is no good choice (actually, warrior in general is no good choice at the moment )

http://gw2skills.net/editor/?vJAQNAU8enMdAdhgVhAuhAElilrATpq16aBIBgEQB49zWaftA-TpBFwACuAANOCAl2fYxBBoaZAAPAAA

Reworking Warrior Triats

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Posted by: Xari.1086

Xari.1086

Vengeful return: very gimmicky. Not worth taking over warriors sprint. Not sure how to rework this one

add rampage when using vengeance

:D

Two things warriors need.

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Posted by: Xari.1086

Xari.1086

Blind immunity? We have a signet that washes twelve conditions away.

but signet of stamina has a 45 sec CD.

changing it to cleanse 3 condis on a 15 sec CD or even 4 condis on a 25 sec CD would be way more beneficial i feel. a full cleansing of twelve condis is hardly ever needed.

anyway, i would really love to see getting “Embrace the pain” baseline and then maybe a tiny extra on top of “cleansing ire” like 5 sec of might on crit with burst skills or some extra adrenaline on hit with burst skills.

Two things warriors need.

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Posted by: Xari.1086

Xari.1086

Embrace the Pain and Fast Hands baseline

^This

Hidden nerf on hammer

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Posted by: Xari.1086

Xari.1086

You get quickness while entering Berserker mode.
Reducing your 600 leap to somewhere around 350.. nice!
Its 2 sec so either you do nothing 2sec or wasting your leap and dont profit from quickness after because its already gone..

Its one of the reasons i dropped HFocus for Burst master in GS/Ham build
(because it also screw up your Rush)

This is really annoying and i feel that this it not even working as intended.

For example projectiles get an increase in velocity when quickness boon is up but they won’t have decreased range all of a sudden. So if my earthshaker leap is speeded up by quickness why should it have a shorter range? If anything while quickness is up you should be able to jump further due to increased velocity/kinetic energy.

Fire field Might not working consistently?

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Posted by: Xari.1086

Xari.1086

http://wiki.guildwars2.com/wiki/Combustive_Shot

i think you need to blast a bit closer to the epic center of combustive shot.

from the notes:
“The radius of the fire field is 240 while the radius of the damaging effect is 360.”

Not true. At least for me.

Attachments:

All around warrior build dungeons,wvw,pve,pvp

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Posted by: Xari.1086

Xari.1086

hoelbrak offers the best compromise i feel.

Zerk VS Celestial

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Posted by: Xari.1086

Xari.1086

I like to mix zerker gear with zerker, soldier, cavalier and/or knight accessories. I never thought about Celestial stats for a GS / AxeSh Setup.

Running a build like this:
http://gw2skills.net/editor/?fJMQNAR3ejMd0FaVImhwJagfABbsZmDMohu0A-T1SBABXcQA0SZQWKNoU9HzUCGxDAoLlY4pbYhLAAP7PAwRAIAACwO3Z6sODO6RP6RP6RbnHdnHdn7sUAmpMC-w

m!@#$% conditions!

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Posted by: Xari.1086

Xari.1086

[…] I usually don’t have problem been a in 2v1 fight but fighting two necros on a 2v1 is pure suicide, […]

I think this is the many issue. You seem to have a strange viewing on balanced fights.

If you are running into two enemys at once you SHOULD get in trouble. I mean serious trouble if they are equally skilled. And even if those two players are not that good they SHOULD give you hard times. This should be the case for every build on every class.

I feel that there are way too many builds which can dominate multiple enemys at once.

Sure if you run into two upleveled new players in WvW who dont know what they are doing you shall and will win anyway. But if you are fighting against same level players with some experience in PvP you SHOULD lose or at least have to escape and run.

The adrenaline binds warriors to longbow

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Posted by: Xari.1086

Xari.1086

Worse, conditions and condition effects (blind/fear) are lumped together.

I guess that many people feel overwhelmed by conditions because of the clumsy cleansing AI. I’d greatly appreciate if you could set up “condition cleansing order” on your own for every single cleansing ability.

Very often AI somehow hides the cruxial conditions to you between all the crap flying around. If you would be able to precisely select which condition is cleansed on the first spot you could improve so many builds a lot – making them actually viable.

If you’r playing a build depending on kiting your enemies you want to cleanse snares and immob first. If you are playing a squishy ranged dd you want to cleanse all the damage condis first (bleeding, poison etc.). If you build for regen then you might want to have poison cured soon. And so on. You could set up the “right” cleansing order for you personal playstyle.

At the moment there are only very few cleansing abilities that actually do the “right” thing in a specific situation. And you want to have a condi remove that cures serveral condition per use. I think that’s the biggest advantage CI has for warrior and why CI is almost mandatory for many player. You can easily cleanse three condis at a time.

