This would be practically impossible to balance and require massive amounts of modelling and texturing.
Also I think most people are on the side of removing the PvE aspects of WvW
Not saying it wouldn’t be cool, just practically it probably wouldn’t work.
I thought about the balance between different maps, but there are 3 different maps to play on at any given time in WvW in addition to the Eternal Battlegrounds, so I don’t really think balance would be a very big issue.
The event idea is actually very similar to what was done in Aion with fort sieges. In that game a big ship would drop NPCs onto a vulnerable fort and the NPCs would claim the fort. It would have worked well, but sadly it was possible to bug and defend against easily, so it never really worked that well as a balancing measure.
One thing is for sure. If there’s a possibility of loot, people WILL come. No matter how many forts need to be defended. So I think that events like that would be a good start, especially with the few maps that WvW currently takes place in.
I don’t know about everyone else, but I grew tired of the WvW maps quite quickly. Everything got very familiar, and my experiences all started to become very similar.
I think it would be really cool if in the future, each server(or world) had a unique home map, that was themed towards the name of the server. This would make WvW much more interesting when servers climb(or fall down) the ladder, you would start to see new places that you haven’t encountered before.This opens up possibilities for different, more interesting environments, new things to do, and most importantly a fresh experience once in a while in WvW.
There also has been a problem for when one server dominates, there’s little traction for the losing sides to gain. In addition to new maps there could be events that trigger when one side has reached a threshold of power. This event will spawn a creature(or creatures) that will attack keeps/garrisons of the dominant server. This could be even further varied by the event boss(es) being different, depending on the server(world).
This not only rewards the stronger server by giving them an event that can yield rewards, but also gives the other worlds an opportunity to strike while they’re preoccupied. Better yet the two other sides might try to claim the rewards for defeating the creature themselves! Everyone wins.
I think WvW is great, but I think it could be even more great!
If you actually want to kill people with your hammer, then I suggest a warrior. You can keep a person locked down pretty well and you’ll do more damage, but you wont be as survivable.
A hammer guardian is actually better for sPvP because of the ring of warding and banish, but you are going to be geared more for survival and keeping people off points(though I guess you don’t HAVE to).
I think it really comes down to what kind of role you want to play. If you like more offensive roles, then a warrior is gonna be your best bet. Guardians are much more defensive/supportive.
You certainly don’t have the option to down someone in 2 seconds as a guardian, but a warrior can do that. On the other side of that, you might get downed in a few seconds with a warrior, whereas you might survive for minutes as a guardian.
Actually, that is false. Mesmers have relatively easy access to retaliation from the trait “Retaliatory Shield” which gives retaliation for 3 seconds on block. If they equip a mainhand scepter and an offhand sword, they have access to 2 relatively fast recharging blocks. So if a Mesmer wants to they can have plenty of retaliation.
Well, there’s not any one way to achieve this. Any warrior that lets people beat on him, is probably a dead warrior, as you probably have already found out.
The only thing’s that really allow that to happen are Endure Pain/Defy Pain and Shield Stance.
Shield is pretty important in a glassy setup, but that’s really only a few seconds.
If you wanted to extend your survivability without killing your damage so much, maybe you want to try something like 20/0/30/0/20. Which keeps most of the damage in place, but you won’t be able to keep your GS attacks rolling out as often, your crit rate will suffer a bit, and that haste at 25% enemy health, will have to be suplementd by something like a rune of rage.
The up side to a build like that though, is that if you go for defy pain and shield master, you have a threshold that will allow you more time to pull out your shield. People will be able to beat on you for around 8 seconds if executed perfectly, which is a relatively long time in the scope of a skirmish.
Really though, the best way to survive, is just to not take the hits at all. Careful approach, thoughtful attack, vicious kill.
Hey there, I saw a thread on the elementalist forum about their razer naga setups, so I thought maybe I’d post something similar here. Sure we don’t have as many F buttons to push, but that doesn’t mean our setups aren’t complex. So I’d like to see what others do to achieve the same things.
My personal peripherals are a Merc Stealth Keyboard and a Razer Naga. This setup allows me to rebind things in a comfortable, flexible manner.
I don’t bind things in a logical fashion, I bind them the way my hands naturally want to work. That way there’s no thought when I want to use or do something. So if my setup looks strange, it’s because of that.
