Im sorry but going from 200 to 400 was anything but evolution….
That’s the point. ANet has tried to flip the tables every couple of months with their balance patches (one of them being the buff to HS). We need to have more patches but with smaller nerfs and buffs.
snip
Arganthium why dont you just roll la warrior and make a live stream of you owning everyone in a random duel server or obsidian sanctum duel area already .Please and be done with this theory crafting wich involves zero theory at all except imaginary.
I actually have (or at least have attempted to, tech issues).
Also, what do you know about theorycrafting? You’re just another scrub who can’t handle reasoning.
I wonder how many people don’t realize that their entire argument is invalidated when they resort to sounding like the average 12-year-old gamer.
Whether or not I do, at least I don’t use that as the basis for discrediting others’ arguments.
Stability op bro
Omg that’s it! I just need to have constant uptime of stability on my thief!
snip
Arganthium why dont you just roll la warrior and make a live stream of you owning everyone in a random duel server or obsidian sanctum duel area already .Please and be done with this theory crafting wich involves zero theory at all except imaginary.
I actually have (or at least have attempted to, tech issues).
Also, what do you know about theorycrafting? You’re just another scrub who can’t handle reasoning.
Convenient isn’kitten ?
Um.
Okay.
snip
Arganthium why dont you just roll la warrior and make a live stream of you owning everyone in a random duel server or obsidian sanctum duel area already .Please and be done with this theory crafting wich involves zero theory at all except imaginary.
I actually have (or at least have attempted to, tech issues).
Also, what do you know about theorycrafting? You’re just another scrub who can’t handle reasoning.
Yes, no other class has damage that high but every other class has skills that do comparable damage and are easier to hit with.
http://wiki.guildwars2.com/wiki/Jump_Shot
http://wiki.guildwars2.com/wiki/Fire_Grab
http://wiki.guildwars2.com/wiki/Backstab
http://wiki.guildwars2.com/wiki/Mind_Wrack
http://wiki.guildwars2.com/wiki/Phantasmal_Swordsman
http://wiki.guildwars2.com/wiki/Maul_%28ranger_greatsword_skill%29
http://wiki.guildwars2.com/wiki/Whirling_Wrath
http://wiki.guildwars2.com/wiki/Whirling_Axe_%28stolen_skill%29
http://wiki.guildwars2.com/wiki/Pry_Bar
http://wiki.guildwars2.com/wiki/Smite
http://wiki.guildwars2.com/wiki/Zealot%27s_Defense
http://wiki.guildwars2.com/wiki/Well_of_Suffering
http://wiki.guildwars2.com/wiki/Deathly_Claws
http://wiki.guildwars2.com/wiki/Lava_Font
http://wiki.guildwars2.com/wiki/Meteor_Shower
http://wiki.guildwars2.com/wiki/Churning_EarthWanna know what they all have in common? Mobility, range, AoE, area denial and of course non obvious animations. If a Warrior uses axe all you have to do is stay 301 range away from him and he will never hit you. The only ways he can possibly get close is by using his other weapon set as sword or greatsword. If he uses those he has no cc besides possibly using Bull’s Charge or Tremor mace off hand which both have obvious animations. So all you have to do is be ready to dodge when he switches to axe since sword and greatsword don’t do very good damage besides one or two skills. Sword doesn’t do much besides Final Thrust which has a 3/4 second cast time and he will only use it when you are at 50% hp or less. Greatsword does 0 damage unless you stand in Hundred Blades or the stars align and Rush hits a target.
LMAO WTF
Jump Shot: longest hang time in the air known to humanity, plus it still has a lower coefficient than the the level 2 and 3 Eviscerates (coef of 2.07).
Fire Grab: has an extremely long cast time and an insanely long CD, and it only does more damage than a level 2 Eviscerate if your opponent has burning on him/her (still does less than level 3). Also an extremely hard skill to land.
Backstab: really? Does less damage than a level 2 or level 3 Eviscerate.
Mind Wrack: not even close, even with three illusions (still far away if you have Illusionary Persona).
Illusionary Swordsman: phantasm has one of the most obvious cast times and animations in the game. Also attacks on a pattern. Still significantly less than a level 2 eviscerate.
