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Leg Specialist has no cooldown anymore

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Posted by: raudence.7961

raudence.7961

Hot-fix in 3… 2… 1…. XD
Enjoy nearly-permanent Immobilize till you can!

Loads of fun!

How's warrior for defending a wall?

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Posted by: raudence.7961

raudence.7961

Personally, as a zerker warrior bring the traits that give 3x adrenaline gain on crits and shorter bursts with a bow that has sigil of fire, you can really give tower huggers a bad day. Sigil of fire does proc from your Longbow F1 ticks. From what I’ve done alone I’d like to see 2 more warriors wih the same build and you can really watch people melt. 6-8k arcing shots are vicious.

http://youtu.be/VaFP9sd97Jc

[Merged] Please change or nerf Unsuspecting foe trait

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raudence.7961

From what the release notes have said. They’re fixing Sigil of Paralysis to round to the nearest .25 instead of rounding up to the next full second. Which means 4s skullcrack will turn into a 3.5s skullcrack, which is still than more than kitten enough imo to still do what we gotta do. And Anet, imo, is done with nerfing – they’re going to bring more runes and sigils to bring on the diversity. They’re not going to nerf perplexity, but I can’t wait to see what other things they’ll bring. Chance for condition to reapply itself after timing out? Chance for stun on crit? 5% chance to cause a blowout effect when hit? No more nerfing, moar OP stuff I say. Moar OP for everyone!

[Merged]Stun warrior meta

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Posted by: raudence.7961

raudence.7961

Warriors have always been top in terms of numbers. A year ago it looked like this:
http://img.gawkerassets.com/img/1829ugvd80zmmjpg/ku-xlarge.jpg
But many more are starting to make their scene in WvW. Or the freekills you’re used to finally picked up the deadly noob killing skullcrack/hb build.

Burst Skills should expend Adrenaline if fail

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raudence.7961

When the hulk misses a smash. He’s still the hulk, and he’s still angry! Grawr!

And you thought thieves had mobility?

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raudence.7961

The way to catch warrior.. if they don’t have break immobilize on movement skill, you just need to immobilize them when you think they’re about to move. But then we do have the needed condition cleanses because that’s a major weakness we did have in the beginning. And good warriors bring at least one stun break and hopefully that also gives stability. So it is pretty difficult to stop them.

But if you think of it this way, warriors don’t have any tricks up their sleeve. No access to stealth, no blinks. So all we have left for us is speed. A warrior with blink/stealth but no movement abilities, I think peoples would still complain.

(edited by raudence.7961)

State of Warrior

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Posted by: raudence.7961

raudence.7961

From that post:

Burst Hundred Blades (1ΒΌ, 10 second cool down.)
Repeatedly strike multiple foes causing Vulnerability. Allows you to move at reduced speed.
Damage (8x): 1,416 (2.22)?
8 Vulnerability: 10 s (Each Strike causes 1 stack.)
Range: 250

While many people disagree with it being a burst, there is a greedy factor here. It takes the current HB 3.5 seconds to complete. At just 200 base damage less, and adding 8 vuln stacks. 1400 dmg over 1.25s while being able to move and change the direction of HB? I would say YES. What will this remove? Skullcrack -> HB. What will this add?
Bolas -> HB.
Shieldbash -> HB.
Bullsrush -> HB.
Pindown -> HB.
Backbreaker ->HB.
Heck, even hammer staggering blow because the new range of HB can reach them and most of its hits will land before the enemy can pick themselves up from being staggered. Along with burst crit chance and burst damage already being in traits. People should be complaining about this change, and warriors should be wanting this change rather than not, if all the numbers stay as how this person described it.

Why do I sound exited about it? Because it adds multiple ways to access HB thus more variety among weapon sets and builds and also because I want people to agree to keep how warriors are right now. Improve and fix things out of what people are complaining about. Make them want to play other warrior builds not forcefully through nerfs.

(edited by raudence.7961)

State of Warrior

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raudence.7961

Silferas, I’m glad to see people definitely agree with the healing signet suggestion, it forces warriors to play one way or the other without nerfing the skill all-together, because it wasn’t used before – why revert i back to useless.

Phaeton, I wanted to mention that yes, warrior makes a large percentage of the populace, but withdrew that comment based on how many warriors actually make up the wvw populace. The skullcrack hb method does have an extremely low skill cap. Why not add something along the lines of… daze target, if target was interrupted target becomes stunned. That would remove the shieldbash skullcrack 4s combo… but I’m not sure how many people would like this. Albeit a high skill cap to only use mace burst for the interest of interrupting someone, mace/X has zero gap closers, especially gap closers that don’t already stun/knockdown opponents.