The merc stealth has a sort of gaming layout that is a bit different so a picture will be more descriptive than words
http://img.photobucket.com/albums/v214/wheelofdoom/GW2F/kl.png
Everything is pretty well standard except for some redundant keys that I had a tedancy to mix up. So I made skill #5 as buttons 5&6 and my heal(#6) as 7&8.
I like to be able to keep my fingers on the WASD while I hit other buttons, so the rest of my skills/butons are on the mouse. The button layout on the side of my mouse looks like this.
For reference:
http://www.gamemunition.com/wp-content/uploads/2011/06/Razer-Naga-02.jpg
__________
| 8 | 0 | 0 | 0 |
| 7 | 9 |F4|F4|
|F1|F2|F3|F3|
The layout looks strange, but it works well.
Utility Skill #1(7) and #3(9) are usually instant casts like balanced stance and Frenzy(respectively) or with a shout build “FGJ” and “Shake It Off”
Utility #2(8) is almost always bulls charge or a snare.
My elite(0) is bound to make a nice little square with my other utility skills(cause we all know SoR is just another utility)
Having the F keys bound the way I do allows me to have quick easy access to adrenaline skills and makes using other classes a relatively simple transition.
The redundant keys are only because the last 2 rows of buttons are harder to press, so they’re more like “zones” that I can hit without thinking.
I think that having proper control over one’s character and skills are extremely important to playing their best. Having the right tools and setting them up properly are a big part of that. You don’t need gaming hardware to play your best, you just need to be comfortable with what you use. That being said, I really love having the Razer naga. It has given me much simpler access to things that would normally be uncomfortable to use.
Your turn!
Well as people often say in here, warriors are one of the squishiest classes. This is a little less true in PvE, but the fact still remains that our defensive capabilities are somewhat limited.
That being said, having a boatload of toughness and vitality wont really make a huge difference if you’re running a damage oriented build. About 75% of survivability comes from traits and skills.
Investing in Tactics is highly recommended if you want to increase your survivability. It lends a good deal of vitality, but more importantly gives access to Vigorous Shouts(at 30 points), which are immensely helpful for increasing survivability. Use “For Great Justice” for it’s fury and might and “Shake it Off” for stun break and condition removal. Pair that with either “Lung Capacity” or “Shrug it Off” and you’ll add a considerable amount of healing. Also if you’re going to be using Vigorous shouts it would be wise to invest in a set of Superior Runes of the Soldier(if you’re an armorsmith you can craft them). Runes of the Soldier with the full set will give condition removal to all shouts and will improve survivability even further.
If you need even further survivability yet, investing in defense wouldn’t be a bad idea either. The Defense tree adds toughness as well as healing which will improve your shouts and healing skill. Traits like “Shield Master” are great for survivability. If you invest the full 30 points you get access to “Defy Pain” which will buy you some time if you’re being focused and “Armored Attack”(minor trait) which will make up for some of the damage you might lose.
Some survibility comes from mobility rather than damage soaking/mitigation. In this case you want to look at Discipline and the trait “Mobile Strikes.” With that you can escape any immobilize placed on you and thus any damage that would be dealt because of that. Also in the same vein is the warhorn. The warhorn can allow you to run with perma swiftness(especially with 30 tactics), it breaks immobilize, and gives you vigor which will allow you to roll more often(and take less damage because of that).
Obviously investing in these options will reduce your damage output(except for discipline), so really you can just add survivability to taste. I’m constantly switching around my setup/traits, so I can’t say which build that will best suit you.
Anyways, good luck!
(edited by Angriff.1935)
I play a female warrior. My complaint is that there aren’t enough nice looking armors. Currently most of the female armors look very masculine, and that’s not really what i want, and the skimpy armors are pretty ugly.
I feel that the nicest looking armor is probably the scaled set(lvl 80 crafted). It’s really not even that nice looking, it just has a skirt and is more feminine looking than the other armor sets.
I don’t want big pauldrons, I don’t really want spiky armor, we need more elegant looking armors. I don’t want my female character to look like a dude with boobs.
You move slower in combat. When you are out of combat(and HP regens) you move normal speed again. It may just be more noticeable when you have swiftness on.
Well actually, my line of thinking was to make it sort of like kill shot, only you can hit the button again during its cast time for different effect. So when you start the action, it would have an “ill prepared shot” icon, after 1 second it would change to “hastily prepared shot,” and at 2 seconds it would just fire.
So you could use it exactly like kill shot if you wanted that effect, or stop it short for a close range knock back or long range stun.