Maul: are you kidding? Again, extremely obvious animation (massive bear in your face) and still is echelons below a level 2 eviscerate (in fact, it does less damage than a level 1 eviscerate).
Whirling Wrath: yeah, given that usually only three of the 9 projectiles hits your opponent (if you’re lucky) and has a long and obvious animation, don’t know where you’re pulling this out of.
Whirling Axe: unless you just stand in place, this isn’t going to do much damage to you. Even if you do stand in place, most of the attacks don’t hit you anyways.
Pry Bar: not even close, don’t even try.
Smite: really?
Zealot’s Defense: have you ever used this skill before?
Well of Suffering: just a small AoE pulse on a 1 sec interval… And it’s a utility w/ a much longer CD than Eviscerate.
Deathly Claws: it’s an elite skill… On an extremely long CD… That makes you the largest target in the game… That has an insanely large animation… Seriously?
Lava Font/Meteor Strike: just stop trying please.
Churning Earth: literally the most obvious cast in the game with an extremely predictable follow-up and strike time.
Nerfing it to 300-350 would be ok . Nerfing it to 370 is not even noticable
Again… Evolution over revolution…
he’s not talking about making it a major trait he is talking about swapping it with the grandmaster minor trait. So for the build that everyone is griping about no it won’t make a difference. And I don’t want further nerfs I want a nerf that will make healing signet not as ridiculous as it is… for instance look at mesmers new “healing” signet… it heals for almost 100pts less healing with a higher coefficient at 300 healing power. Giving it place in only a few niche builds… Healing signet is taken by every warrior in every tournament no matter what. Granted the mesmer healing signet actually has a nice active making it worth while using to frontload damage.
So maybe in compensation for doing something to healing signet the active can bring something with it besides just a flat heal…
Also another reason I think people are hating on warriors right now is they can do the job of every role in pvp. They have a good burst build, a good bunker build, a good roamer build, and a good condi build. No class has the build diversity for pvp that a warrior does right now.
I wasn’t talking about making it a major trait either.
Your logic about nerfs is exactly how we got into this situation: major buffs and major nerfs that completely flip over everything that the community has worked for. While you might not want small nerfs, small nerfs in moderation and over a shorter period of time will get this game more balanced much faster than it has ever been.
Nerfing HS by small amounts will chip away at the number of roles warrior has until the signet is balanced.
Thieves hit for 20% less damage but can do it every 4 seconds and it cant be dodged.
1. Yes it can be dodged.
2. “20% less damage” is a pretty broad stereotype, and one that probably doesn’t apply in most cases.
3. Lol you seriously think thieves can BS every four seconds? Have you ever tried to set up a good BS combo? It takes much longer than that in combat, if only because of cast times (and usually that’s only a minor variable in comparison to the others).
First impressions are that this build isn’t too shabby, could use a few improvements though.
First, the Radiance VI trait should be changed to, IMO, the V trait. The boon removal, even on the 10 second ICD, is a really good thing to have when you’re applying so much burning, and I don’t really think that the vulnerability is going to be useful enough for you to justify not taking the V trait.
So, um, you’re missing the jewel for your amulet on this build :P I would make it Soldier’s, that extra health and toughness should be very useful for you.
Consider swapping out the runes for Wurm Runes. I’m not a huge fan of them, but I really think that your build needs that extra vitality , and you’re still getting a good damage bonus along with some critical damage. The Rage runes are nice but you really do need some more vitality IMO, and the final bonus for the Rage runes probably won’t mean much more (assuming it does do more, which it might not) damage than the 3% damage buff on the Wurm runes.
Definitely try Force Sigils in place of Battle and Intelligence. Force sigils tend to be highly underrated, and they’ll boost up your damage a ton. Furthermore, intelligence sigil probably won’t be as good simply because of the amount of precision/fury that your build has anyways.
Finally, I might suggest staff over scepter. Scepter is honestly somewhat of a poor weapon, and staff has a lot of really good options for this build that I feel like you might be missing out on… Your choice though. If you did then you’d have to swap the focus for the torch to keep that condi removal.
To address your other concerns/questions:
- Swiftness shouldn’t be too big a deal in sPvP, and unorthodox playing styles are good
- Wouldn’t be too concerned about having only one CC lol (not sure what you’re referring to though)
- RHS is definitely better
EDIT: I haven’t really tried out the new guard heal, it’s very possible that it’s not optimal. Not sure with Monk’s Focus though.