Scorci, I think people shouldn’t complain either. You can choose to try to fight a perma-stealth thief and waste your time, or move on. Its the same with skullcrack>hb. Pop stability and move on, stealth and move on. Or develop the build, or better yet – modify your playstyle with your existing build that will counter these warriors.

State of Warrior

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Posted by: raudence.7961

raudence.7961

Warrior is in a good position right now, especially during this condition meta.

I want to review the following opinions of others and discuss whether or not they need to be changed. There has been talk of nerfs so this can determine whether or not things change for us warriors.

Months ago warriors were always considered free-kill. And some may still say that right now. Per the norm things start getting out of hand as soon as a class is given something needed that they have trouble with, and as soon as someone figures out something pretty creative with their class, people can’t cope. I have some suggestions for people to take, or for Anet to correct, lets discuss.

First off. The Skullcrack>HB build. Using Sigil of Para, warriors should be getting 3.45 (its bugged right now to bring it up to 4s, but 3.45 is still a lot) second stun duration on their mace burst, easily getting a hundred blades to follow up:
I’ve been hearing things like: Skullcrack & Hundred Blades cooldown are too short. Which may be the determining factor. 15 points into Discipline largely aid the frequency of this combination. Is it really the stun people can’t get used to? IMO it is X if X=anything that leads to the effective use of Hundred Blades. If its not Bull’s Rush>Frenzy>HB its Skullcrack. And if skullcrack gets nerfed its the juggling of Pin Down and Bolas next. So, is everyone asking for warriors to use HB without the aid of anything? Or to not be able to use HB at all. If you could change the Hundred Blades skill to end the “X=hundred blades” nerf train, what would it be?

Berserker Stance. 8 seconds over a 60 second cooldown. This skill was hardly used before they introduced immunity to conditions. Personally, I’ve seen many condi users panic when they see this and use all their condition cooldowns to try to stop it. Is 8s too long. Is it the combination of stability making these warriors formidable. My suggestion is that most condition classes have some way to wait this out. Pistol thieves can keep their distance easily, as well as rangers. Necros have access to stability and protection during this period, just don’t use all your condition cooldowns. Mesmers and engineers are slippery enough to evade the burst during this period. The reason why endure pain is 4s, and berserker stance is 8s, is that endure pain can negate anywhere from 0-infinite direct damage, whereas condition damage dished out during 8s can’t amount to that. To balance out this skill, berserker stance should cleanse all existing conditions on the warrior when it is activated, and not be immune to receiving conditions, but the conditions will not have any effect until the stance wears off – meaning long lasting conditions will still matter, and well timed short lasting conditions such as immobilization during the end of the stance can be very devastating.

Healing Signet. I think many people know a lot about this already. The heal over time is about 390 per second on warriors without healing power. My suggestion would be to scale it down to what it was prior, and to boost its gain through healing power so that it is slightly better than it is right now, I’m talking about the slightest investment into healing power. Warriors that want sustain must give some love to the healing power stat, and this in turn will balance things out. I think the problem most people have is that this easily combines with adrenal health, 15 points into the defense trait. Without changing this skill however, my suggestion would be for people that have access to poison, to use it regularly, and to burst as hard as you can during this period.

I think the combination of the 3 skills listed above is what makes most people think warriors are too strong. I really think its the figuring out how to handle each of them, and then in tandem with eachother, most people can handle these warriors using proper play. There are many builds people cannot deal with, but I’d rather Anet adds more variety, and more things to make people complain about for each and every class, rather than to tone everything down to gray.

(edited by raudence.7961)

Warrior Outmanned Roaming Video

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Posted by: raudence.7961

raudence.7961

The nerf isn’t to skullcrack, I forgot where it was, but it was regarding sigil of paralyzation. I think more runes like perplexity should exist, it adds another style of play, and another level of things for players to watch out for. I play a similar style by using a few pieces of shamans with berserkers, and continuing the skullcrack>hb meta. And yes the damage is more than sufficient.