So you wouldn’t have to hold any buttons, just hit it again to stop it short. Very much like the main hand mace when it blocks something, except it’s you triggering the effect.
Why are rifkitten ring?
=
Why are ‘Rifles’ ‘Boring’?
…I lol’d
Well it’s time again. This time it’s…
Rifles. They’re boring. Some might say underpowered, some say very situational. I say they could use a heavy dose of fun.
Why are rifle’s boring? Well you sit there and you peck away from a distance, and every so often you get a big painful peck that often never connects.
My idea is to make the rifle much more aggressive.
Volley - The closer you are, the more damage it does. I think about 18th century battles and how inaccurate the muskets were, a volley was held off until opposing forces were relatively close to maximize damage. The skill could also track enemies moving around you instead of the skill ending early.
Crack Shot - Change piercing to ricochet(up to 3 targets). I think this mechanic is a bit more fun and makes hitting more than one target a bit easier to set up. Taking time to line your targets up doesn’t seem like a warrior type thing to do. Charging in firing wildly is more like it.
Now for the fun stuff
Rifle Butt - Changed to the adrenaline skill. Now stuns instead of knocking back(remember volley doing more damage up close?)
Prepared Shot (Replaces Rifle Butt on the #5 slot). – Prepare a powerful Rifle Shot. Prepared shot Does different things depending on how well prepared it is. Skill changes for every second it is charged.
-Less than 1 second – ill Prepared Shot – Fire an ill prepared shot that knocks back the enemy(so a double tap of the skill maintains the same function as Rifle Butt)
-After 1 second – Hastily Prepared Shot – Fire a Hastily Prepared shot that stuns your foe
-At 2 seconds(full cast) – Well Prepared Shot – Fire a powerful Shot that immobilizes your foe
Bayonette - Replaces Brutal Shot – Rush forward and impale your foe with with a bayonette making them vulnerable.
I think it would be a lot of fun charging in with a rifle like this. More utility(prepared shot/rifle butt), more damage(volley/crack shot), more aggressive, more fun. Yeah it gets rid of Kill Shot, but I never liked that skill anyways. I think it would be hard to make an accurate Kill Shot when pumped up on adrenaline anyways.
Edit: Some additional thoughts. Though the idea of these changes were to make rifle more aggressive, but they also allow for more defensive play as well. Bayonette could used to run away as well as charge in. Prepared shot can keep people away or hold them still and if they do get close, rifle butt is there to stop them.
This approach makes the rifle more involved, versatile, and usable.
(edited by Angriff.1935)
Mace/Sword signet build. Turrrtle.
It removes 2, tested and works. Not to mention you also get the healing bonus for healing shouts.
Well like others have said as long as you can avoid the initial blah blah….
Anyways once that’s occurred, you can start having some fun. Particularly with hammer.
Backbreaker hits whatever is closest to you if you’re not in range of your target. That includes stealthed thieves. Nothing more satisfying than shooting off a backbreaker only to find a thief unstealthed on his back.
Just about every hammer attack though except for the auto attack can severely hamper a thieves ability to do further damage. So if you see a thief stealth in a short distance to yourself, shoot off a couple of attacks. One of them will likely hit.
Bull’s rush will finish it’s action if they stealthed after/while you started it. So you’ll run into nothing, but there’s an invisible thief on the ground hungry for 100 blades.
Thieves are always gonna do what they do. You’re never gonna be at full HP with all of your skills available all the time. Dying to a thief is a fact of PvP. The other fact is that thieves HATE warriors.
Well, it really depends on what you’re doing, and how you’re doing it.
In WvW, Sword/Warhorn is my swap. With defy pain(trait) or endure pain and mobile strikes, you can get out of almost any big blob of red. The warhorn makes it easy to maintain swiftness and provides group support.
If you are running a glassier setup(pure damage) then sword/shield will be your friend. Since you won’t have anything else to stop the damage temporarily.
Rifle is allright, but a rifle doesn’t help when you need to run away(especially if you’re extra glassy). So I usually just keep that in the bag and pull it out as necessary(during sieges).
I can’t speak for any PvE.
Ever consider a hacked approached to the Weapon Master 'concept'?
in Warrior
Posted by: Angriff.1935
Well, if you can pull it off efficiently and time things well, undoubtedly it would improve the warrior’s usefulness.