Returning, need some advice (WvW)

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Posted by: Xari.1086

Xari.1086

dual wielding only provides you additional damage while you are wielding an axe, mace or sword in your OFF hand. it’s not working with shield.

i would change some more things as well. take signet mastery. you want to use three plus HS. its worth it. reduce the amount of precion. 30% feels good for me. add fury from rage signet and you are over 50% crit chance which is fine. on top you have sigill of intelligence for guaranteed crit on evis. i would enhance your adrenaline reg since you want to use your evis at full adren. and finally i dont know if you even want to switch your GS for sword/horn as you will have issues with movement impairing conditions with your build all the time I guess. horn #4 may be handy.

maybe like this:
http://gw2skills.net/editor/?fJQQRBHdxG2ITHdhW4hjHciG4HoMHAFQgr+N+iyI1RA-TlSBABXcCAMTJ4VK/8UtiOOIA4pfATVVW4IAwz+DA8AAIFATKjA-w

upcoming Nerf to Building Momentum trait

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Posted by: Xari.1086

Xari.1086

Actually I’ld like if this trait would work like Adrenal Health:

Adrenaline Level 1: gain 15% endurance
Adrenaline Level 2: gain 30% endurance
Adrenaline Level 3: gain 50% endurance

Lets nerf us before the Dev will..

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Posted by: Xari.1086

Xari.1086

The skill distribution on the GS is the real problem. Just saying.

Chilled and initiative

in PvP

Posted by: Xari.1086

Xari.1086

So your argument now is “using situationally unfit skills randomly while the skills you actually want are on a long cooldown is a counter to chill”?

What are you talking about?

I guess he wants to say that if you are chilled as an ele and using your ‘good’ skills, they will be affected by the 66% longer CD. So afterwards you cant use those ‘good’ skills that fast. So your argument was that ele can use different skills. But those skills might not be that good in the specific situation. And that is the same thing I said for the thief. Thief has high potential burst skills with high initiative costs. When they are affected by chill with a lower initiativa reg they would also have to use the ‘not so good’ (but low cost skills) like every other class has.

Chilled and initiative

in PvP

Posted by: Xari.1086

Xari.1086

As it stands, thieves are mid-tier atm at best in TPvP – while you might feel it would be “Fair” if chill affected their weaponskills in some way, its a power reduction on a class that already doesn’t really have a solid place in TPvP.

In addition, the game isn’t built on being “Fair” – some classes have higher base HP – some have great access to dodges – others have great access to block. It’s not fundamentally flawed if chill affects thieves differently. “Balanced” or “Fair” does not mean that every condition effects every class exactly the same way – just that every class is relatively close to each other in potential.

Well, I really get what you want to point out. Ofc you have to look at every class and its capabilites as a whole and in comparison to all the other things around BUT…

…any kind of ingame mechanic has to be consistent within the whole game. Like if you get hit you will gain some amount of damage calculated by the damage formula. You fall from a high cliff you die. You get affected by fear you will run away from the source of the fear in a straight line. And so on….

At the moment the chilled condition feels inconsistent to me due to the fact that the thief is not touched by the increased CD at all, whilst every other class is, in deed.

You said thief class would be affected by a lower initiative reg more than any other class with ‘traditional’ CDs but I think this is not the case if you look at the different weapon skill mechanics as balanced pools.

The thief w/o chilled condition has the potential of 100 (just an index). He can use his skills (x,y,z) and regenerate initiative afterwards and use his skills (x,y,z) again. Every other class not affected by chilled has the potential of 100 as well. They can use theier skills. Wait for the cooldowns and use their skills again. So far so good. But now chilled comes in. The thief stays at his potential of 100. He has NO drawback by this condition (but the decreased movement) due to the fact that he uses initative as his potential pool. Every other class gets the drawback of either waiting for chilled to run out and do nothing or to use a skill within the duration of chilled and have a higher CD afterwards. So if you would have used all your skills while chilled all of your CDs would be 66% longer. Your ‘potential’ would drop by 66%.

Now lets assume we add something to chilled for thiefs like ‘Initative regeneration drops by 66%’. The thief could still use all the skills he would have used before (x,y,z) but he would have to wait 66% longer afterwards to use the same skills again as long as he is chilled. But since not every thief skill has high initiative costs he could still use some of his skills (maybe only z) without having to wait much longer. So this change would only affect the burst potential (skill x and y with higher initiative costs) of the thief within a short timeframe. I guess this is something many people complain about when dealing with thiefs: very high and repeating burst potential.

This is not a matter of fairness. It’s a matter of consistency. The mechanic of the thiefs weapon skills is different from every other class. (Initiativ vs Cooldowns.) Right now chilled seems not to be ‘aware’ of that there is one class which doesnt have cooldowns. In my opinion there has to be SOME kind of drawback for the thief class as well besides the snare. It would just be consistent.

P.S. Excuse me for the bad english in advance.

