Showing Posts For Zauric.2981:
Now that (almost) every warrior is using this build, and the fact that warriors are the most played class, I and many other people on the forums in different professions have had to make builds just to find how to counter all these stuns.
I’m not saying stunlock, unlimited healing warriors are OP but when every single class has to change traits and runes just to counter one class, it becomes OP.
(not replying to anything replying to this post, warriors are impossible to argue with)
Pretty much how warriors have to run Berserker’s Stance and Runes of Lyssa JUST to be able to have a fighting chance vs Necros, Engineers and Spirit Rangers?
By that you mean dedicating your rune set (hoelbrak, melandru or lyssa), 2 traits(dogged march and cleansing ire) as well as 1-2 utility slots (berserker stance and signet of stamina).
Moving 100b to a burst ability would be a terrible idea as it would ruin a lot of the synergy we have with other weapon sets.
As for arcing slice, the ability is slow to land, does weak damage, and gives a buff we already have decent access to. If you want to make the ability worthwhile consider giving it something along the lines of a faster animation, longer range, evade frames, multiple boons, unblockable, short term daze etc etc. Any one or combination of those would do a great deal for making the ability worthwhile without swapping abilities around.
Rank 41 here looking for a group of like minded individuals to queue up with.
Most of my time is evenly divided between my warrior and thief, with lesser amounts of time being spent on ranger.
I’m currently available 6pm-10pm est daily.
Not looking for a team of people that are expecting to be top tier instantly, just looking for a group of people I can regularly play with and improve with. Feel free to message me if interested.
War burst skills go on full cd if they miss. Honestly, if we lost the adrenaline, we could build it back up in the time frame. BS when it misses is able to be queued up again instantly.
Imagine if we could just spam skull crack until it actually connected!
Assuming they still share the same cooldowns:
Use fire if you don’t use a on swap sigil.
Use force if you do.
2. Remove ALL deathshroud on death (not downed).
I think this is actually very important…. no other class is allowed to retain any progress.. why should the necro?
I am sorry but this is just ignorant. What other classes die then are unable to use their class skill once they step onto the field?
Warriors loses all adrenaline.
True enough though adrenaline is easier to gain than LF.
Agreed, but it is the only similar mechanic in the game as far as I know.
I’m honestly not a good enough player to make the call that warrior is top tier or bottom tier, but I feel the berserkers stance change has put us in an extremely good place.
I have never had more success as a warrior in solo wvw, solo queue tpvp and hotjoin then I have been having now, while still having more than 1 build that I feel effective on.
2. Remove ALL deathshroud on death (not downed).
I think this is actually very important…. no other class is allowed to retain any progress.. why should the necro?
I am sorry but this is just ignorant. What other classes die then are unable to use their class skill once they step onto the field?
Warriors loses all adrenaline.
There is no mistake with sigils in this build, sigil of strength is the only on crit sigil without an ICD.
I shudder to think how strong d/d eles would be if they nerfed the damage gear in wvw.
I’m surprised people skipped the QQ about LoD hammer warriors and went straight for confusion mesmers.
They are fine IMO, one of the few viable zerg builds mesmers have, and in small scale fights I fine them much less dangerous than physical damage shatter mesmers. Even if they get 10 stacks of confusion on you they have zero means of damage, so if you can’t remove the confusion then it is still fairly trivial to ride out the damage until your cooldowns come up.
Stuns are far easier to counter since there are a ton of stun removals in the game along with the ultimate denier – stability. And, of course, what people have been ignoring is that it’s not what the confusion mesmer is doing to you it’s what the other people are doing to you while you are shut out of using both offensive and (more importantly) defensive abilities.
I’m not sure how many of you people do 5v5 or 10v10 but doing five seconds of nothing for any stretch of time is a death sentence.
I almost exclusively solo in WvW or run in a 5 man havoc group. We have never seen confusion mesmers that are so dangerous in small scale engagements that I would consider them OP. Are they strong, and do they provide something to watch out for? Of course. But there are plenty of builds that are just as strong as confusion mesmers, and plenty more that are much stronger than confusion mesmers in those small scale scenarios, so I think singling them out is somewhat odd, especially as they are much much stronger in zerg vs zerg fights.
I know we don’t run confusion mesmers in our 5 mans, as they don’t have enough burst, aren’t mobile enough and aren’t survivable enough. YMMV.
I’m surprised people skipped the QQ about LoD hammer warriors and went straight for confusion mesmers.
They are fine IMO, one of the few viable zerg builds mesmers have, and in small scale fights I fine them much less dangerous than physical damage shatter mesmers. Even if they get 10 stacks of confusion on you they have zero means of damage of other damage, so if you can’t remove the confusion then it is still fairly trivial to ride out the damage until your cool downs come up.
(edited by Zauric.2981)
The only thing imbalanced about P/D is the 100% combo finisher on each shot of the 1 stealth ability. I would kill for a useful 2 and 3 ability as well.
No idea why people are complaining about the build though, it is super vulnerable to condi removal / control skills. Taken alone you can only keep up bleed, with a venom build you can keep up bleed + poison + weakness. Compared to an engi which has almost 100% uptime on bleed, burn and poison, along with good uptime of confusion and chilling, it just seems pretty lackluster, especially since none of the P/D thief’s condi applications are aoe.
Its decently survivable, yea, but that is pretty worthless as you have no point presence due to stealth.
The fact that it is being mentioned over D/D LDB + caltrop spam is amusing in my eyes, as that applies the bleeds faster and as an aoe, and actually has a point presence due to not relying on stealth. Not that I feel it is overpowered, but it is certainly stronger than P/D imo.
My issues with sPvP in this game as a player that was in guilds ranging from top 100 to top 5 in GW1.
1) High barrier to entry, especially compared to either Tombs or random areas. No real way to effectively solo or duo queue with people to face similarly ranked players. Included with this is no real way effective way to find groups. In GW1 the entire population was located within a few zones, making in easy to find people for pug groups. In GW2 it is just your lone server in Heart of the Mists, so I hope you are in an active pvp one.
2) Stomp or be stomped gameplay, mostly caused by no real match making system. You can face players with 1000 tourney wins in your first tourney, and conversely you can face people that have never played a tourney before, while you have 1000 wins. Neither option is fun. The travesty that is paid tournaments I don’t even want to get into.
3) No sense of continuity between your pve character and pvp character. Why shouldn’t you be able to use your PvE skins in PvP, and your PvP skins in PvE. If I farm a legendary I should be able to use that skin in PvP, and conversely if someone else farms a legendary, I want to be able to curb stomp them while they are wearing it. On the other side if I unlock cool skins via PvP, I should be able to transmute them onto my PvE gear.
I still use a signet build for pve at 80, but it is a fairly defensive one, relying on the faster endurance regen /cleanse and toughness / stability signets for added survivability.
http://gw2skills.net/editor/?fIAQNAR8ejkOJvBPGPMRCA0DsuaLThiOFgSpoN7A
Use a mix of berserker and knights gear, should be able to get around ~40% crit, 220% crit damage and 1800 toughness. Have both solid offensive and defense and can stay in melee for almost every boss, with a few exceptions.
Least this gives me time to farm the rest of my exotic set! :p
Just from my perspective as a worthless peon, I have little motivation to log in when I have double the score of the other teams or half the score of the other teams. Neither scenario is conducive to having a fun fight.
Why can you res people underwater with ‘f’ but not finish them with ‘f.’
This disparity really ruins the fun of any underwater pvp and makes it needlessly frustrating.