(edited by Arganthium.5638)
In spite of what people will tell you, it’s not too bad as a power weapon or as a more defensively-based power weapon (if that makes sense :P). It has some really great mobility with #2, and constantly applying condis is going to start to burn out your opponent after a while. Also, under the 50% threshold, Final Thrust becomes fantastic.
I wouldn’t do the whole “no Revealed” thing, but I think that there pretty obviously needs to be something else there. The trait is just terrible, and whenever I play stealth, I’d rather not have to look at my health every 5 seconds to see how low I’m getting and then roughly calculate 1/4 of my health in my head (which I can do, but shouldn’t be prioritizing that over playing). I’d be much happier with that one less thing to worry about.
There was absolutely no justification for this nerf, honestly. Couldn’t believe it when I saw it.
I am now extremely tempted to create a guild named All is Vain [NoGF]. I hope someone else creates it before I decide to do it.
I’ll do it!
All is Vain was already in use.
Edit: Was able to create All Is Vain I
Edit2: did another I All Is Vain I
looks better.
If the tag is [NoGF], please invi me
current formula is
392 + healing power x 0.05what if
370 + healing power x 0.10would it be better?
and move adrenal health to a higher tier, require 25 points instead of 15 points
No because then the standard hambow healing signet would heal for 7 less HP/second… that is not enough. And it doesn’t matter where you move adrenal health in the defense tree because it will always be taken no matter what.
Actually, that’s not really true. First of all, you’re not considering just using the 7 less HPS as a stepping stone towards further nerfs. Granted, I will say that the increase in the slope with healing power shouldn’t happen (it should stay at .5), but I think that you’re still missing the point, and that’s to stop the “revolutionary” nerfs and start talking about evolutionary steps towards balance.
Also, moving the trait up in the defense tree can be the difference between taking a good major trait and not taking one. You really can’t underestimate what a few extra trait points will do.
why does an opinion thread of a person who admittedly only plays hotjoin has so many replies?
Because he’s not the only one that thinks the way he does, and we need ANet to nerf HS.
I find Hidden Killer to be one of the most fascinating traits in the game. Basically, the more you use it, the more powerful your non-precision stats become. However, if you use it significantly less often than you use other attacks, then the resulting drop in damage (due to investing so heavily into crit damage without getting any precision) is absolutely devastating.
Honestly, it’s difficult for me to say which one is better as far as overall damage goes. What I will say is that it depends on how much damage you do with your skills on average overall. If you do 70% of your damage with skills that aren’t BS and 30% of your damage with BS, then precision is going to be a much more valuable stat. However, flip those numbers around, and the effect will be reversed as well.
I have to partially agree with DJ here. If you’re doing PvE, then Zerker is absolutely the way to go (if only because you generally don’t need that extra defense anyways). However, if you’re playing WvW, then I’m going to have to say that it depends on the aforementioned factors.
For your own sake, don’t use Celestial armor. Ever. For anything. Unless specifically you’ve A) been advised to do so by somebody who’s done the mathematics or been taught the mathematics and found out you’re lucky enough to be able to use Celestial gear on, maybe, a single piece of armor.
EDIT: wow, apparently putting B and ) together makes a face. Hmm. :P
(edited by Arganthium.5638)
Final Thrust is great for power builds, quit being silly.
How is it great above 50% health in power/crit build?
Because
1: final thrust is only useful in power/crit build
2: its only useful below 50% health
3: above 50% you deal more doing just auto attack (like I posted it)
Some thieves (in fact, the vast majority of thieves) go 30 points into a single trait line just to get 20% extra damage when their opponents are under 50% health; this individual skill deals 100% more damage when your opponent is under 50% health.
The damage difference there is absolutely insane; under 50% health you’re doing 25% more damage with that skill by itself than a thief’s well-prepared Backstab would do.
Also, looking at the skill coefficients, you don’t necessarily do more damage just by auto-attacking at over 50% health. Furthermore, because of how much damage the skill does with such a high coefficient, under 50% health it’s still going to be an extremely powerful skill even if you run a condi build, and especially if you run Carrion (which has been shown over and over again to be, generally, the mathematically superior amulet).
