Showing Posts For Asato.5479:

Team Effort Gold Rewards

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Posted by: Asato.5479

Asato.5479

Wow, I actually didn’t know that there was a limit of gold that you can reach in sPvP… xD
You can reach 35g daily by doing some PvP! Insane ! You just have to win 50 games in TA, 100 in soloQ and 50 in custom arenas. You actually could do it, if a day had 40 hours.

The funny thing with the last patch and this PvP reward track thing… They said you would be able to get legendary weapons, by doing something you love. Liars. You will never get one, if you only do sPvP.

Let’s say, if you can reach the daily limit of 15g, by doing TA, 4 games per hour. It will take you 12-14hours (so your life will be like, sleep; PvP, eat, PvP, sleep,PvP). And let’s say a legendary is around 2500g, 2500/15=167 days = 6 months of PvP-ing 14hour per day… No one ever will do this…
I think the purpose of this patch isn’t getting PvE players into PvP, but PvP players into PvE. I have been able to easily get my warrior lv80, and he was already “half stuffed already” (2 armor, 3 weapons). I don’t see the point at all doing PvE if it isn’t for Legendaries. I understood that I’ll never get any Legendary weapon (thought, I just want the skin, or some real cool skins for weapons) by doing PvP. I don’t know how much you really earn per hour in PvE, but I heard something like 5-10g per hour. I’ve been told that you are able to get one legendary in a month if you are farming well. And I’ve seen a guy who got 1 legendary per char…
Eh.. yeah and if you are coming from PvP into PvE/WvW, be warned that every thing cost really much, and the golds you got from PvP? it’s nothing.
The purple crafts items you get from PvP rewards chests that you are stack by pile of 250, because there’s too much of them? You want to use them? You can, you just need a lot of golds (been told : around 50-100g). It’s like these purple things are infact for PvE players, so they can get them easily; while farming easily golds in pve.
I never thought about doing a legendary, it was no use for *s*PvP. I was happy about this reward track and specially when I read that will be the way for PvP players to get one, and that there will be PvP special track/reward. Imagine my disappointment when I discover ,the lie, that you have no chance to get one by doing PvP.

I just don’t really feel getting real/useful rewards doing PvP, it’s just some PvE stuffs/skins (that I’ve unlocked already, almost). I don’t feel getting any closer to an Legendary, or PvP unique skin (that doesn’t exist, if you consider the backitem is easy to get).

yes, please increase at least the amount of money rewards so we can afford some cool skins from PvE.

Anyway, I never said these changes were bad for PvP players. In fact, it is cool for us, who were never getting any gold.
But once, you looked at the reality of PvE and think about crafting a legendary… /cry
Don’t forget the trade post farming… you won’t really know which items to trade, etc… And probably don’t have enough money to start doing this.

New player - Need some sPvP advice

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Posted by: Asato.5479

Asato.5479

If you have really well understood how the conquest mode works and have a clear vision in fights, maybe consider going in TA (you can launch TA even if you are alone). You will fill other players who are premade. If you are good, you could even find a team or friends to play with. At the beginning, it may be a little hard for you and you may get “insulted” by others if you aren’t doing well. But listen to them, ask them advices, explain them that you are new to the game but a fast learner. If someone is really annoying you -> block. And in TA, you get more gold(30 silver per win), more ranking points and it’s where you will/can make really progress your skill. I’ve recently tried soloQ (with my thief, in order to test a build), and it just meant nothing, I was the alone capping points (so my team easily won), everybody is looking for kills; a lot of new players, who probably are a lot confused; you are never going to progress there, it’s more for fun or testing builds (for me). SoloQ isn’t serious at all.
My advice :
-Since, you find yourself defending a point against multiples enemies : go bunker, take a tanky guardian build (I cannot give you one, but in the “last tournament” (ToL), they were all going 0/1/6/6/1). If you play bunker guardian and get better, you will increase your chances of winning. A bunker guardian is always welcome and will be appreciated. (Play DPS guardian, if you only have a bunker guardian in the team.)
– your jobs will be : keep a point, ofc; stomp (finishing downed players) : revive downed allies. Always play attention to their life bars, be prepared when an ally downs.
-stomp is kinda one of your primary job: this means you must know all classes downed skills and also, if you will be able to succeed or not : (thiefs, better let allies dps them; ele&mesmer, may be to risky some time; for the others use stability/blind/dodge; look for their allies, will they interrupt you?)
-often, you’d prefer revive quickly (it will really be quick if 2 are reviving) an ally than wanting to stomp an enemy (because too risky).
-never hesitate to use the minimap; you can ping/draw on the map with shift
click left. Ping whenever you see an enemy coming to your point. If you ping when he’s(or they) already on you, it would be a long wait before allies come help. Informations are important, so if you see an enemy going somewhere, let your team know! It can change a game.
-try at least each classes for one afternoon; see what they can do. It’s essential to know, and will clearly improve your skill.

If you are running a DPS guardian :
-Look at your minimap : you must know where to go or not. Going alone against a bunker who got already the point is often useless.
-Try to be often with your teammates to be really effective.
-Think about the dead enemies ; they respawn after 15s; where will they probably go after they revive? Try to be there when they come, so you won’t let your ally outnumbered. Exemple: your team is playing on far/close: you kill 2 of them on close, after the respawn they surely will go for close, if there’s your ally doing 1vs1, he’ll be 1vs3 -> go help him.
-go first for the right targets; the ones who are most dangerious, who most fragiles.
-2 points => win. Don’t be too greedy. While you go for the 3rd point; the others will respawn and may be dangerous. Exemple : you just got mid by killing all your enemies at mid, your 2 roamers go for far and the guard stay mid => those who died may come back and take quickly mid againts 3vs1 and even close if.
-Never go suicide. While you’re dead => your team is outnumbered.

I don’t play guardian so I can’t tell about your build. If you see that it’s effective, it’s ok I guess. But take at least one stability! If you are controlled when you want to go burst => ineffective/ often suicide. It also helps you to stomp.
-Maybe create a 2nd guardian who’ll be bunker, so if the team asks you to go bunker => you can switch.

(edited by Asato.5479)

Abuse in sPvP

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Posted by: Asato.5479

Asato.5479

Since the patch (note that I wasn’t playing before the patch, and I’m a PvP player), I’ve seen so much stupid, close-minded talks. People complaining about really little things. Putting all the faults on the others… And people are never admitting their mistakes/fails (includes me sometimes).
There’re too much rank 80 kids now, who think they are pro-pvp-players, just because of their rank. Some should know that in this game PvP rank never meant something serious.
Anyway, people should be tolerant toward new players coming into PvP. We seriously need more people in PvP, and they will be good with time. If you disgust them, what good can it make? And since the game has started, you can’t do anything about it but being nice, giving them orders/advice. You can communicate without being hateful.
If you are being hateful, insulting, that means only one thing : you are a closed-minded little kid, not even a real player and you should seriously kitten.