Banners on your back.

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Posted by: Xari.1086

Xari.1086

Allow us to carry […] banners on our back, and make them more like kits where you can only use one […]

I second this.

Im dreaming of something like this:

Banner of Defense (1m):
Passive Effects: 170 Toughness, 170 Vitality
Effective radius: 600
F2: Inspire nearby allies, granting protection or aegis for 3 sec. 20 sec CD
F3: Smash the banner on the floor. Combo Finisher: Blast. 20 sec CD
F4: Push back nearby foes with a staggering blow. Knockback: 200 Range: 200 Combo Finisher: Whirl 15 sec CD

Banner of Discipline (1m):
Passive Effects: 170 Precision, 15% Critical Damage
Effective radius: 600
F2: Inspire nearby allies, granting fury for 8 sec. 12 sec CD
F3: Smash the banner on the floor. Combo Finisher: Blast. 20 sec CD
F4: Jump towards a foe smashing him with your banner and inflict 5 stacks of confusion (6 sec). Combo Finisher: Leap Range: 600 12 sec CD (Should be some heavy damage)

Banner of Strength (1m):
Passive Effects: 170 Power, 170 Condition Damage
Effective radius: 600
F2: Inspire nearby allies, granting 5 stacks of might for 10 sec. 15 sec CD
F3: Smash the banner on the floor. Combo Finisher: Blast. 20 sec CD
F4: Throw your banner at a foe and inflict 10 stacks of vulnerability (6 sec). Combo Finisher: Physical Projectile Range: 900 12 sec CD (Should be some heavy damage)

Banner of Tactics (1m):
Passive Effects: 170 Healing Power, 10% Boon Duration
Effective radius: 600
F2: Inspire nearby allies, healing them and granting regeneration for 5 sec. 10 sec CD
F3: Smash the banner on the floor. Combo Finisher: Blast. 20 sec CD
F4: Heal nearby allies for 5000 HP. 15 sec CD (Don’t know how much would be fine)

Battle Standard (1m):
Passive Effects: Grant fury (3 sec), might (10 sec), and swiftness (3 sec) to allies.
Effective radius: 900
F2: Inspire nearby allies, granting stability for 4 sec. 15 sec CD
F3: Smash the banner on the floor and revive fallen allies. Combo Finisher: Blast. 30 sec CD
F4: Launch nearby foes with a mighty blow and inflict also weakness (10 sec). Launch: 450 Range: 450 Combo Finisher: Whirl 60 sec CD

Moreover change the grandmaster trait for banners like this:
Banners also grant regeneration to allies and get an additional utility skill when carrying a banner. (So F4 Skill is only available when traited.)

(edited by Xari.1086)

Warriors fight for your class

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Posted by: Xari.1086

Xari.1086

I guess he wants to say by this video that you only have to fight really bad players to shine with your full offense speced warrior.

1:35: Squishiest warrior ever. Maybe undergeared. Not even popping his SoR although he seems to start the fight. -.-
1:46: Thief doesnt even know what he is doing.
2:22: Necro already running. Surprised by a roamer. Low level thief is trying to help out but lacks of everything.
2:54: Little ranger harvesting in the woods surprised by a roamer. Again.
3:55: The ranger trys to disengage with poor luck. Suddenly wild guarding appears. But he is just walking into 100b, standing still, waiting for death. Like a boss.
4:38: You can almost smell the fear of that thief by seeing an enemy. He doesnt know what to do. He didnt want to fight at all.
4:52: Random thief without any stealth, evades, shadowsteps.
5:43: Finishing off an almost dead guy struggeling with a sentry. But getting the “WOW O.o” by some random asura exposed. Pathetic!
6:48: Fighting a guard for a little longer. Warrior is at the advantage but falls off the cliff by accident. No Problem. Clever guard dont want to take the chance to reg life. NO! Just go straight in fight again and die like a boss. Reminds me of Jim Carrey and Jeff Daniels… in “Dumb and Dumber”.
7:08: Guard without Def and Damage (Remember, the warrior in the vid uses full zerker gear. 2.5k Def and he gets no damage.). Good job.
7:40: Again a squishy guard already struggling with a sentry. But just look at what he is doing at 7:40 (at 50% life). He is like: “Omg… This warrior is trying to 100b me from that range? I should help poor little warrior out and take a step closer.” Thanks brain-afk!
The end: “never give up”…. when you have a 2v1… at your advantage.

Moreover, almost none of the victims he fought used nurishment.

And so on and so forth… I bet I missed some more.

This is a typical “Look-I-Can-Cut-Togther-Some-Kills-I-Made-During-Hours-Of-Playtime-Video”. No challenge!

Id like to see a video of him facing one half-competent player who knows when to push and when to disengage. This warrior might be a good one but the video is just crap. At least in my opinion.