We talk about 1 single skill on long cooldown and Long casttime that’s need a different skill to even land it, not affected by traits or anything. Cant really be compared to thief spam skills with almost zero casttime..
And auto attack does hit more compared to final thrust above 50% health
Check:Final thrust above 50% = 1000 in 1,2sec casttime (enough time to land 2x AA)
2x strike from auto attack = 2x 400 + 2x 450 bleeding (so 900 + around 900 bleeding)
So yes keep doing auto attack does hit more compared to final thrust
(sighs)
1. Thief attacks don’t have a 0s CD. If you want to play thief like that and/or spam every thief skill that you’ll have on your bar, go ahead, be my guest. I could beat you with any class in that regard.
2. It doesn’t have a “long” CD as much as it has an average CD- just look at the other CDs of 3 skills on the weapons of other classes.
3. Thief skills do not have zero cast times. When I was originally planning on responding to this thread, I was going to mention Infi Return, which is 80-90% of a Sword thief’s condition removal, has at least as long if not a longer cast time than FT, costs 5 initiative to complete fully, and now queues with your other weapon skills. However bad you might think that FT is, Infi Return is in an absolutely abhorrent place ATM. Other skills (i.e. some of the sword auto attacks) have massive aftercasts on them, and others yet (Heartseeker in particular) have extremely long and highly telegraphed cast times as well.
4. You don’t consider what the cast times of the auto attack skills are, and the fact that you have to land two attacks instead of just one and then hope that your opponent doesn’t condi remove just so that you can hit for more damage. That being said, I did say “doesn’t necessarily”- I’m not saying that FT always deals more damage than auto attacking above the 50% threshold.
Final Thrust is great for power builds, quit being silly.
How is it great above 50% health in power/crit build?
Because
1: final thrust is only useful in power/crit build
2: its only useful below 50% health
3: above 50% you deal more doing just auto attack (like I posted it)
Some thieves (in fact, the vast majority of thieves) go 30 points into a single trait line just to get 20% extra damage when their opponents are under 50% health; this individual skill deals 100% more damage when your opponent is under 50% health.
The damage difference there is absolutely insane; under 50% health you’re doing 25% more damage with that skill by itself than a thief’s well-prepared Backstab would do.
Also, looking at the skill coefficients, you don’t necessarily do more damage just by auto-attacking at over 50% health. Furthermore, because of how much damage the skill does with such a high coefficient, under 50% health it’s still going to be an extremely powerful skill even if you run a condi build, and especially if you run Carrion (which has been shown over and over again to be, generally, the mathematically superior amulet).
All is Vain
All is Vain.
All is IN vain. “All is vain” makes no sense…
Perhaps you haven’t heard our Lord and Savior Mighty Meak’s stirring tragedy, and its heartbreaking conclusion:
69% and down
gf dont impresss say she leaving now
all is vain(yes I know that the grammatically correct way to say it is “all is in vain”, but that misses out the point of the joke
)
Ah forgive me, I just saw someone else say “I could care less” then saw this and could barely contain myself. I retract my statement as the point was humourz :P
Haha xD
I agree with you about the “I could care less” point- bothers the living kitten out of me. :P
All is Vain
All is Vain.
All is IN vain. “All is vain” makes no sense…
Perhaps you haven’t heard our Lord and Savior Mighty Meak’s stirring tragedy, and its heartbreaking conclusion:
69% and down
gf dont impresss say she leaving now
all is vain
(yes I know that the grammatically correct way to say it is “all is in vain”, but that misses out the point of the joke)
There are, as I see it, two extreme types of calculations as far as theorycrafting goes: static theorycrafting and dynamic theorycrafting, with a whole bunch of stuff going in the middle. Static theorycrafting is based off of calculations made on in-game constants (i.e. the damage formula, base stats, etc) whereas dynamic theorycrafting is based entirely off of fluctuating values that will change from player to player and from fight to fight (i.e. the amount of hits you will get on opponents, the amount of damage you will take, skill of opponents, etc).