Directly block them if they are being insulting. But if they are giving advice, you should consider it.

Severe Lag in sPvP

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Posted by: Asato.5479

Asato.5479

It happens to me too, but very rarely, like for a little period, for no reason… And when it does, it starts only in a game. I cannot predict that I will be lagging in the game, because just before it isn’t the case.
Very rarely I lag the whole game. Often, it’s at the beginning of a game (so, it’s like 4vs5) or it’s spiky lags.

[PvP][Warrior] A Less Passive Warrior

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Posted by: Asato.5479

Asato.5479

You should realize that these “other builds” that apparently exist are mostly a mirage of unviable builds that don’t really get a lot of use because they’re not really useful.

You’re saying that we’re criticizing and not bringing solutions – we’re just saying that if there is something to be fixed your solutions aren’kitten

We all want more build variety but nerfing warrior isn’t going to bring it. We need other builds made viable – and that would happen if the condi meta would be toned down and we wouldn’t be forced to 20 in defense all the time.

OK! Understood! From the beginning of your first post I knew you were a closed-minded player. Now, I have the confirmation.

“other builds” that apparently exist are mostly a mirage of unviable builds that don’t really get a lot of use because they’re not really useful."
-please define useful.
Just because you cannot play “a build” doesn’t mean this build is necessarily useless. Notice that : it takes little time before, you get the mechanism, the possibilities of a build. I remember (it was before april patch) I gave the hambow build to a friend who wanted to test Warrior, I even showed him all the tricks, and the day after he said me that this hambow build was useless; because he hadn’t played enough to master it a little .
You surely didn’t even take the time to look closely at these builds. You should test before commenting that you realized what you haven’t realized at all. Guess what? The team who won the Tournament of Legends, TCG had a war and he wasn’t “hambow”. I see more warriors who are running axe centered builds because they saw and realized while watching the tournament that Ròm was winning against other warrior who were running hambow and thought maybe hambow wasn’t the only viable build. You said you have tested builds, what are those? What needs to be changed in your opinion? You just keep complaining, claiming, and stating “nothing must be touched about hambow”. We kittening explained you why it was taken over other sets and if it doesn’t get little nerfed (at least the abusive might stacking) you won’t see much varieties of builds, because hambow will be the prefered. If you find you are dying too fast with a build that deals insane damages, it’s normal, the concept is : high risk = high reward (and it’s also a kind of gameplay that some players love)
With hambow : low risk= high reward. Which will define “unbalanced/OP” in MMORPG games and in a lot of multiplayer games.

Your look like loving have always reason , and your statements are true because you say so. You don’t read, you don’t understand.
No one said, he wanted to kittening nerf to a point he would be useless… My god, don’t make us tell things we didn’t tell.
To be not forced to go 20def, we proposed/asked more viable cleanses.
To be honest, I don’t care about nerfing/changing/letting Healing Signet, if we can have other heals buffed/improved/changed. 12k hp heal for 30s is kinda correct for a bruiser.

At the end, we all want the same : heals being buffed and solutions for decent cleanses without going 4 in Def for Cleanse Ire (which will free trait points for more various builds)
.

(edited by Asato.5479)

[PvX]Bring Warriors into line.

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Posted by: Asato.5479

Asato.5479

-This one was the first one that I created :
-pros:
-high mobility, easy target following. (immo from Leg specialist, and leap of the sword, lot of cripples)
-high burst damage ability : the combo from axe/mace : 5 (launched at melee = no time to dodge) -> 4 -> 2 -> F1 -> 10-15k damage dealt in ~2-3s ; and you can switch for additional 5-8k damage from sword-3 (if target under 50%hp! it equals lv3 Eviscerate).
-high DPS from axe’s AA. and mixed condi/direct damages from sword AA.
-interesting controls : immo sword-F1, mace-5, shield-4.
-really effective to down a bunker guardian.
- cons :
-squishy against direct damages. Must have Endure Pain, or Shield blocks or endurance to survive if focused.
-no cleanse against conditions. Berserker Stance must be available if going against heavy & bunker/tanky condi spam.
-After the above said combo : to finish your target, you must touch with sword-3 (100% crit, thx sigil of intelligence, so disabling AA is a good idea), which is easily dodged by good players, it would be like (before he heals and go above 50%hp) stun shield -> sword-3. The thing is Shield Bash is easily dodged too due to it’s animation lack/bug, even if you launch it at melee, at really short range (like, I’m glued to him), it will like “stay on place”/take like 0.5s before actually stun him.

What I note are : yes it is possible to have much more effective damage than hambow, it is possible to have more controls than hambow, it is possible to survive more than hambow; Healing Signet, Berserker Stance, Dolyak/Balanced/Endure P, are on every build; Cleanse Ire, Burst Master on most builds. Cleanse Ire+ Bow =>best solution against condi. If we look at the ratio damage dealt/CC dealt/sustain; hambow has the best ratio. But it doesn’t make the other builds completely unviable.
We also all agree that : without cleanse ire and berserker stance, we have a real problem against condi builders.. (I specially find the amount of blinds that other classes have really high!)

(edited by Asato.5479)

[PvX]Bring Warriors into line.

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Posted by: Asato.5479

Asato.5479

2. I have played other builds, with other weapons and nothing else comes close as viability. The sad fact remains that if you nerf hambow the other weapon options won’t suddenly become better or more appealing. You’ll simply nerf the best build down to a less effective level.

-You say that you have played other builds and none came close to be viable. Why is that? Less survive? No damage? Explain more the problems you have found. That will be more interesting to discuss and found out where are the real problems, where we need buffs.
I’ve recently tested a lot of builds recently too (and I don’t really find them really unviable. Just less effective and less sustain than hambow)
-Last one, and my favorite, being a mace/mace build : pros :
-really high single target damage if the foe is stunned (with fury = 46%crit; against stunned foes 78-96% crit chance; max ferocity ; mace-F1 + 3x mace-AA = insane damage, specially the third AA; switch axe/shield in order to stun and F1 which will crit 100% and do insane burst damage; sigil of intelligence is more here to guarantee a crit when the stun of the shield is on CD or fails to land)
-huge single target control/stunlock ability (you are able to completely disable target and making him completely useless during the while teamfight/fight, if he’s not already down)
-Nice sustain, good defensive ability (3100 armor, 2 block skills which reflect projectiles, Endure Pain, Berserker Stance, Dolyak signet)
-cons :
-18k hp and very vulnerable to conditions after that Berserker Stance runs out, since => no Cleanse Ire &/ longbow. / 0 condition cure. => 1vs1 can be difficult against heavy condi spammers (it is however highly possible to kill them during Berserker Stance or just after it, before they stack too many bleeding/burning ; only engi turret have caused me a real problem, they can easily temporize Berserker stance and Dolyak signet’s stability.)
-Lack of mobility ; no leap or immo. Must know if able to fully follow your desired target (an average knowledge about every class is welcome) or not, when to switch target, etc.
-Long duration stabilities and blocks are direct counter to this build (logically if cannot be disabled => less effectiveness; but however you can do nice damages, axe and his F1 are pretty good for this). So Guardians and Warriors will be the last targets! But it’s highly recommended to directly focus them if you know that they don’t have their CD’s (a good surprise is just after they stability). Care about Lich Form Necros and Ranger’s under their elite “Rampage as one”, they can’t be disabled during for ~20s.
-No might stack.
-I’ve tested also Ròm’s build, from TCG team who just won the ToL, yesterday.
(2/0/6/0/6) With Axe/Sword + Longbow weapon set. Rune of intelligence on axe => F1 100% crit, and it’s the main damage source. Longbow => might stack, immo 3s, AoE damage, Cleanse. Sword : it’s skill 4 deals pretty nice damages if taken back, skill 5=> block (it will continue to block all projectiles not only one if you aren’t at melee) and counter attack, if not, adrenaline is given. With Valkyrie / Soldier amulet (+dolyak signet) it is tanky and have really good sustain. The fact that someone won with another build proves in some way that Hambow is not the only one viable at high competitive level. Btw, he won all (or almost) of his duels, and mostly it was against hambow warriors.
When I’ve played it, I found it was a really good 1vs1 build. Most duels won without difficulty. It has one problem => no stun/KB/KD. So you can’t prevent an enemy from reviving his ally like you do with the hammer.