Rune of Perplexity on Warrior

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I’ve tried it out. It’s pretty strong. But its all ‘conditional’. I’ll just leave this and be on my way now. http://www.youtube.com/watch?v=wm3jX4yfA08 &feature=player_detailpage#t=131

(edited by raudence.7961)

Sword/Sword/Longbow Condition WvW Movies

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raudence.7961

I run the banner side of the build and lets say, I have as much fun as it looks like you have in your video! This build does make you pretty fearless, even 2v1 or 3v1. I’m also using 4p bonus runes of perplexity to add to the panic.

I also got a sword/dagger thief rage over this in pvp.

Overlooked aspects of Condi warriors.

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raudence.7961

I like sword 4 (torment) because it is a torment that reapplies itself. So even if they do cleanse it, the stacks will build up again (from 2-5). And usually the cd on the skill is ready for use as the last 2 stacks from using it previously are about to come off cd. When it comes to condi pressure, warrior constantly gives out 4 stacks or more of longlasting bleed, immobalizes, and torment, aoe burn that is also on a short cd.

In WvW I also bring the new rune of perplexity (4p bonus) in my condi roam build, and its absolutely ripping other roamers apart.

Uncontested Temple of Balthazar

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raudence.7961

Any NA server have balthazar uncontested?

It's time to balance PvP apart from PvE/WvW

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Posted by: raudence.7961

raudence.7961

They’ve already taken out harmful consumables; portal gun, stun, spy kit, etc. So are consumables meant to be only PvE? In which case I think their price will go way down. Down to nothing imo, except for magic find. What’s bad for business is bad for the game.

Crit cap? That’s just targeting one aspect that “seems” too much. What about giving too much vitality and toughness diminishing returns? Lets make everyone balanced. No variety. Or add resiliency, at the cost of not having toughness or vitality stat (reduces the chance to be crit).

They’re just targeting skills. And splitting them is ok. At least they’re no removing skills from pvp/wvw, like GW1. I don’t know what they’re changing about them, I’ll complain afterwards if anything.

It's time to balance PvP apart from PvE/WvW

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raudence.7961

Putting a crit cap removes diversity. A glass cannon can kill another glass cannon easy. On the opposite end there are really tanky characters that take a long time to bring down to 30%, only to have them go back to 100%. The idea of “nerfing” to balance things is wrong. Buffing to bring things up to par is the right move. Otherwise people could insist on a damage reduction cap of toughness.

You have bunker eles running into groups of 15 people and easily escaping, and they feel like they’re “allowed” to do that. And where you want a 50m zerg to always crush a 30m because they’re all geared with soldiers and receive even less damage from players – and use there numbers to act as meatshields for their seige.

If you really want crit damage to be capped at 60%, then crit% stat on items HAS to go up to compensate its reduced value as a stat – but then that means even tanky characters will have access to doing more damage than they should. Or even add vitality to berserker gear like sPVP. But that’s just disgusting.

I play in a 6-9m guild that tags zergs 2 to 3 times larger than our group. And only 2 warriors are geared full berserker. Guardians and eles full clerics. Necros full rabid. And we would fail everytime if we had a 9m berserker warrior group. Its not just about doing damage, or being geared in soldiers and spamming 1; its about sucking it up, getting in a group, and playing a role.

(edited by raudence.7961)

Guardian VS Warrior

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Posted by: raudence.7961

raudence.7961

so, ive decided to give my warrior a go =3,

would any okittennow if axe/sheild would be a good combo? i like to raw damage of the axe with the block/stun on sheild =3

http://youtu.be/rb2nrKjWeJ4
Here is an Axe/Shield Greatsword build. It has a few tank qualities, but it does make up for that in raw unforgiving damage.

Guardian VS Warrior

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Posted by: raudence.7961

raudence.7961

Choose your poison,

Glass
http://youtu.be/rb2nrKjWeJ4

Tank
http://youtu.be/VzLDFl-l8ZU

So they’re both doing damage. But in the midst of a group vs group play, being able to down 1 or 2 enemies off the bat is huge, compared to being able to take hits.

(edited by raudence.7961)

Guardian VS Warrior

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Posted by: raudence.7961

raudence.7961

But when you do that they also do no damage. And if he wants to be melee he’s not going to enjoy that. Guardians can last long in a battle but a single glass cannon warrior can force a melee/tank guardian to pop cooldowns. Paired with teammates guardians are also the worst at getting out of battle when times do get rough.

If you want to be a guardian and run in circles blocking and healing yourself without feeling like you killed anyone on your own accord go ahead. If you want to be a glass cannon guardian with 12k health that’s fine too.