One of the largest criticisms that my theorycrafting gets is that it’s “too static”, that the game is extremely dynamic and such values are meaningless since they fluctuate too much. Unfortunately, that’s not really true; no matter how much direct damage your opponent does, increasing your toughness by, say, 100, will still decrease the amount of damage done to you by (for example) 2%. This is a constant, and the benefit of, for example, the marginal benefit from additional toughness is derived from the equation at the bottom of this post. Whether or not Power, coefficients, etc are constant doesn’t really matter- in any particular battle against anybody, the top and bottom always must remain the same; that’s the definition of the variable.
The difference between static and dynamic theorycrafting is the number of assumptions that you take. For instance, I must assume that P = P, which is justified by its own definition (otherwise there must be some grave flaw in the game’s coding). However, with dynamic theorycrafting, the more dynamic you get, the more assumptions that you have to make, more averages you have to use, the more possible statistical errors you have to consider, and so forth.
What I’m really trying to say here, is that the OP assumes that a lot of variables are constant or are constant enough for his/her purposes that he/she can make various assumptions that, realistically, can’t be made. If you do make those assumptions, then you’re either basing your ideas off of an unsupported personal bias, an extremely skewed statistical distribution, or off of variables that are overall fairly impertinent to the matter at hand when taken in the context of all of the other variables. That’s the real flaw in the OP, and that’s why his/her results are, for all practical purposes, completely meaningless.
All is Vain
All is Vain.
This is one of the changes for next year I want to see the most. I’d actually really love to play necro if it wasn’t for the fact that they’ve become the cheesiest class in the game.
Cheesier than the “we can do anything and everything better than everyone else – easy Mode” Warriors?
They’re almost on par with necros, except that necros can and should face roll their keyboards and warr takes a tiny bit of extra patience too be extremely good.
That being said, once you’ve learned to wait a couple of extra seconds on a few skills (particularly Bursts), you’ve already become better than the pro players who have spent months theorycrafting and playing their UP classes.
Do you have any plans or comments about the Necromancer- which was supposed to be the main attrition class in the game- having the worst sustain options but one of the highest burst possibilities?
This is one of the changes for next year I want to see the most. I’d actually really love to play necro if it wasn’t for the fact that they’ve become the cheesiest class in the game.
Well that build was awful.
I’ve just decided to weather out the storm and stick to my old S/D.
“Do anything”- basically, the only other thing we can do is use Infi Signet.
So what you’re telling me is that we either 1. Have to burn our class mechanic at what could be an inopportune time, 2. Have to burn a stun break and condi removal on a 50 second timer that we need to have on our utility bar anyways and then hope that it lands you where you need to go, or 3. Have to burn a signet (another utility being used up) that results in a lower initiative regeneration, and then still hope that my opponent just stands there after the short stun finishes?
All three of these are terrible ideas (for common usage, anyways, which seems to be what you think they should be used for).
Sure, you can beat warriors, but we don’t have that many dodges (never had), our skills have significant aftercasts that give you a large chance to hit us, and our vigor was severely nerfed last patch. On the other hand, warrs have… Well, a lot, of course.
Sure, we need to be aware of retal, but that doesn’t make things any better- either we can hit a player and they’ll put up retal (i.e. with “Stand Your Ground!”) or we just have to wait for them to burn their retal, and then hit the opponent before he/she puts it back up again.
And why does the sustain “have to stay”? I don’t think it should, and many other players don’t think it should, but for some reason, you think that warrs should still have the same Healing Signet on top of their heavy armor and highest health in the game. Care to elaborate?
You sound annoyed.
You didn’t know what I was talking about – yet you still talk about refusing to actually use your skills to beat the opponent. You find a terrible idea this, picturing yourself casting skills on inopportune times and stuff. I seriously think you’re just another heartseeker spammer that uses the most linear and beginner-friendly build in the game and whines about being outplayed. The fact that you imagined casting the skill combo in wrong ways means you don’t have the imagination/skill to actually read the battle and cast it correctly, so just out of this, not me and not anyone should take your complains seriously.
Also, the fact that you’re complaining about warriors having more dodges than thieves makes me giggle. As of retaliation, yeah, you can sustain it pretty kitten well.
I’m fully aware that the forum people, as well as new players to pvp and heartseeker spammers want warriors to die again and go back to what they were one year ago. I’m also fully aware that if that happens, the same people are going to find another reason to complain and that’s happening because in games, some things are bad, some are good, some are really good. And finally, I’m also fully aware that those people never aknowledge their own mistakes, never try to get better and always complain about “how OP the other guy is”, when the mentallity you should have when playing a game is “if I die, it’s my fault”, especially when the class you’re complaining about JUST got nerfed.