[PvX]Bring Warriors into line.

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Posted by: Asato.5479

Asato.5479

@Harper

-Now don’t start blaming me because I wrote a 2vs1 situation, it wrote it as an example. Remember what you have said? if you get hit, it’s because you deserve it. So it was an example to demonstrate your invalid argument to justify it’s long duration. And now your argument is “2vs1 is anyway unfair”. Don’t think everybody fighting at mid in the map “Legacy of the Foefire” (still an exemple) will easily be dodging every Pin Downs. And as a “intelligent” warrior, you won’t launch it on a target who still has full endurance or who’s in front of you and can see you launching the skill. So yes, I find it pretty easy to place. And it’s duration (3s) allows you to land bow-3 which deals great damages and you still have the time to come at melee and start the hammer combo (which is stun after stun;/ stun lock, the target is already lying down btw, you start stomping). And 25s isn’t really a so long CD… So yeah lower a little the immo’s duratin, for something like “2.25s from 3s”. It’s cast time is 0.75s and the arrow has rapid velocity; it’s not hard to land it.
And you cannot compare it to Dragon tooth since you have a huge animation and sound that appears just above your head xD.. and it doesn’t immobilize the target.

[PvP][Warrior] A Less Passive Warrior

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Asato.5479

The amount of “we only want hambow on warriors” here is kitten very high!
Warrior weapons’ damages are really correct, actually ; no one will be telling that a berserker warrior isn’t dealing damages… We just need some changes/improvements and fixes on some skills.
Yes, we did propose “active defenses” for Warrior : inscrease/change other heals; you just have to carefully read.
You just read nerf on hambow and that’s all you read and is interesting you. You don’t want a nerf on hambow, so whatever we say, you will argue against the idea of little nerfing hambow (which includes HS).

All i see here is warrior nerfs.
You want a less passive warrior. Where are your changes to improve active defenses for warrior using hammer/longbow?
How would you improve active defense for warrior using GS/LB?
You want less passive but none of your changes put warrior with more active play. You are only nerfing the warrior.

We don’t want to change/improve only hambows active heals, but all warriors’ . You should know that other builds/weapons exist for warrior. Your active defense is about active heal, I guess? Because, Warrior have already great defensive skills (so you click in order to active) : Berserker Stance, Endure Pain, Dolyak/Balanced stance ; blocks etc. Improvements on the other healing skills would really change and will be a buff not a nerf for warriors.
And since hambow has already great defenses, great damage and great controls (=disabling an enemy = he’s not dealing damage).
You really run GS/LB in PvP at the moment? Ok, let’s imagine, it’s good for roamers and some may like it, (bow-5 in order to place 100b; GS giving great mobility between points) your job will be to surprise the enemy, burst him down, kill him => next point/target. From this POV, you will be fragile and can be easily down too, HS won’t be really useful or the best choice of heal, you want to be able to absorb the incoming damage and for this a good active heal be great (Defiance Stance for exemple if his cast time was instant).
Btw, HS is forcing Warriors to go more defensive (Endure Pain, Berserker Stance, Dolyak, Soldier/valkyrie amulet) and it limits also the variety of builds.

I don’t like guys who are only criticizing the others propositions and blame them for not bringing the good solutions while they are not at all bringing ideas. They sound like crying children who don’t want their candy taken away.
What are your solutions? Stay Hambow for another 6months? If not, bring your solutions too, please. This topic is not about crying but finding solutions.

Congrats to TCG for winning the EU Tournament of Legends

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Asato.5479

Really nice finals! Congrats to both teams!

Crazy come back from 55hp Monks on the last map, it was really exciting and was so close!. The surprisingly thing about 55hp Monks team was, once they get all 3 points, they can keep them really for a long time!
TCG had strong teamfights! It was difficult for 55hp Monks to surprise them on the 2nd map like they did on the 1st and 3rd maps! “Legacy of the Foefire” is a big map and is much more about teamfights, it also requires high mobility to quickly rotate.
I’m also happy to see that the winner team’s warrior wasn’t a “hambow”

[PvP][Warrior] A Less Passive Warrior

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Asato.5479

And finally, to everyone saying “none of our other builds are viable”, I think improving our sources of condition cleansing that’s not Cleansing Ire will go a long way towards that. There’s a reason longbow is a requirement at this point if you want to be “viable”, it’s because it’s the only way to make CI reliable. More, and better, reliable sources of condition removal from warhorn, Mending not being bad, Shake It Off not being terrible – these changes free up traits, free up weapon choices.

Let’s say “every ~7-10s”, you have from 1 to 3 conditions cleanses. And to beat that, other cleanses have to be much more interesting. You are completely right.

Making Combustive Shot a skillshot does way more than reduce damage output – just like every other burst skill the combination of Burst Skill + Cleansing Ire becomes harder to proc; This means that if a Warrior fails to land it he’s stuck with his conditions for another ~8s on average, and if you’re in a situation where you need that cleanse 8s is a long time to continue having conditions on you.

Yes? Since, it’s about balance in sPvP. I don’t see why you are failing your skillshots specially with bow-F1, which is an AoE skill. Yeah maybe you are right! I must be the only one seeing high damages on bow-3 and bow-F1, bow-3 having specially short CD. I’d say, as a Warrior : let’s let theses skills the way they are already, it’s all good for us. But since it’s about balance, I’m trying to bring some logic. And having bow-3’s cooldown specially short helps a lot to this “might stack” problem that you want to nerf! So if bow-3’s CD is longer => less might stack, no?