However, with poor timing and inefficient use of it, you will find yourself caught with your pants down and unable to do anything about it until you’ve either died or escaped.
I have always been bad at micromanaging, so opening up an inventory, swapping items, switching traits, and changing skills would probably make me less effective in the long run.
On a semi-permanent basis(probably what you’re talking about) it’s a lot more viable and less involved. Where you might reset your setup once in a match(or when the strategy changes) because you know what you’re up against or have a specific goal in mind. I imagine this is almost a necessity for warriors in high level tPvP.
We can always wish for a third weapon swap
New Effect – Rampage – Stance – Every time you disable a foe, your weapon’s skills are recharged.
So effectively with a hammer you could spam back breaker, shield would allow you to use shield stance, stun then use shield stance.
It opens up some neat possibilities, and doesn’t really buff 100 blades which is what arena net is afraid of.
Yeah it’s lame all around. Short duration. Long cooldown. Doesn’t look cool, it just makes you glow red, you don’t even get bigger. Skills really only do things that warriors already do.
I do however have an idea of how to improve it though:
While in Rampage, every time you disable an enemy you gain 5 seconds of stability and Rampage lasts 5 seconds longer.
This actually would make it more like a rampage. You would seek to beat the tar out of anyone and everyone just to stay in it longer.
@Zonzai
The point of most of my ideas were to make the warrior a bit less desirable of a target. So if people want to attack you less, you get CC’d less. I wouldn’t want to increase our condition removal too much as we would just be able to walk through condition heavy builds with a shout build and runes of the soldier. I understand your sentiments, but with traits like mobile strikes and access to a warhorn, warriors don’t really have it that bad(try being a ranger who don’t really have good options for condition removals). Though it would be nice to see a reduced cool down for warhorn skills or a little more flexible access to quick breathing without it conflicting with so many good traits.
@Varyag
I agree with you on banners, it would be nice to be able to transport banners without taking up a weapon slot. I made a big long post about my ideas for banners here: https://forum-en.gw2archive.eu/forum/professions/warrior/Banners/first#post569244
Not too far off from what you’re saying, but keeping banners as a carryable item.
Thanks for your input!
I do feel that banners are extremely underwhelming as they are now. There’s not much benefit to actually holding them, and the skills you can use while holding them are generally pretty weak.
I think the banners could be made a whole lot more exciting than they are. I had posted a thread on my new approach to how a warrior should play and with that thinking in mind, the possibilities are exciting.
I’ll post my ideas for the banner here though.
I actually like carrying around a banner, and feel that it should stay a two handed weapon. The regular skills need to be reworked. They can actually use most of the existing skills, so the bar might look like this.
1. Stab - Should actually be a stabbing motion, faster like the spear underwater. maybe give a combo with stab→jab→thrust. Maybe causes vulnerability like greatsword autoattack
2. Brutal banner - This skill can actually stay the same, just stuns instead of causing vulnerability, all
3. Inspire - Maybe give it a unique buff for each one(in addition to swiftness).
Example: The basic bar for each banner will be the same, so for banner of tactics, Inspire would also heal and grant regeneration as well as grant swiftness. Basically the #2 skill could just be merged with inspire, banner of strength would need a new effect for this.
4. Enraging Charge - Sprint forward with your banner to stab your foe. If successfully hits, grant fury to allies. Basically the same as it is now but with a stabbing motion, give it 900 range.
5. Vanquish - Forcefully plant your banner in the ground to damage nearby foes. Deals massive damage to downed players. Uses same planting animation but with an AoE effect.
Instead of just giving it F1, F2, F3…skills, banners should get a unique adrenaline skill to use with each one.
Strength F1 – Merciless Banner - Repeatedly Stab Foe. For each successful hit, allies gain might. (similar to mariner’s frenzy except slower and hits 1 target)
Tactics F1 – Staggering Banner - Push back nearby foes. For each foe pushed back, allies gain stability. (use hammer’s staggering blow animation)
Defense F1 – Protective banner - Stab the ground with the banner and deal damage to foes in the area. For every foe struck, give protection.
Discipline F1 – Disciple’s Banner - Stab your foe with great force. For every teammate in the area Disciple’s Banner hits for +damage
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Battle Standard is where things could get really cool. A unique bar separate, but similar to regular banners.