I don’t feel a need to continue this argument if you’re going to call me some sort of HS-spamming noob.
At least put a minute or two into doing some actual research (going to the thief forums, maybe?) before you just go around throwing insults casually.
Unfortunately I have to agree with entropy, and anybody else that understands statistics that understands why this particular survey is biased (doesn’t make any arguments against Skyhammer any less valid though, unless they’re based on these statistics).
That being said, I think that online polls are fun.
Just lol. You can Steal/Shadowstep/do anything right as the pistol stun animation starts. That way, you always hit your stun on the enemy, plus steal, plus strikes. I don’t know what kind of thief you are, but you need to work on your skill timing.
Also, you can outplay warriors, since you have way more dodges than them. Retaliation is also a matter of awareness from the thief’s side.
Warrior is also a heavy armored class, which spells sustain. If they can’t sustain, they can do nothing. So no, I like that when I see a warrior, I immediatly have in my mind “oh, this guy is not gonna go down easily”. That’s how things should be. Maybe CC needs more nerfing, maybe damage needs more nerfing – but the sustain has to stay.
“Do anything”- basically, the only other thing we can do is use Infi Signet.
So what you’re telling me is that we either 1. Have to burn our class mechanic at what could be an inopportune time, 2. Have to burn a stun break and condi removal on a 50 second timer that we need to have on our utility bar anyways and then hope that it lands you where you need to go, or 3. Have to burn a signet (another utility being used up) that results in a lower initiative regeneration, and then still hope that my opponent just stands there after the short stun finishes?
All three of these are terrible ideas (for common usage, anyways, which seems to be what you think they should be used for).
Sure, you can beat warriors, but we don’t have that many dodges (never had), our skills have significant aftercasts that give you a large chance to hit us, and our vigor was severely nerfed last patch. On the other hand, warrs have… Well, a lot, of course.
Sure, we need to be aware of retal, but that doesn’t make things any better- either we can hit a player and they’ll put up retal (i.e. with “Stand Your Ground!”) or we just have to wait for them to burn their retal, and then hit the opponent before he/she puts it back up again.
And why does the sustain “have to stay”? I don’t think it should, and many other players don’t think it should, but for some reason, you think that warrs should still have the same Healing Signet on top of their heavy armor and highest health in the game. Care to elaborate?
… I kinda like Spirit Watch… :/ not as much as LotF or Kyhlo or whatever, but I don’t think it should be removed.
Before you write a long post and put it up, please consider the following:
- Is this an angry rant? Is this post a “ragezone”?
- Will people be able to understand what you’re writing through your Internet dialect?
- Do you use a Fox News-level number of capital letters on your words?
- Do you put in a bunch of letters and symbols right next to each other in an incomprehensible and meaningless “sentence”?
- Are you consistent with your usage of grammar?
- Do you say “u” and “ur” instead of “you” and “your”?
- Finally, do all of the words in your post just mash together into some large clusterkitten that is difficult to understand?Please use some common sense next time you write a post.
Sincerely,
Your Local Pseudo-ModeratorDude don’t mention Fox News like MSNBC and CNN don’t do the same thing it makes you sound like a partisan hack. All political stripes have networks that cater to there viewers point of view to a degree. Not to side track the discussion but I hate it when people live in a bubble/bring politics into a discussion about video games even if its throw away. Millions of people watch Fox News I know you think they are all fools but they are not.
Lol, you guys take things way too seriously…
Btw I didn’t mean it so much to emphasize the silliness of Fox as much as I meant it as a joke because, let’s be honest, they do use a lot of capital letters.
I didn’t mention anything about politics, that was your own interpretation.