If you nerf Hambow’s ability to stack might like I suggested that also nerfs it’s damage. If you run berserker’s amulet with any build, however much people love to complain that we have “the highest armour and highest HP” we’re still going to melt under focus.
I also hit sustain with a Healing Signet change, yeah?

We all agree that berserker=vulnerable. But => high crit chance, ferocity and power. And actually, I don’t see really an effective point to run another DPS weapon(if it isn’t for the fun, for the weapon’s gameplay). Hammer do really high damages and it has controls! Might stacks contributes a lot for sure, but the base damage should be slightly reduced, not significantly!
As it’s a topic for sPvP, I don’t care how it affects PvE (hmm, they actually separates some skills from sPvP and PvE/WvW non? ; they can do it for the hammer). And for other builds running hammer, well it will be more balanced and we’ll see more interest to bring a DPS as a weapon swap while having hammer for the controls.

Oh and Rank 2 Adrenaline for Earthshaker blast finisher won’t work – You get one from Burst Mastery already, you swap weapons and get 5 strikes, then you just need a little bit more time to build 2 from Cleansing Ire’s adrenaline gaining effect or simply attacking. You can still achieve it within the fire field’s duration.

I do think it will for sure affect the might stacking, for exemple : when I know that my target cannot be down/untouchable for the moment or just after a fight in order to stack might for the next fight, I use bow-F1 with lv1 adrenaline with ham-F1, lv1 adrenaline. Don’t forget that if the target is running or/and you aren’t being hit enough/if you don’t have enough adrenaline: you won’t be able to ham-F1 within the duration of bow-F1.
As you said yourself : those are skillshot skills. So I don’t think that you will easily skillshot your bow-F1, bow-3 and your ham-F1 (which will request lv2 adrenaline in order to might stack), without bow-F1’s duration expires.
As I said above : increasing bow-3’s CD will help to reduce the might stacking too!

[PvX]Bring Warriors into line.

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Posted by: Asato.5479

Asato.5479

Well, it will cancel each other. Logically, if you get hit by a stun and your passive is to send back that stun to it’s launcher, if it’s launcher has a passive against stun too, it will trigger it; neither you and the Warrior will get stunned; so the Warrior at the end would have wasted a stun! Reaper’s Protection/Mirror of Anguish are working… As do Last Stand.
Maybe we need some clear icons that will show that the player has the passive or used it.

You are wrong. Necro/Mesmer will still receive the 1st CC.

Yeah you are right! It was late and I was little tired and misread . I guess that Last Stand will be a counter to these traits then. And for the moment, really not much Warriors go Last Stand, and it has a long CD to be really attractive. It shouldn’t be much trouble.

[PvX]Bring Warriors into line.

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Posted by: Asato.5479

Asato.5479

The problem here is that you’re still thinking in the old tank/healer/dps paradigm.
That’s why you say things like It is way more logical to see a HPS on a player who’s role is to tank. – which is both sad and wrong.

So are you stating that in GW2, there’s no bunkers and we don’t have to hold points to win a game?

Again – when the developers made HS the way it is today the idea was to give non-tanky warriors the sustain they need so the class isn’t forced into playing condi bunker types.

And they surely wanted to make the other heals completely useless by making HS that way. You don’t have to buff only one thing to find a solution..

Sadly you don’t really get that a warrior can be ineffective as he very well was ( bruiser and all) during the first 6 months or more since the game launched. During those days the only thing warrior was effective at was giving free kills.

The claims that you’re making about warrior being unable to be ineffective show just how well you understand the game.

You sadly don’t get that no body want to make the Warrior ineffective. But kitten , I don’t want to be forced to play Hambow with HS on teamQ arenas for years, till the game dies… We want some varieties which would be as effective as the current Hambow. You are the real defender of the Hambow… You totally blind yourself about truths and it is sad. You only state that some nerf on Hambow would make the class completely useless. Have you ever played other weapons/builds? You would know these weapons are nice to play too well.
I really don’t remember Warrior being ineffective the first 5 months after the game launch. Remember 100blade meta? Go go frenzy+bull’s charge+100b on someone who had no stunbreaker (so you know who just used it or is already on CD), it was a kill for sure! And I remember, I loved playing Hammer+Axe/shield (3/6/0/2/3), with Valkyrie amulet, a free fury build = same damage than berserker, only you have high armors and less HP. As you should know, for 4 ham hitting the target, you had to stay immobile and it required a little skill. The Ham was never doing insane damages, but I had the Axe for this…
Yesterday, I’ve done at least 10 Backbreaker hitting around 5,7k (so +7,7-8,3k with fire and air sigils) in 2 games, and often on engi’s & necro’s.
So, you still think, we deserve if we get hit by Pin Down ? There must be plenty of “noobs” in GW2 then… I hardly miss it. And the 3s of immo allows me to launch F1 + 3 and often I still have time to go 3 ham -> 4 -> “5” -> F1 -> 1 -> stomp.
By your logic, 1vs2 is unfair anyway so skills can be OP, it doesn’t matter? What if it is a bunker who’s waiting for help? And it won’t be soon 1vs2 anymore but 2vs2 or even 2vs3.
Pin Down

Please understand that the skill is working as intended – the active should maybe be changed somewhat but nobody has bothered with that and i think it’ll be a while before it happens.

And I do agree – other heals might need to be buffed slightly – but as they are they are still a viable alternative to HS since HS does not offer any form of burst healing. So if you’re getting spiked you’ve got nothing to fall back on.
The issue with this is that with a meta dominated by conditions pure damage spikes are few and far between so anti-spike healing is not really that much on demand – but that’s because of the meta and not the heal balancing itself.

If give HS an active that heals enough interesting => no more reason to give up HS! Because it will be a last resort and you only will use it when you know you are going to down. So to add a “active heal”, the HPS must be reduced a little. Otherwise, it will just be a huge buff for HS and no one ever will have interest in other heals. We do all agree that other heals need to be buffed. Or the meta getting nerfed!
Actually HS will heal for like 12k hp for 30s. Healing surge 6k-10k, CD 30s. Mending 5,4k : CD 20s.

Every class and every build can run those runes.

Every class and build can go theses runes, yes. But not every class & build can maintain 15-25 might stack easily.

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Asato.5479

-Healing Signet : As like proposed above, better scaling of the passive with healing power would be more nice while reducing slightly the basic health regen par second; more interesting for bunkers and less for damage dealers. But to do this changement, you have to first buff/up the other healing skills of the warrior.

The only reason HS was implemented the way it is now was because they wanted to give “damage dealer” ( aka non-bunker) warriors passive sustain and means to survive without them having to spec as bunker.

If we take that away the skill becomes obsolete in its intended purpose.