He can be a D/D ele though. Glass or not they have the mobility to stay in melee to mid range and still have an escape plan.

Guardian VS Warrior

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Posted by: raudence.7961

raudence.7961

For the stat question, yes. But if you put it into terms of effective health, warriors have more health and make 3k armor more valuable. However guardians also have protection which decreases damage even further.

Runes or ruby orb

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Posted by: raudence.7961

raudence.7961

I play glass and I do just fine. In WvW when you create your build you have to know what your role you’re going to play. I’ve been both Shout/Bruiser with mace/mace hammer with healing accessories and soldier rune with superior blood, and lately I’ve been Zerker with full divinity.

With a berserker build you want to take out other glass cannons and also focus tanky spearheads when a battle occurs. Shouts and banners aren’t the only way to support your group. When a thief goes dagger storming and you down him with a single eviscerate you technically mitigated damage that would’ve been taken by you team. Whereas a shout/banner warrior will just let the storm ride out.

What is the point of Hundred Blades?

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Posted by: raudence.7961

raudence.7961

Lets say somehow you got 6 stacks of confusion. Your condition removal (if you have one) is on cooldown. Frenzy auto attack and you will hurt yourself really bad. HB will only give you one tick of that confusion. Endure pain won’t stop condition damage. You might get blinded, 6-7 auto attacks is roughly the same time spent as a hundred blades. If you miss once with an auto attack the dps lost is much higher than that if you were to miss a single strike of HB.

If you don’t want to use HB don’t use a greatsword. Axe auto attack is much higher dps wise, and a 1h sword’s final thrust while quickened is much better + the bleeds.

The only time I really auto attack full on is when I want to kill a downed foe like a thief/mesmer who’ll only blink away. Bulls rush/frenzy HB > bladetrail > rifle volley > quickness ends. Is enough to kill/overkill/make the target run way out of combat.

New build in the middle of the event?

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raudence.7961

Yea. Hopefully this is to nerf Karka health by 99% cause we can’t even finish this without getting booted.

Precursors?!? That would have been nice....

in The Lost Shores

Posted by: raudence.7961

raudence.7961

can anyone confirm whether or not the can get loot from the ancient karka chest, the 2nd time they’ve defeated it on the same character?

pop drop

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Posted by: raudence.7961

raudence.7961

does the ancient karka chest scale? or can i still get a precursor from it?

Why weren't Warriors nerfed?

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raudence.7961

19k-25k hundred blades is okay… yet they nerfed pistol whip… I’m genuinely confused. Both root the character, both are channelled attacks, yet the guy with the heavy armour and high health gets to keep that ridiculous damage.

Confused.

I’d gladly accept a 20% reduction to dmg if they give us the stun that comes with pistol whip. I don’t think you’d like that either though.

Post your Warrior youtube videos here!

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Posted by: raudence.7961

raudence.7961

Killshot on Critter, I’ve gone up to 1.25 mil before.
http://www.youtube.com/watch?v=VByCvNR7rNg&feature=g-upl

HotW Path 1. Music is entertaining enough.
http://www.youtube.com/watch?v=OxZwqT7DaL8&feature=g-upl

Rifle Build in WvW.
http://www.youtube.com/watch?v=38kWLOANqFA&feature=g-upl

GS Rifle Build in WvW. Greatsword quad kill captured. Rifle triple kill captured.
http://www.youtube.com/watch?v=e9kdLuC0zsc&feature=g-upl

Is it just me or is the rifle crap for WvW?

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raudence.7961

I’ve been using rifle for quite some time now and it is pretty game changing. Every fire ele out there will try to play area control when it comes to tower defending. Your killshot is shorter than their AoE charge time, and if you’ve build yourself as glass cannon as you can be, you one shot most fire elementalists and thieves. Rangers kneeling to rain arrows down are also great targets.

Killshot to down one squishy guy, 2-3 try to rez, frenzy volley the squishiest guy rezzing. Hit the precision signet to gain another killshot within 8s, traited. Repeat. You can’t remove many invaders out of the equation when it seems stalemated. With piercing the other day a thief ran behind 2 of his teammates and all 3 were killshot and downed (http://www.youtube.com/watch?v=e9kdLuC0zsc&feature=g-upl).

If you’re anything other than glass cannon, you shouldn’t be using a rifle. It’s the hardest hitting burst warriors have, and at a range of 1500 its alright to be fragile.