1. Are warriors going to be nerfed? (please)
2. Are eles going to be buffed, and have their various weaponsets become more well-rounded overall? (please)
3. What is the plan for thieves currently, and what is your take on the very limited number of builds that thieves can use, especially after the December 10th patch?1. Warriors are fine after the patch. Both useful and not OP. The patch was not supposed to kill warriors, it was supposed to tune them down. (please)
2. Yes, they need buffs, I have faith in anet on that one, but possibly only after the new skills are in the game.
3. Thieves have awesome builds right now. I’ve been running Faeleth’s S/P build all day and it’s been incredible.Jesus dude, in every thread I jump in these days, I see you complaining about the same stuff over and over again. You need a hug. :<
I’m gonna follow your example in whinning though, in a different manner, and ask the devs if they can give us some information about how’s the testing going on the new game modes. I can’t wait for Arenas and King of the Hill!
Mmm…
1. Warriors still continue to be the dominant class in sPvP- they heal for at least 50 HPS more than every other class in the game, have some of the highest skill coefficients, have good condi removal/dampening, have heavy armor, and have the highest base health in the game. If nothing else, the warrior at least needs a small tune-down on health regeneration, which is why I’ve been suggesting decreasing HS by 20, at least as a start, to see what the effects are (evolution over revolution).
3. I don’t know what kind of people you’ve been playing, but S/P is just a gimmick build that relies on people constantly standing right in its Pistol Whip, which tends to be very easily counterable with just a little bit of range. Furthermore, Retaliation melts the build. Also, since the IR nerf, our main source of condi removal for sword builds has been severely weakened, and our mobility has been severely hampered. S/D builds have gone from having three usable skills to just two, and S/P is still as much of a gimmick build as it always has been, except that it’s even weaker now due to the weakness of IR.
1. Are warriors going to be nerfed? (please)
2. Are eles going to be buffed, and have their various weaponsets become more well-rounded overall? (please)
3. What is the plan for thieves currently, and what is your take on the very limited number of builds that thieves can use, especially after the December 10th patch?
Just had to check out a little stat thing on Two-Handed DPS build.
Basically, if you change your Valor VI trait for the IV trait (which also applies to yourself), then you decrease your damage output by 2.89% but increase your ability to absorb direct damage by 6.09%.
In an optimal meta, then, taking the IV trait would be preferable, but due to the amount of condi spam and general imbalance between classes ATM, it’s hard to make a completely accurate comparison between offensive and defensive stats. It’s easy to compare offensive stats to one another, and defensive stats to one another, but try to oppose offensive and defensive stats… There’s always been a heated debate (both internally and externally for me) about whether or not you can compare between the two types of stats. Typically, the more balanced and stable the meta is, the more accurate such a comparison is, but as it grows increasingly more muddled and imbalanced, the validity of the comparison is an entirely different issue.
Anyhow, that’s my take for all y’all on that particular guard build. just something to consider.
PS: if any of you need any more stat comparisons for other builds, just PM me, I’d be happy to help.
HTL is almost certainly better. First of all, it has a CD almost half that of Retreat’s, which is… Fantastic. The protection and regeneration are almost certainly going to soak up more damage than the block from “Retreat!” will, and because of how ridiculously UP swiftness is in combat, it’s safe to assume that HTL is going to be, naturally, the better utility.
Before you write a long post and put it up, please consider the following:
- Is this an angry rant? Is this post a “ragezone”?
- Will people be able to understand what you’re writing through your Internet dialect?
- Do you use a Fox News-level number of capital letters on your words?
- Do you put in a bunch of letters and symbols right next to each other in an incomprehensible and meaningless “sentence”?
- Are you consistent with your usage of grammar?
- Do you say “u” and “ur” instead of “you” and “your”?
- Finally, do all of the words in your post just mash together into some large clusterkitten that is difficult to understand?
Please use some common sense next time you write a post.
Sincerely,
Your Local Pseudo-Moderator
Also, the poll is kinda awkwardly worded. Here’s the one I would suggest:
My thoughts:
Right now, there is literally not a single class that seems to have any set point that ANet wants them to reach- i.e. all of the classes lack a vision. As a result, we’ve seen tons of awful nerfs to things that haven’t needed nerfs and overbuffs to things that only needed to be buffed a little.
If we instituted a Holy Trinity, granted, that would take away one of the unique aspects of this game. However, at the same time, it would give each of the classes a specific goal to work towards, and right now, I think that’s what this game needs.
The only problems would be:
1. Any people that leveled their class to 80 would be faced with a much different class
2. We’d need to institute more classes, or be stuck with very little diversity between Healers, Tanks, and DPS’ers.
That being said, I’d be perfectly fine with a holy trinity as long as classes within each section don’t suddenly become exactly like one another. It’s simply impossible to make each profession good at every play style without making one OP or another UP.