1. Banner Strike - Hits multiple foes compared to 1 foe with regular banners. Could chain Banner Strike→Banner Swipe→Sweeping Banner
2. Frenzied Banner - Basically a land version of Mariner’s Frenzy
3. Inspiring Swipe - Swing your banner, inspiring allies and nearby damaging foes. Buffs allies in a similar manner to Inspire as described before and grants the normal buffs applied by the original version of "whirlwind banner
4. Savage Banner - Lunge at your for and stab them with your banner. Grants fury upon successful strike. Basically same range and mechanics as savage leap with sword.
5. Victorious Beacon - Forcefully plant your Battle Standard in the ground damaging nearby enemies and healing nearby allies. Deals massive damage to downed players.
Battle Standard F1 – Whirlwind Banner - Swing your banner(once) and create a whirlwind around yourself. All allies in the area lose a condition and gain swiftness(pulsed effect)
I tried to keep it from stepping into other weapon’s territory by mostly only causing damage. Brutal banner for regular banners is mostly for defense and there are no cripples on any of the banners. A good amount of the skills are only as powerful as there are more or less allies or enemies so I feel that is a balancing point of its own.
Battle Standard is more damage and support based than the other banners, so I feel that it wouldn’t need a disable skill.
I may have gotten carried away thinking about this.
It seems a common sentiment that the warrior lacks a real role. While those of us who cannot play any other class have carved our own roles the best we could. It just seems apparent that there is no defined path that a warrior should take.
I was thinking about it a bit, and it just sort of occurred to me that a warriors place is in the middle of a battle or should be anyways. SO. Whats happening in the middle of battle? You are getting hit. Teammates are fighting around you. It seems logical that a class whose place which should be in the heart of battle, should be well adapted to it.
My idea is pretty simple. Gear skills and traits to benefit from being in combat.
I’ll try to keep my list simple. So it is by no means perfectly balanced or complete.
1. A warrior should thrive with teammates around. So things like “Vigorous Shouts” could heal the warrior for a small amount per affected ally. Something Similar could be done for “Quick Breathing” for warhorn.
2. The Warrior should become more powerful, the more enemies that are around. This could actually affect several areas in some cool ways:
-Defy pain(trait)- added effect – for every hit that would have caused damage during endure pain, the warrior is healed +(#)(max #). This would affect both endure pain the skill and the one activated by the trait.
-Shield Stance – added effect – for every successful block during shield stance, the warrior gains1 sec of protection
-New trait – Bloodlust – Every time the warrior successfully hits more than one foe with an attack, gain (something, maybe might)
3. I feel attacking a warrior should have some sort of consequences, not necessarily direct.
-New Trait – Aggressive Retaliation – Upon successful block with a skill(not aegis) warrior gains haste (2-3 seconds (with cooldown)). This gives the warrior a cool option for finishing people off as well as encouraging using different weapon sets.
4. Warrior’s should be a bigger benefit to their team, their team should rally around the warrior. I think that was the idea of banners, but I like the concept of the trait “Empower Allies” and I think more could be wrought of such traits.
-New Trait – Stunning Stability – For every enemy successfully disabled, your allies recieve 1 second of stability. So Earthshaker could potentially give 5 seconds of stability to your whole team.
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I really like the idea of a warrior charging into battle and being a force to be reckoned with there. Warrior, is not a solo player, can’t disappear, and doesn’t heal/protect others that well, but they can and should be the heart of battle.
I openly welcome comments/criticisms/additions
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Angriff.1935
I suppose, I don’t really care that much. I don’t use GS in PvP anyways. Also if they ever buff other things on a warrior, then HB is fine the way it is.
I also think you guys are blowing the damage of HB out of proportion. It takes 3 seconds of standing still without frenzy and 1.5 with, to do all of its damage. It doesn’t do anything other than damage. I don’t think a damage reduction is warranted at this point, even if they made it slightly more mobile. It would just be totally pointless so in respect to not reducing the damage, I agree wholeheartedly.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Angriff.1935
Yes, you are right, but how much would being able to just re-position a little create any problems? I’m not talking about making it like whirling axe. I’m taking about moving at like chilled speed and being able to turn. You would still have to time it correctly, your opponent(s) could still get out of it. It would just give 100b more flexibility and utility.
A lot of sPvP is about defense and making an area dangerous to stay in is part of that. Being able to turn and reposition a little gives it the ability to be used a little more defensively.