Don’t you see a problem… when all warriors are using only “Healing Signet” as healing skill? Why won’t we be using the others heals? They need some buffs to become as much interesting than HS. => variety of builds.
It is true that Healing Signet gives nice sustain to “damage dealers” (so berserker amulet?!), but it is also so because of the warrior’s highly defensive skills/utilities…
Don’t take blocks, Endure Pain or Berserker’s Stance. You will see that you are much more squishy, and fact that having HS, well… it won’t change the fact that you are going to down quickly if you are focus. HS isn’t really designed for damage dealers/berserker amulet’s. And the fact that you are seeing this like a
But if we change HS for something like => Life Steal for DPS, and HPS (heal par second) for bunkers, that would make sense and be interesting. To be healed => you have to be effective as an offender/DPS. It is way more logical to see a HPS on a player who’s role is to tank.

I start thinking that all you want is “only” want is having one Heal and having one build on Warrior… If the “hambows” change class because it isn’t op as it is actually then they don’t deserve to play this class. It can be only a good thing, and for everybody!
A Warrior cannot be ineffective! It’s the bruiser. So yes, Warrior needs some buffs and some nerfs to have some variety of builds.

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Asato.5479

But for me, you aren’t asking for the right nerf! What I find really broken is the Long Bow’s high damage for really short CD’s (F1; 3; 5) and the immobilization of 5 lasts for 3s! (which means death for a glass canon if he doesn’t cure). Hammer deals really high damages (mainly when you stack mights with F1 bow+3bow and F1 ham) for the amount of controls it gives and that removes any interests to have it as a controlling weapon while having axe/sword/GS on swap for deal damage with. These “might” stack runes need some nerfs.

Hammer has already taken a damage nerf.
Longbow’s #5 has already been given an easy to read animation. If it hits you now you really did deserve it.
The might stacking runes aren’t OP as people would make them seem.

Yeah for sure I deserve it, and we all know that the game is about 1vs1 fights… -_-
-When I play hambow, I don’t stay close the whole game… I like to roam when I play my Warrior. Should I say “you did deserve it” to the player who’s fighting my ally on a point and didn’t/couldn’t see me coming? “Yeah you do deserve that 3s immo and 6 stacks of bleeding that last for 12s, NOOB!” That’s what I should say? Surely, I should add “That’s not all! You deserve this stun, this knockback and this knockdown too, noob! Go back to the PvE!”

What’s happening to the GW2 community ? I see more more players hating, raging, freely insulting and being completely closed-minded…!
(For the story of my screenshots : we are winning ~390 against ~450 with 2 points capped for us; we see them trying to rush our Lord ; I go def, because it is really possible to rush Lord quickly and ignoring completely the enemy players, it’s a last hope try. And I’ve recently done it with only one ally following me. So I go def, but this necro starts insulting me for free and completely without any good reason; ah and because I’m playing Warrior, I’m a noob who needs to l2p, funny thing because he was playing a MM Necro which is for sure a skillful build! Killing time = doing nothing useful, right? Why should my actions bother him then? Maybe it’s my skin that makes me look like a newbie.. kitten ! I paid 60g and 60k glory to buy it, it was all my fortune and I kinda feel like I’m forced to use it )

And yeah! You are completely right about these might stacks, they aren’t OP at all. They only add about +875 Power.. which is equivalent of an additional Power amulet
When you say, they already nerfed hammer’s damage, are you talking about this? If it’s the case, you are forgetting that they gave the hambow the possibility of stacking around 20-25 Might stacks.. which in fact is a boost of hammer’s damage..

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Why would we pick “Last Stand” if that gives stability after we already got controlled?
In sPvP, we have to be reactive. If we get fully controlled by “the 1st” CC, then that means that the ennemy has done what he wanted. And this would make this trait completely useless. If you have done some PvP, you would know that 1 CC can be decisive. And 90s is kinda long for a major trait and isn’t really attractive when there’s far more interesting major traits in Defense. Maybe, make it trigger after 0.1s and it would be like as if we “broke stun” by ourselves and it would be enough interrupt the action, which is nice (like for exemple, interrupting a stomp).

What about Reaper’s Protection/Mirror of Anguish vs Last Stand ?

Well, it will cancel each other. Logically, if you get hit by a stun and your passive is to send back that stun to it’s launcher, if it’s launcher has a passive against stun too, it will trigger it; neither you and the Warrior will get stunned; so the Warrior at the end would have wasted a stun! Reaper’s Protection/Mirror of Anguish are working… As do Last Stand.
Maybe we need some clear icons that will show that the player has the passive or used it.

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Asato.5479

And about the “ranged vs warrior” problem: I said it to illustrate why “Berserker Stance” has been buffed. It was like, I don’t remember (as I didn’t care because they were never doing updates for PvP but only for PvE), a 7, 8 months or a year ago. I resumed GW2 for a week-end and all I saw was : “Condi’s everywhere!”. I was easily kited by everyone (so PvP players who play correctly) and when I was at melee, they weren’t taking big damages (because you know condi builds are tanky = normal, GW2 amulets) and their healing skills had short CD compared to mine and my ability to cure (Mending had really long CD before it’s reduction), their conditions were coming back too fast. You surely must know about the period, I am talking about. It not anymore a problem for us, thanks Berserker Stance. I’m not saying that we should let it the way it is now, it looks like being a real problem for condi build players, so do Diamond Skin. I’m saying that we must carefully change it’s duration and CD. It should still be effective for the Warrior. And my request for CD reduction if duration is reduced : because you cannot completely compare it to Endure Pain since Endure Pain absorb direct damages and prevents them to be fatal to you. Let’s say, you are getting burst by a thief and an elem while you are unable to dodge and during Endure Pain, you surely have absorbed like, let’s say more than 15k damage. You will never get +15k damage from conditions in a period of 4s! So it isn’t a real variant of Endure Pain for conditions and cannot justify a long CD for a very short duration.
The thing is : it prevents from blind, chill, cripple, weakness and immobilization ; conditions that can *heavily affect the Warrior’s mobility
and he’s effectiveness. Berserker=crazy and cannot be controlled and the fact that it gives adrenaline clearly shows it’s should be used offensively ; and it should be our guarantee to be so and being fully effective. Remember that a counter exists already and is the main mechanism to counter Warriors : kiting, running away. Putting distance from the Warrior, waiting until he’s Berserker Stance is finished, so saving conditions like chill, immo, cripple to use right after the stance. The Warrior can be KB, KD, Stun while Berserker Stance; and if he uses balanced stance to not be KB, KD, Stunned, so that means he will be highly/completely vulnerable to conditions and controls after theses 2 stances (which last for 8-10s)!

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Asato.5479

F1 hammer / Earthshaker is an AoE burst skill that deals AoE damage and AoE stun. And it is a skillshot leap too, but which is pretty easy to place and doesn’t justify this high reward, thanks Leg Specialist and number 3 Hammer or 5 of the bow. Which practice, we even learn to place it without need of them. It has a short CD. I feel it’s a little OP.
We cannot do anything about his CD, since it’s a burst skill. But we may be can lower stuns duration or damage to balance it a little bit.

