I can see thieves and mesmers abusing the heck out of this, using decoy or any sort of invisibility and traveling across the map.
It needs rework, for example give resistance under certain condition.
Like “while life is above 90%”?
Anet Fixed Defiant Stance
Renamed it Infuse Light
Gave it to Revenant
o_O
Yeah, more or less. Exact same amount of healing, only it’s instant cast. Not to mention it has some added utility in the form of, the Rev gets to have a second heal skill, in case the situation doesn’t arise where it’d have much of an affect. So, it gets to be completely superior to Defiant Stance, and has a backup, in case it’s in a spot where it wouldn’t work.
Yes, the backup comes solely from class mechanics, and I don’t really object to it. But the fact of the matter is, Defiant Stance and Infuse Light are both gimmicky heals. Either they’re wonderful, or they’re absolute garbage. So, quite frankly, the class that is risking its life on this gimmicky heal with no backup should by no means have the straight up inferior version.
Don’t fix what isn’t broken. In-fact, you want it to be more faster casting? Get good with DPS Warrior and use Frenzy. Problem solved.
So then why was hundred blades’ and whirlwind’s damage lowered and why was signet of rage nerfed from 30 > 25s might + fury? Neither of them were broken. :P
wurm and spec walk are better escape then anything warrior has tbh
Warriors hard counter necro/reapers. That’s pvp 101.
In the past there have been “pro” level pvpers who were ignorant about basic class mechanics.
necros and warriors cannot exist symbiotically.
When there were more warriors used (hambow and shoutbow reign) necros struggled to thrive in higher tier game play.
Then June patch came that significantly nerfed the warrior and buffed the necro. We saw a rise in cele signet necro builds and warriors’ traits got royally kittend up.
Necros, although still not very popular at least have presence in the competitive landscape. People now choose this class. If warriors get the buff they need, you will see a big decline in necromancer representation.
(edited by cakeonroof.7385)
If I understand this right the OP is basically asking for stances to be made baseline and given to all warriors by “default” with a typical CD or an adrenal cost.
So there are many threads round here about collections gated by failed events, Owl being one.
Apart from a vague, unspecific comment on here some time ago Anet have been silent.
However, on their new official forums within hours of someone posting about the same issue they reply specifically:
best suggestion so far.
Warrior needs at least 10-15% cooldown reduction on everything IMO and I do think he could barely start to compete again.
PvP warrior is, as far as I can tell, definitely underpowered. By how far, I’m not exactly sure, but I’m noticing areas where we really fall behind many other classes right now.
1) Our skills are among the hardest to land reliably. Especially on mainhand sword, I notice that a huge proportion of attack swings actually result in misses from simple point movement. This doesn’t happen to me on even the other melee classes.
2) Our burst damage is also harder to land. We have to trait for immobs if we want to land most of our damage, and many classes simply resist or shed these now.
3) Our elite spec needs work. Torch offhand doesn’t even do half the damage and condi it should, and the same for our primal burst skills. It’s also a condi spec on a class that has trash for condi.
4) Our mobility is among the lowest of any class now. We don’t have any ability to teleport across z-levels like many other classes (rev, mesmer, guard, ele at the least), and our map mobility has become lacking compared to many classes as well. The GS does some to alleviate this, but it’s nothing compared to what some classes have.
5) Our auto-traits are lacking compared to most classes. Which way this needs to move is uncertain-perhaps the problem lies in other auto-traits being too good, rather than warrior too bad.
6) Our defenses are again, some of the worst among classes now, with many classes getting stealth or evades on multiple weapons and utilities. Warriors are more block-oriented, and many classes are starting to have skills and traits that negate this.
7) Our disengage ability is also at the low end, mostly because of 6 and 4.