You clearly don’t understand how this game works. Mesmer clones aren’t " easy " since you have to split your effort between killing them or killing the mesmer.
Same goes with engi – he throws turrets – you’re stuck either fighting him or them.
Are you joking?
Apart from being easy to kill, clones are usually able to be countered by one of 123048176234 different tactics that you can use against them, going anywhere from AoE, to killing clones while a mesmer is stealthed, or- most often- simply just not killing the clones because they don’t do that much damage anyways (unless we’re talking about a phanta mesmer, which is a different story altogether, although still relatively easy to deal with). If you’re really having such a difficult time debating whether to kill a mesmer or kill its clones, then you honestly need to just play a mesmer and find out for yourself. Otherwise, you’re just being dishonest.
As for turrets… Honestly man, just AoE or cleave. They’re completely immobile, and they tend not to do that much anyways. In sPvP, they’re practically worthless.
I wouldn’t say that it’s everything that’s keeping Warr playable, but if I had to list the reasons why warrior is so good right now, I’d put HS on the top of the list.
Which is why I’ve been suggesting a 20 HPS nerf to HS, at least to start… ANet needs to get better at balancing by “evolution, not revolution”.
Um… If you’re dying to HS spam, you’re doing something wrong.
Also, it’s pretty much impossible to get hit by 7k per HS unless you’re running very squishy or inferior gear.
ArenaNet has been completely silent on warriors.
This either means they think warriors are fine, in which case we all need to go find some other game to play, or they simply don’t care, in which case we all need to go find some other game.
have you played a warrior?
Have you played competitively?
I’m testing out a build similar to this one right now… (no ascended gear because I’m poor)
Eles are very strong. Very high AOE, mobility, survival..
AoE I can understand (when hotjoin newbies stand in Lava Font/Meteors)….but “very high mobility and survival?”
Either you don’t know what those words mean, or you are simply trolling…most likely trolling.
To be fair, I made a staff ele that was designed specifically with the idea of mobility in mind- i.e., boost yours, limit your opponent’s. It’s really fun and has an extremely high skill cap IMO, and has the potential to be really strong in a different meta. Just that the ele overall is so weak atm that the build isn’t very good.
(edited by Arganthium.5638)
No offense or anything, but a lot of the complaints that come from warriors or any class really, is usually a l2p problem in most situations.
Like being able to stay on point while Combustive Shot’s radius covers the entire thing every 10-15 seconds, or being able to shut down warrior’s healing by keeping perma poison on him with my guardian.
well, the fire field is stationary. move out of the field to avoid burning.
pin down?
carry condition removers.
or spam dodge.
the recharge time is 25 or 20 seconds anyway.the long bow is fine, working nicely as intended.
plus, the overall physical damage for the combustion shot is already reduced by 15%
It’s bad enough I’m addressing somebody who keeps referring to his level of play experience as “casual”, but some of your ideas here are quite simply ridiculous…
1. Unlike Black Powder’s tiny radius (the skill which, btw, warrs always seem to stand in and later complain allows thief to perma blind), Combustion shot easily covers an entire point (or a lot of a point, if we’re talking about the graveyard on LotF). As a result, the debate becomes one of surviving versus holding a point.
2. The skill “Pin Down” already applies two condis, Combustive Shot applies a third on a short CD. Furthermore, not every class or build has the level of condi removal/dampening that warrs can get…
3. Spamming dodge has become increasingly more difficult in recent months, and even when doing so, there’s no reason you won’t get hit by the pulse on Combustive Shot. There’s also the issue of being able to be hit when your dodge cast ends, whereas you have to keep dodging in order to survive and thus can’t stand in place. Furthermore, that burns your dodges, which then can’t be used for the “loleazy” dodges on skills like Eviscerate, Earthshaker, and so forth.
4. You’re extremely wrong as far as what the main source of damage from CS is- you seem to claim it’s the physical damage. That damage was never that high anyways- the real killer is the burning, which, outside of fear (when traited w/ damage), is the most damaging condition in the game, and once you have burn, you certainly can’t “spam dodge” to get it off.