@Jzaku.9765 : Your idea about might stack’s problem on Hambow is great. However, I find lvl3 adrenaline requirement for a blast high and too much. I think a lvl2 adrenaline will may be enough to limit the might stack spamming. (Tests will be great).

(Btw, Hammer and bow are for me utility/support weapons. Hammer = controls. Bow = field for the team and AoE pressure; a blind, and a immo which allows you to reach your target.)

I joined a screen to illustrate, why I find this combo doing high damage while having high controls.

At today’s Tournament of Legends, almost every Warriors were Hambow. This should say something about it’s effectiveness.
Only one was axe/sword + longbow (2/0/6/0/6) with Valkyrie amulet. Longbow for AoE dmg, might stack, and blind&immo. Sigil of intelligence for crit 100% on F1 of the axe. 5 sword for block and adrenaline. A nicely realized build
I’d really like to more various builds to become profitable to players.
As like, I don’t know, for exemple : Dual Axes + Hammer; F1 ham + 5 axe, followed by a F1 axe. Or Axe/Mace + Mace/Sword. Even Hammer + Greatsword.. etc.
And to see some of them, we need some fixes/improvements for some of them. That would be great!

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I really think the other builds are viable, they are pretty balanced deal correct damages ; surely some bug fixes are welcome or improvements/change concerning few weapons skills. The hambow combo is so enviable and it feels like you are wasting great damage & controls potentials if you choose other weapon sets. If we nerf hambow, we’ll see more various type of builds being in played by a lot of Warriors.
-As you can easily stack Might, with this set. It doesn’t need this high base damages. (I play often Hambow with Berserker Amulet, and I constated I can burst someone more easily with Hambow than with other weapons which have far less controls and are designed to burst (as like Axe, GS; Sword with it’s skill 3 can be nice). So why would I choose theses others weapons over Hambow combo? Hammer has , I find quiet correct base damages, but because of the possibility of Might stack, hammer skills deal really high damages around 15-25 stacks, that you can easily maintain during the combat. Hammer has 4 of 6 skills which are direct controls, with F1 having short CD and which is a AoE stun! Leg Specialist makes the 3, an AoE immobilization.

So, I don’t see why want to have this high reward for skills which are skillshots but pretty easy to place and have short CD’s? So if you miss, no big deal! The 3 ham allows you to place your controls with some guaranteed accuracy.
3ham => F1 ham. 3ham => 4 => 5 => F1. These are really huge controls and are nightmares for some classes/builds with less break-stuns or stability.
3 bow is slow which would justify his high damage, but not his CD! 10s. And since we have only Conquest mode in GW2, I don’t see how you could often miss your 3bow and wasting it completely (touching no one). And as a “good” player you won’t launch it without being pretty sure it is going to touch the target (5bow+3 or launch it at close distance and in direction of the target’s movements => less time for him dodge) and same thing for F1 ham. Increase Arcing Arrow ’s CD (cooldown) so this skill will be balanced.
For F1 bow, this a burst skill with a really large area and huge burning conditions. So if you want to miss, it’s that you wanted to miss it. Maybe lower little bit it’s damage. But I think pretty everybody are ok with this skill. The bunkers wouldn’t care really but about dodging it, and the delicate ones will be force to move from the area.

With Berserker Amulet", Hambow has really high damages & controls while having a average/good sustain. 22k hp, ~2500 armor, 35% (55% with Fury) crit chance.
With Soldier Amulet, you have a really good sustain (you have stats of bunkers!), really good damages and a very high controls. 26k hp, ~3300 armor, 24% crit chance (with Fury, and with sigil of intelligence, you can have 3 crits on your ham skills, which will deal high damages with might stacks).
This combination of high damage, high and short CD-ed CC’s* with big sustain makes the hambow a OP build with large forgiveness.

I’m pretty sure, you lower the damages of hambow, there will be far less complaints about HS. The hambow will become a less important threat to the eyes of players. “He can stun-lock me? It’s annoying, but it’s ok, I’m not expecting a big damage burst from him, I will survive!” But it will be a big deal in teamfights! “Because while he’s neutralized, the target isn’t a threat for my team members, and he’s vulnerable and can to be focused, and it’s the glass canon’s job to burst him”. It won’t change this build’s effectiveness in teamfights. His role in team, is the target caller, the guy who decides who must die in first and quickly and he makes it possible, thanks his huge controls! And this, already makes him really dangerous for the enemy team and a big threat that should be taken seriously. To be this threat, the Warrior must have a good sustain. If he’s killed easily& quickly, he’ll be useless. Neither, if he has good sustain, high controls and high damages, it will be completely unbalanced (which is actually the case) and it makes no sense.

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Asato.5479

Your propose look really interesting (heal on weapon swap), but the active effect looks like little broken. Too short CD and reset weapon set swap is OP or senseless (we can already have weapon swap every 4s with the Warrior’s Rune) and it negates what you said :
" Swapping weapons every cooldown to retain the high healing the signet could give you has the potential to put the warrior in very compromising positions – being on the wrong weapon set at the wrong time and finding it hard to execute cross weapon combos such as the infamous skull crack – 100b combo of old."

I read somewhere about the idea of “life steal” on when direct damages are dealt. So the stronger you hit, the greater you get healed. It would a certain percentage of the dealt damage, like this new GW thief trait. While having a passive heal regen par second (HPS) which will intelligently scale with the healing power. Not giving the damage dealers who have (x/x/4 or 6/x/x) traits which gives them 200-300 healing power (~500-600 with valkyrie amulet) much HPS with this side of the passive. So almost no HPS with 0-200 Healing power; highly limited HPS with 200-600 Healing power; and for those who got ~800-1200 with Settled Amulet, Cleric Amulet, Magi Amulet a significant HPS. While having moderately interesting active heal which won’t scale at all, a last resort thing, healing for par exemple 5k heal. It includes CD’s increasing to 25s or 30s, while having a fast cast time; maybe 0.5s or 0.75s.

These are only suggestions… What do you think of them?
(I know, I wrote too much, sorry about that and my bad English too…)

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Asato.5479

I’ll copy from my post on another topic concerning my thoughts about Healing Signet.

I think too that Healing Signet is little OP but the other heals aren’t really enough profitable .

-Healing Surge : casting time and CD are long. And I remember, so as a Warrior, a melee bruiser, to feel it’s heal, I tended to wait till I had 3 bars of adrenaline and knowing that it fills my 3 bars of adrenaline makes me feel like I wasted some potential bursts. When I was using it just after a burst skill, it wasn’t enough (6k is 1/4 of most warriors’ max HP) and felt like a waste of heal (10k fills almost half of your HP bar).
If it has to be used more in a aggressive way, (so sacrificing your potential heal), the casting time must be reduced, 1s is way too long for a little amount of heal and too risky to get interrupted as a bruiser war, you are one of the first focus’. And to be really effective, we would more likely choose 2 burst skills that can severely damage the enemy (like F1 mace/hammer + F1 axe) in the shortest time possible. In this way of logic, including the weapon swap need and casting animations of the burst skills, 1s to cast Healing Surge is not enough quick to be used like a offensive tool. If we look at Restorative Strength in Strength, it removes all movement affecting conditions allowing to the Warrior to directly continue his assault, pressure in the combat.