Soldier is by far my favorite rune. It packs so much utility into shouts, it almost hurts. Between "shake it off, “for great justice,” and “shrug it off(trait),” you will almost never have any conditions on you, and its woonderful
Obviously our tool belt, but a tape measure and square don’t knock people down then you throw them. So hammer it is.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Angriff.1935
In sPvP 100b is laughable. Whirlwind is the skill that scares me honestly. If you are stupid enough to stand there for any length of time(even with a frenzy 100b) then you deserve to get hit with it. If you’re out of cooldowns and you are unable to roll/get away, then you deserve to get hit with it.
Being able to move/reposition just a little bit wouldn’t make it overpowered. It would just make it more agreeable to actually hit people with. You could still roll away from it, you could still laugh while they finish it.
The only problem I would have with it being mobile, is that it would be harder to cancel, and therefore you would actually be stuck using it, and would require another skill to be used to stop.
Endure Pain(skill): add stability. It doesn’t invalidate balanced stance, it just makes the 90 second cooldown worth it. The trait that gives endure pain is fine without stability. Besides some bar compression is sorely needed with our utility skills. Some things never leave our bars(in PvP) like bulls charge, and if they do it’s usually for a skill like this.
Vengeance: Remove death upon it ending, should go to downed state. Not all warrior builds are damage based, so why should only the damage based builds really benefit from it. What other classes “survival” skill kills them?
Shield: Reduce cool downs, 20 for shield bash, 25 for shield stance. “Shield master” grants aegis to shield bash. This adds just a small amount of utility to Shield Bash, and makes Shield the defensive weapon it should be without making it overpowered. It would also be nice to see “Shield Master” moved to adept, maybe call it “Shield Wall” or something(not being a “master” anymore).
I guess I’ll add some of my ideas too.
Hammer: reduce cast time for backbreaker and staggering blow by 1/4 sec so they are 3/4 and 1/2 sec casts respectively. Make staggering blow usable while moving. Remove start-up delay from earthshaker.
Sword: Increase raw damage or amount of conditions. Final thrust should do more damage do foes under 50% hp.
Reckless Dodge: this trait is worthless, I think I accidentally downed someone with it once. Once. Change it to Furious Dodge, or Assault Roll. Damage everything in path of roll, give fury.
Adrenaline and Down State:Why do we lose all of our adrenaline when we are downed? I think if a warrior has adrenaline and they are out of life then they should stay alive as long as their adrenaline takes to run out(like when it discharges out of battle). In invulnerable but unable to receive healing. This would make sense as a warrior would be running on adrenaline heck they could make it a minor trait and replace something like “building momentum” in strength.
Traits: our trait tree needs a little bit of tweaking as well. Currently a good deal of our usefull traits are “master” some of these could be moved to adept to improve build synergy.
Example: “Quick Breathing” and “Shrug it Off” would work really well as adept traits in tactics. Then you could run vigorous shouts with lung capacity and either have the autocast shake it off for additional heal and condition removal, or reduced warhorn cooldowns(and more condition/root removal)
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In agreement with varyag some additional ideas for his points though
Burst: with GS ever seen the event boss in front of arah? He’s got a really long lasting whirlwind attack. They could make the burst for GS like that except it is a charge use, so you can make it as short or as long as you want by holding the button and expend as much adrenaline as you want(degenerates at a fixed rate while using attack
Physical: they could also move physical training to adept or master(what warrior wouldn’t have physical training?), having to spend 30 points just to get this trait is rather prohibitive
Warhorn: CTA should also grant fury and might and protection(maybe protection is a bit much) it is a call to arms why do we make opponents weak and give allies vigor? Also reduce the recharge for warhorns, shorter durations to compensate. The main reason to use charge is to break immobilize. I would rather be able to use it more often.
(edited by Angriff.1935)
Well one way to get protection on a warrior is the rune of the forge. It gives 10 seconds of protection at 50% health also like +165 toughness
If you have a support guardian, there’s no reason to even touch vitality/toughness gear. I’ve been using full berserker’s since the second week, and while my builds change, my gear has never left me wanting more survivability. In fact, I feel like toughness/vitality make little to no difference in WvW regardless. If you get caught by a blob, you’re probably dead. I feel that most of the warrior’s durability comes from a proper trait tree. After you have traits allocated properly THEN having a boatload of life and toughness will start making a difference.
Tanky doesn’t mean anything if you still die. Being able to get away from the damage is more important(most of the time) than just taking the damage. Though your build should really reflect how you can work with your group(or lack thereof).