8) Because of our [perceived?] lack of power, people throw games when they see warriors to
“punish” us for playing a bad spec in their game. [/cheek]
(edited by SolarDragon.7063)
While pure damage might have been the only viable thing in the past, at least people died. They’ve turned a complete 180, and I think it’s for the worse. I recall games where I went absolute glass thief,(zerker/pack runes with crit. strikes, deadly arts, and DD) and barely hit over 1k on stone heart eles with vault. When zerker auto attacks barely hit triple didgets, you know there’s a problem.
I’m Ruby and I really wish Anet didn’t name these divisions after gemstones. >:l
Abjured will never be punished for anything though. They have Josh and Hugh in their pocket.
The Proofs of Heroics that were a currency that now are no longer one is an issue for me.
Dear beloved Arena Net… I AM PLAYING YOUR kittenING GAME!!!!
What does it matter if I am driving on my MAIN toon in order to bump another class I may or may not want to play???
You can do this in SPVP why not anywhere else?
Seriously though, do I really have to go through PVE areas that I have tried and I just don’t enjoy to get to par, or even worse. Do I have to try and compete in the only gamemode of yours I really enjoy (wvw) at a subpar level to finally got to something that may or may not be something I like???
If you enjoy a challenge, and don’t mind being the underdog, go for it, though if you’ve never played war before, it’ll be especially rough.
I would like to see everything else getting massive nerfs rather than warrior getting huge buffs. Right now everything has such high burst damage, then depending on your class you have the options of evade/block spam, dodge spam, blind spam, stealth spam, protection spam, teleports and so on. Because of these warrior simply does not work.
For a dual melee warrior to work they have to stick to their targets like glue. Before the update this was kind of possible. After the update other classes are jumping all over the place and there is more stealth. Skills like rush and savage leap simply don’t cut it when most other have superior skills. Further, add to that that these skills have after cast animations. Not only do they miss a lot of the time but due to the after cast animations is actually allows the enemies to recreate distance. So while they are used to close distance a lot of time they are not effective in even doing that, regardless of that they did no damage because they missed.
If they choose to go the route of giving warrior huge buffs instead of nerfing other classes then they pretty much will have to give warriors what the other classes have. This means teleport skills instead of crappy leap skills, pulls, and more active defenses.
If they want to give the class a unique feel they should tie more benefits into the use of adrenaline, and there should be benefits regardless of a target is hit with a skill. With all the buffs on other classes it is now severly outdated that these skills have to hit. So maybe you add it in different skill trees that have to be spec’d into but you would have things like heals, boon removal, boon application, condi removal, +stats, or whatever on adrenaline use.
If they don’t want to give warriors teleports then the leap skills need to be better. This would be something like giving them stability and/or condi immunity while they are in leap animations. Maybe through a trait with a lower (8’s) internal cooldown to prevent abuse with it.
Just some ideas but they need to do a complete 180 and basically reverse all the nerfs that they have been piling on warrior the last year and a half. The nerfs to make skill animations slower and have big tells and requiring adrenaline skills to his to gain the benefits would be a start. They just don’t make sense anymore.
(edited by St Nap Yppah.1752)
I read this thread ages ago, I laughed.
The irony of it coming back and still being relevant makes me laugh and cry harder.
Thanks necro.
Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
Ranger’s smokescale takedown is unblockable, but the description does not say so.
https://wiki.guildwars2.com/wiki/Takedown
I’ve had it go through my mesmer shield 4 block and interrupt it.
They were sooo drunk when they made Infuse Light that they still can’t remember to update this total joke “Defiance Stance” !
Why does it still have a casting time? They want the warrior to be really well kittened when they get kittened
at least there is a role for it, warrior has nothing.
I think the GS buff are fair because they nerfed GS so all of the damage was located on the final hit and you never land the final hit in PVP. Oh how soon has players forgot.
warrior and we’re the best class” Eugene
With all due respect, those sound like terrible ideas to me.
- Saying something is “too strong for a master trait” makes no sense ever since we moved to a system in which you get access to all traits in whatever line you choose
- Moving the might stacking to Phalanx Strength would kill the dps for the significant number of warriors running gs in competitive play, where warrior is struggling the most.