-Mending : The small amount of heal and the fact that we got Cleansing Ire combined with Healing Signet and Berserker Stance lets it with no interest. So increasing the heal and adding more condition removes or add a fact that reduces the duration of incoming conditions (or some specifics) for a short period of time. Why not even an invulnerability to one or two specific incoming conditions for a short period of time, that could be interesting (like blind+weakness or movement conditions, even fear+vulnerability as the icon looks like a fearless man!)

-Defiant Stance : I find this one really interesting and worthy for a high damage/burst build but suicidal (so something like 6/6/x/x/x with Frenzy). And as it is a “stance”, it would be more interesting to remove the casting time, just like the other stances. The interest of this heal is to absorb the incoming burst and to heal yourself fully; so you want to use it when you are really low and it is your last chance; 0.25s for the cast is really fast but often we are under controls when we are low (enemy will do so to secure the kill) and it happens to not be able to cast it and feeling like “kitten I took this heal over Healing signet, what a idiot!”. So instant casting would be interesting for surprise enemies in teamfights and propose more various gameplays
It will be just like Endure Pain but it will heal you completely if you use it at the right moment when you get focused. If the enemies pay attention, they will change their focus / stop hitting you while you are under Defiant Stance.

-Healing Signet : As like proposed above, better scaling of the passive with healing power would be more nice while reducing slightly the basic health regen par second and adding interesting active heal; more interesting for bunkers and less for damage dealers. But to do this changement, you have to first buff/up the other healing skills of the warrior.

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Asato.5479

Another thing, you have to consider that most classes in GW2 are ranged and/or have the ability to easily reach their targets (thief,ranger,guard). So as melee warriors, we are “vulnerable” to ranged classes’ attacks and aren’t danger at all for them until we can touch them!. And we will get rewarded if we reach them, by dealing them high damage or high controls. They must be feared from us getting at melee. They have the tools to get away from or prevent us getting close to them. So from the moment it’s too difficult for Warriors to get at melee of their targets, it’s unbalanced for the Warriors. And from the moment it’s too easy for Warriors to reach their targets, it will be too difficult and unfair for they targets because they are not in their secure zone/range and will be out-damaged or/and controlled at melee.
(maybe replace all my “will” by “should be”… , it’s logical thinking and is actually what happens in a lot of MMORPG or MOBA games). You can see that secure distance like an invulnerability, like a Berserker Stance that ranged (and condi?) classes have against Warriors. While the Warrior is trying to reach the ranged class, he’s taking damages from him.

But now, this hambow build (with might stacks runes, and bow’s high base damages) is completely unbalanced!. Too way much high controls with high damages and easiness to reach the target.
Lower the damage of F1 bow (so includes burn procs).
Lower the damage and CD of 3 bow. (~4-5k5 AoE damage on crit every 10s is not right… and as we only have contest mode, it’s really hard to miss even with slow arrow’s speed)
Increase the CD or lower the duration of the immobilization on 5 bow. (every 25s, for 3s of immobilization with a lot of bleeds) Get touched by this arrow, unless cured at time and dodged, you will be already getting knock-backed, knockdown, and stunned by the hammer skills and you are dead or almost (because might stack, little high base damages of the hammer).
I really love hammer (I was playing it since you had to remain stationary to cast the 4) but some nerfs seem really needed.
-maybe lower F1 stuns duration, since it’s an AoE stun and got really short CD, actual duration is senseless.
-lower general hammer skills’ damage. It is designed to control, not to burst/kill someone this quickly.

Bow has the only one combo field on the warrior, and 3 bow and F1 ham are the only weapon blasters… So with these rune& sigils that garants might stacks, it’s difficult to choose other weapon sets than hambow! Don’t forget these mights affect your allies as well!
So combo blast on for lv3 of adrenaline seems too much.. maybe lv2 could exist and will be enough to reduce might stack spams.
The nerf on F1 bow that you are asking for.. seems really unfair. It’s a fire arrow that ignites the targeted area. If it happens, as an unlikely IRL situation, that you got blinded before your the shot "you would know approximately there to shoot, because image memory, or muscles memory (your arms were already directed into the right direction, for exemple). You want just to be able to cover your conditions just putting a blind over them which will give you more damage. But the animation of the F1 is already slow and let’s you know that he’s cleansing and let’s you anticipate your next moves already.
The Cleansing Ire nerf seems to me fair. But I’m not truly sure about it’s effectiveness. Since most of condi designed classes can put more than 2 or 3 conditions easily in a really short time, and while having too long duration and effectiveness on them, they are all tanky… allows them much more forgiveness than you could actually think Warriors have. While their dots are triggering, they are free to do something different or move away.

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Asato.5479

Hi !

As a player who stopped playing gw2 fully time with a friend after few months from the launchment, after seeing that the game got only one mode and was too complicated to be really competitive in Paid Tournaments and having fun (as we needed 3 other players who have the same play hours, but we built a team and it didn’t work, so we stopped).
So what I will state may not correspond exactly with the current meta (as I don’t know it perfectly). I don’t have the time neither interest to fully update/remaster about the other classes now. But as I decided Warrior would be my main (I had to choose one class&role and being effective with for my old team) and these are what I felt after playing few times after my stop.
I remember when I once tried to resume gw2, the game was full of condi builds, it was really hard to reach ranged classes (chill, cripple etc) and when finally I come at melee => blind! No problem, I cure it with Mending! Oh apparently it didn’t please the guy because I’m again under chill/cripple/immo. The second time I reach him, I was blind again or dead. That was nonsense! With every build, I was a free meat to them. And after seeing everybody crying about how Warrior was useless, I stopped the game again for more than 6 months.
The buff about Berserker Stance is really the thing that allowed again Warriors to survive or to be effective. The total immunity against conditions give them the time to be effective (assurance that they will reach&touch their opponents). It’s the only class that can be easily “kited” by the others (since you are used to hambow+old lyssa+berserker stance, you won’t see it that way; and maybe GS guards have/had same problem?) and his movements/skills/actions are pretty predictable (slow animations; so can be dodged/countered easily).
If my memories are good, it was 4s duration at the beginning and wasn’t clearly enough to be effective (from watching your screen, take a look at your ceiling, at your screen, at your ground and at your screen again, and it’s already gone!) and that’s the reason why it got buffed to 8s. And I’m not sure about 6s being effective… maybe it could be and more balanced from the view of a condition builder, but in this case the CD must be reduced! To something like 40s or kitten in order to have it ready for every fights. It will give to Warriors the guarantee about his movements and offensive skills for a short duration and maybe will make him think more carefully about the right moment to use it. Remember 4s is too short, 6s maybe too; it doesn’t remove applied conditions and most chills last for 2 or 3s at least, and cripples last often 5s at least ; so if we won’t remove them quickly with a cleanse, Berserker Stance won’t be effective at all (almost). All this to say that CD reduction must follow duration reduction.