Hammer is viable in WvW. You have to understand what its weaknesses are, and those are low mobility and lack of burst(not that you cant hit people hard). So I do suggest having something to help you escape. Either a sword/warhorn(my pick) or a greatsword with the trait “mobile strikes” in discipline.
So if I were to run a hammer in WvW. I would probably have a sword/warhorn on switch, wearing full berserker’s and my build would probably be something like 0/0/30/30/10 with healing shouts in tactics, defy pain at 25% in defense, and inspiring shouts in discipline. The rest of the trait’s are pretty flexible. Utility skills would probably be for great justice, bulls charge, shake it off. Elite as signet of rage.
This gives a really tough build that deals good damage. You have a nice threshold at 25% life to pull out the warhorn and Savage leap out.
My 2 cents.
Yes.
Also.
Mainhand warhorns.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Angriff.1935
Well, let me start of by saying that GS warrior does not have mobility issues. Not really in any respect. In fact, GS warrior with sword/warhorn(as someone stated before) is probably the most mobile striker in all of GW2.
The problem(that I believe you’re referring to) is our one big damage packet skill(100b) is difficult to land in its entirety, which it should be. Though between latency and server desynch occasionally only allows for 2-3 hits from it which is probably less damage than just auto attacking
Making it mobile with a speed reduction(about cripple speed) is actually agreeable, it doesn’t really make frenzy/100b a whole lot better because if someone can get out of it then they will. It however does allow for small corrections in positioning and makes running 100b without frenzy more attractive.
Also, while we’re on the topic of 100b, flurry(100bs little bleedy cousin) could use some love.
I don't understand why my damage isn't in line with others. Help!?
in Warrior
Posted by: Angriff.1935
Yes. Berserker’s gear. Though with a rifle build, strength and discipline don’t offer much in ways of major traits, they go a long way towards augmenting your damage with raw stats.
Power and +%Crit damage are what’s going to make your damage bigger. Just because you crit a lot, doesn’t mean you do more damage.
I made a mistake with my post earlier in this thread. Upon further testing I found the stability from battle standard is correctly lengthened by +% boon duration.
I don’t know if you’ve ever even equipped a hammer, but F1 is the button you will want to press every time you can use it.
Well, I guess an “auto-autoloot” would solve the problem, but like I said, I do like seeing the loot bags all over the ground. It gives me a visual representation of all the people I killed/helped kill.
It really depends whether you want to be more tanky or offensive.
Guardian is not nearly as outright offensive. They have a much lower base health pool than warriors, but they have a lot of defensive skills/abilities that make them very durable. So generally you’re not going to be damage spec’d like a warrior will.
Warriors are highly mobile, particularly with a greatsword, and with the right setup there are almost no classes that can escape(barring stealth). They are not quite as self sufficient as a guardian, but they do better damage and are much better at escaping. So if you really are serious about guerilla stuff in WvW, a warrior is well suited.
Just don’t expect to survive for long sitting still with 10 people hitting you, if you wanna do that, play a guardian.
I enjoy doing WvW, and killing people is fun. The problem comes down to collecting loot bags.
I am a warrior and more often than not I am either in the middle of a sea of red or chasing down the red that’s running away. This has an unfortunate side effect of my loot bags either being uncollectable because they spawn so deep in the blob or they start disappearing because I waited too long to collect them(chasing people is time consuming) . I probably lose about a third of my loot bags due to this.
I like collecting loot bags. I like seeing the fruits of my efforts strewn across the ground. I don’t like how they just disappear and are lost.
I would be very happy to see an npc that would hold uncollected loot bags for a longer period of time.
I don’t know about everyone else, but I hated the personal storyline quests. So much in fact that I couldn’t take the storyline or the choices I made seriously.
I think there are a couple of things that could have been done to vastly improve these quests to make them a more enjoyable.
First off, the npcs that accompany you are either invincible or die instantly. I would like to see the companions acting more like a team and providing actual roles in a fight rather than it being a matter of hiding behind or dragging the npcs along. I know this sounds counter to the “guild wars 2 philosophy,” but these quests are so unbalanced in difficulty, that I never felt heroic.
You want to know where they need to take some clues from? Mass Effect(s). You assemble a rag tag team of space combatants, and kick the bad guys in the d*ck while making glorious speeches. And you know what? There’s not exactly healer classes in that game either. They all have offensive capabilities and some supportive.