- Putting a 1 second ICD on the trait is a straight-out hard nerf to every weapon, not just the gs, with no rationale beyond trying to make the gs as bad at generating might as the other weapons (but making those other weapons weaker in the process too)
- Moving the 10% damage buff to a Ferocity bonus unnecessarily ties the weapon to maintaining precision as a core stat. Granted, most power-based builds will do this anyway, but this makes that mandatory for no reason
If you just want to be able to generate might with other weapons because you have some sort of aesthetic objection to using a greatsword, then just make the trait grant might on critical hits generally (like how Shield Mastery works for sword5 and mace2).
If you just wish Axe Mastery or Merciless Hammer were more powerful, then look for ways to buff them.
It seems crazy to me to seriously be looking at warrior traits right now and saying, “yeah, we should really nerf those”. To nerf the class as a whole just to reduce the opportunity cost of choosing one weapon over another seems even crazier.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
So hilarious, OP wants his condi build to be stronger, to have a reason to go in tactics to grab burning arrows and to be might bot. Which will only make already strong condi build for PVE even stronger.
And people jump in with theory craft that a trait should be nerfed because other choices are trash, and other weapons are trash.
So logically Warriors want good weapons and traits to be trash, so everything else wouldn’t be so bad on it’s background.
Even Master tier talks, when we have a minor which worth a tree alone.
Good thing about FG, that this is a build choice, not like Disc and Defense for PvP, where you are forced into it. But yeah we are short sighted… HAHA
This is a really interesting and depressing way at evaluating relative balance, and I find myself struggling to find a silver lining here. Things actually get worse when you add in the additional effects.
The engi #1 attack chain does alightly less damage, but it adds two stacks of might and two stacks of might and two stacks of vuln for 8s over the course of the 1.5s it takes to execute the chain.
The engi #2 skill doesn’t add the weakness that Fierce Blow gives us, but it’s a 360 degree aoe attack that’s more likely to hit foes, is a whirl finisher (see engi #5), and reflects projectiles. It also does 50% more damage with only 50% the cooldown that Fierce Blow has.
The engi #3 skill lacks the aoe cripple that hammer Shock gives us. In exchange, it gets: 4x the damage, includes a leap finisher that, with a range of 1000, outclasses any mobility skill in the warrior’s kitten nal, includes a 1s evade that’s longer than the warrior’s only evade (Whirlwind Attack), and has a cooldown that’s 2s shorter than Fierce Blow. Did I mention the damage? Did I mention that it hits 20% harder than a stage-3 Eviscerate to up to 5 targets?
The engi has the same 20s cooldown as the warrior’s Staggering Blow, and it doesn’t get the 360 degree aoe knockback SB gives the warrior. What does it get? Damage that’s just a little less than a stage-3 Eviscerate on up to five targets, provides a 2s block, and applies 10 stacks of vuln for 5s. To sum that up, it combines a block that’s 2/3 our best one (Shield Stance), all the vulnerability from our best weapon application (Crushing Blow) for half the time but on 2/3 more targets, and simultaneously hits just about as hard as one of our highest damaging skills (Eviscerate) to 5x the targets.
Engi skill #5 doesn’t get the long 2s knockdown that Backbreaker gives the warrior. What it does provide is a 6s fire-and-forget pulsing lightning field that has a 1200 range, stuns all targets for 1s, applies vulnerability, and does just shy of 50% more damage than a stage-3 Eviscerate…. Oh yeah, and it’s cooldown is 6s shorter than Backbreaker.
At this point, I’d like to be say, “at least the warrior can swap weapons”, but why would you want to? It has huge damage, buffs and debuffs, amazing mobility, two highly damaging defensive skills, and a high damage combo field that can be dropped at range. And then you remember the kits, which have a zero swap cooldown while we’re begging for a baseline 5s weapon swap….
Ok, I’m depressed. Can anyone think of anything that makes this not seem as bad as it looks?
Ehmry Bay | Omg Brb Icecream Truck (ICEE)
(edited by Choppy.4183)