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Asato.5479

Yeah, don’t give up till you get better!

For sure new builds won’t solve all his problems, but it helps a lot when starting a new class. Testing different builds tell you more about the class and his potentials/mechanisms.

Here’s a axe/mace + sword/shield build, that I find really fun to play.

when you have your 5 on mace, try always to place the combo 4,2,1+F1 ; it’s a nice burst.
Use 4 of the shield, which is a stun, and switch to axe, to be sure to place the above combo or just F1 when your adrenaline bar is full.
Switch on shield, if the target is under 50%hp, and do the combo 4,3 or 2,4,3 (better manually do auto-attack, disable your 1(AA) by ctrl+right click, to be sure to crit 3 of the sword with “sigil of intelligence”.
Feel free to switch on shield to use 5 whenever you feel that you are getting burst.
Use 2 of sword, to get in melee whenever you are distanced by your target.
Using Berserker Stance + Balanced Stance guarantees you immunity to all controls, so it’s advised to use them when you rush into multiple enemies with huge controls, but care at the end of the stances, helps against Engi and Necros.
Use Endure Pain absorb direct damages, really useful against power Mesmers.
You can change the trait II in Arms by I, V or VI, as you like.
You can change the trait VIII in Discipline by VII to you a second chance for you duels with revenge or by X if you are against or getting heavy immobilization.

Hope, it will help you and good luck!

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But for me, you aren’t asking for the right nerf! What I find really broken is the Long Bow’s high damage for really short CD’s (F1; 3; 5) and the immobilization of 5 lasts for 3s! (which means death for a glass canon if he doesn’t cure). Hammer deals really high damages (mainly when you stack mights with F1 bow+3bow and F1 ham) for the amount of controls it gives and that removes any interests to have it as a controlling weapon while having axe/sword/GS on swap for deal damage with. These “might” stack runes need some nerfs.

While the topic is about balancing warriors, I ask for some fixes & improvements :
-Throw Bolas ; Throwing Axe ;Impale : these projectiles go on CD sometimes when launched at really close distance while having the target in front of me at end of the casting time.. Enlarge the angle ?
-Shield Bash ; Bull’s Charge ; Rush ; Eviscerate : their animations must be much more quicker if launched at really close distance. They are leaps and can be dodged easily when launched at an average distance because the player can see them coming, normal. But at melee, the opponent has less time to see them coming and therefore shouldn’t be able to dodge them this easily because of some lack in the quickness of the animation.
For Shield Bash you can even make it’s range 130, and remove the “leap” effect, I don’t see why it would be a leap with . Or you can change completely the animation and make it look like a Spartan’s shield bash by adding a jump! A little like Savage_Leap but with more style!
-Savage_Leap doesn’t really work well when the target is in lower altitude.

Too much writing for a game I don’t play really this much and I don’t care much anymore, but this April patch brought me a little hope!

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“The Line”

Last Stand: Negates the control effect and activates Balanced Stance.
Suggestion: Activates Balanced Stance after the 1st CC disappear.

Why would we pick “Last Stand” if that gives stability after we already got controlled?
In sPvP, we have to be reactive. If we get fully controlled by “the 1st” CC, then that means that the ennemy has done what he wanted. And this would make this trait completely useless. If you have done some PvP, you would know that 1 CC can be decisive. And 90s is kinda long for a major trait and isn’t really attractive when there’s far more interesting major traits in Defense. Maybe, make it trigger after 0.1s and it would be like as if we “broke stun” by ourselves and it would be enough interrupt the action, which is nice (like for exemple, interrupting a stomp).

I think too that Healing Signet is little OP but the other heals aren’t really enough profitable .

-Healing Surge : casting time and CD are long. And I remember, so as a Warrior, a melee bruiser, to feel it’s heal, I tended to wait till I had 3 bars of adrenaline and knowing that it fills my 3 bars of adrenaline makes me feel like I wasted some potential bursts. When I was using it just after a burst skill, it wasn’t enough (6k is 1/4 of most warriors’ max HP) and felt like a waste of heal (10k fills almost half of your HP bar).
If it has to be used more in a aggressive way, (so sacrificing your potential heal), the casting time must be reduced, 1s is way too long for a little amount of heal and too risky to get interrupted as a bruiser war, you are one of the first focus’. And to be really effective, we would more likely choose 2 burst skills that can severely damage the enemy (like F1 mace/hammer + F1 axe) in the shortest time possible. In this way of logic, including the weapon swap need and casting animations of the burst skills, 1s to cast Healing Surge is not enough quick to be used like a offensive tool. If we look at Restorative Strength in Strength, it removes all movement affecting conditions allowing to the Warrior to directly continue his assault, pressure in the combat.

-Mending : The small amount of heal and the fact that we got Cleansing Ire combined with Healing Signet and Berserker Stance lets it with no interest. So increasing the heal and adding more condition removes or add a fact that reduces the duration of incoming conditions (or some specifics) for a short period of time. Why not even an invulnerability to one or two specific incoming conditions for a short period of time, that could be interesting (like blind+weakness or movement conditions, even fear+vulnerability as the icon looks like a fearless man!)

-Defiant Stance : I find this one really interesting and worthy for a high damage/burst build but suicidal (so something like 6/6/x/x/x with Frenzy). And as it is a “stance”, it would be more interesting to remove the casting time, just like the other stances. The interest of this heal is to absorb the incoming burst and to heal yourself fully; so you want to use it when you are really low and it is your last chance; 0.25s for the cast is really fast but often we are under controls when we are low (enemy will do so to secure the kill) and it happens to not be able to cast it and feeling like “kitten I took this heal over Healing signet, what a idiot!”. So instant casting would be interesting for surprise enemies in teamfights and propose more various gameplays
It will be just like Endure Pain but it will heal you completely if you use it at the right moment when you get focused. If the enemies pay attention, they will change their focus / stop hitting you while you are under Defiant Stance.

-Healing Signet : As like proposed above, better scaling of the passive with healing power would be more nice while reducing slightly the basic health regen par second; more interesting for bunkers and less for damage dealers. But to do this changement, you have to first buff/up the other healing skills of the warrior.

[Suggestion] Before the Match starts...

in PvP

Posted by: Asato.5479

Asato.5479

Build loader/switcher. Addings some “tabs” that loads automatically your spec* (applying runes on current armor/weapon or gear the armor/weapon set you have in your inventory). 3 or 4 tabs per char is enough.
It was possible to load builds in gw1 so why not something similar in gw2?
It clearly takes too long for change specs… and is really annoying.