The second thing I think could be greatly improved are the “big battles.” The first week I played this game I was in WvW and we were sieging a fort. There was a blizzard, there were arrows raining down, people were dying, it was amazing. Then I go to do the storyline and I was fighting a dragon. You know what it was like? It was me and like 12 npcs just sort of scratching at its ankles. It didn’t feel epic. It felt lame.
I would like to see parts of the main storyline. The big battles like that be in one instance where lots and lots of people join and then the battle begins. The dynamic event work pretty well, so why can’t parts of the personal storyline work that way too? Seeing a large monster assaulting a base with hundreds of minions coming in huge waves towards it, and there being lots of player built siege machines would go a long way towards making these parts of the storyline more memorable(well I wouldn’t say they weren’t memorable, but not in a good way).
I believe this game has potential to be fun AND engaging. I just think they need to take some hints from other games and utilize some of the systems that are already in the game better.
I’m eager to hear what others think and feel free to give your own ideas!
Yeah, use it as a root. the only time I finish the whole flurry is if my greatsword switch is still on CD(which happens alot in WvW chasing people down). Just switch and lay into them with a more powerful weapon.
Well, I’ve been thinking about this for a while. Warrior is a difficult class to play. They don’t do the most damage(in most realistic situations), don’t have the most survivability, and don’t have the most shutdown. They are however very mobile if built correctly.
In WvW, with the proper setup and a group of people that know what they’re doing, a warrior has it’s place. A perfect middle ground between damage, survivability, and group support. If you’re not filling that role, then there is another class that can do your job better.
In sPvP this role is diminished by small map sizes which render the warrior’s mobility to be far less important. This is where hard survivability is important. The ability to stand on a point and either capture it or stop it from being captured, is important. The warrior falls a bit short here. Warrior’s cant disappear, can’t heal/protect to a large degree, don’t have multiple life bars, and don’t punish opponents for standing in an area. Not a complaint, just facts. Standing and fighting most of the time feels like a timer was started and there’s a window of survivability, after which is time to run.
There’s two things a warrior can do about this. Go defensive. A defense/tactics heavy build with shield and hammer will severely limit mobility, but will increase the ability to stand and fight. Go offensive. A highly mobile, harder hitting build allows for damage to be dealt and escape to be made quickly. The middle ground is an uneasy place, not enough damage to put people away, not enough survivability to stand and fight(for long).
I do think a few small things could be done to make warrior’s lives a bit easier without creating unbalance.
Hammer - While the hammer is powerful some of the attacks are just plainly easy to counter. Staggering blow has a rather slow activation for needing to stand still to use it. I feel if warriors were able to use this skill while moving, the ability to hold a point through good offense would be greatly improved.
Shield - The skills for the shield are great for improving survivability, but their recharges feel a bit prohibitive even with traits to reduce them, considering what you have to give up to use them.
Traits - Warriors have some very good and powerful traits, it just seems like there could be slightly better synergy between them.
……..TLDR. Warriors are good, they lack just a little in sPvP.
Well this IS the warrior forum, but I do say they need to rework the down state for several classes.
The extended boon duration from points tactics does not apply to the stability from Battle Standard(either when summoned or from the skill)
Most of the time when this happens, is when running directly away from an opponent. Skills still are directed towards your “non-target”. Using a target based movement skills like savage leap on a warrior or heartseeker on a thief will turn your character around towards the “non-target” moving towards them.
As a warrior, I find being downed to just be plain unenjoyabe. Except underwater, where you can’t be finished so easily.
While some classes can avoid being finished for quite a while, warriors have but one defense. Throw hammer. It not only can be circumvented by stability(which I don’t see a huge problem with), but also by stealth, blind, pets body blocking, or a quick sidestep.
I’m not sure how to fix it. Maybe give it a short cool down. Maybe they just need to change the way finishing works. I just know I hate throw hammer.
Yes, make it so you can see where the gate leads to on the map, instead of just saying “Asura Gate”
I have all targeting options disabled, so the only way I should have a target is if I click or tab.
Now I often find skills like savage leap, rush or bulls charge being directed towards opponents that are no longer selected. It happens more often when I stop targeting , and occasionally when I just switch targets by clicking.
I know this sort of stuff happens to people when they have auto-targeting enabled, but I do not. So when I don’t have a target I shouldn’t turn around and leap towards something I don’t have targeted.
It doesn’t seem to be skill or class specific, it’s just broken targeting.