I run GS/LB in ranked soloqueue with a 20 0 20 0 30 zerk build. Pin down and BC are used to set up 100b, otherwise your primary damage is GS3, LB3, and LB burst. It’s strong damage with good mobility, condi clear, and evade frames. Other specs can be run with these weapons, but I don’t recommend them.
yeah, or sometimes wvw players doing spvp for the first time can be decent. I think a league system, maybe two or three tiers, seems good for that. noobs, regular pvpers, and a pro tier… something like that. Might be useful for collecting data on what classes are played at what skill levels.
I think it’s a great idea tbh. MMR is ok, but this game is really missing a way for new players to get their feet wet.
I think there was some dev words about creating leagues, which might have a similar effect.
Anyone have a link to google’s build from the finals? Dat burst.
^ just fyi I’ve experimented with both options but came to the same conclusion. Having burst damage is very important for the build, and 20 strength is a large dps increase over arms. The reduced CD is helpful, but not required imo.
Also, don’t overlook the building momentum minor trait, very underrated.
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oh snap, thanks for the heads up
Yes, the sigil of para nerf wasn’t really for the sigil specifically, it affects stuns/dazes being rounded up to the nearest second.
Pistol daze used to round up to 1 sec, now it’s actually .5, from what I understand.
Yeah, there’s lots of ways to add skill to the game, I don’t really care for this one. I like the current system just fine.
^ hammer and gs autoattack are both not huge damage, axe is much higher.
Yeah, you definitely want some mobility skills for leveling so either GS or Sword is a must. You can do a build with both for super high mobility (something likes GS/Sw+Wh).
Other good weapons to pair with either sword or GS:
Mainhand/2h:
Longbow (great aoe ranged damage)
Axe (High melee cleave damage)
Offhand:
Warhorn (good utility)
Mace (aoe KD)
Sensotix – do you know what weapons he runs? Or much about the build in general.
Well, unfortunately base hammer autoattack is considerably lower than axe, so it’s a tough sell dps wise. Merciless hammer trait would greatly improve that (and is a very popular way to go for pvp), but you can’t make much use of that in pve because you’ll lose the benefit of zerker’s might when using earthshaker, and you can’t stun frequently due to defiant buff.
My favorite class design in any mmo. There’s a couple very popular builds right now (mace+gs, hambow), but all weapons are useful and can be built around. Axe and sword are both underrated. Traits are also very interesting right now, and every traitline has uses.
The downside is that it’s a fotm pvp class, and despite how long I’ve played warrior it makes me feel guilty about playing it now.
Recent healing improvements is understandably controversial. Warrior desperately needed improved sustain to stop it from being “a thief without stealth” in pvp, and the buffs opened up a lot of locked up potential in the class. It was nearly impossible pre-buff to run a low mobility or full melee build, but not anymore. Healing signet did get a little over the top, but if warrior sustain gets axed, expect to see those builds (and warrior viability) start to disappear again.
That said, it’s an awesome class. It’s a lot deeper than it appears on the surface, and the mechanicals of it feel great. I’d heartily encourage you to try it, but go deeper than riding the fotm train. Warrior is most fun when you start learning the weapon synergies and build potential of the class.
Yeah, keep in mind also warrior is really doubly nerfed by sigil of para since damage is so high on stunned targets. Unsuspecting foe and merciless hammer traits are both indirectly nerfed in efficacy. Skullcrack+100b is nerfed because you won’t get full duration 100b now (and the last hit is the largest).
We’ll need to play this some to figure out how it feels for sure.
^except that’s it’s a team game, so it comes down to trying implement solid comps without major weaknesses, and that it is fun.
builds will counter builds, it’s just how it is.
not sure if trolling
the sigil of para nerf should be a pretty big hit to warrior. No more full duration 100b with mace stun.
Some of what Apt says is true, but it ignores a lot of the bad aspects of the power meta.
The good of the power meta:
Meta classes had more complex gameplay (bigger combos and higher APM required)
Spike damage is exciting, requires good reactions/fast decisions.
The bad:
Cheese like time warp gg, 100b and 100n instagibs, low viability of engi/war/necro.
Too much spike damage is bad for spectators (plays happen too fast).
So yes, some of the current classes could use a bit more depth in their gameplay, and balance as always is a continuing effort, not a destination. Class viability across the board is pretty high right now though (sorry eles), and I see a lot of plays-counterplays going on… I think we’re getting close to a pretty good spot in the game.
It’s really ridiculous. I haven’t played commando but I know it takes no skill to play, it’s pretty much just autoattack2win. I see at least 8-13 commandos in every game, and devs won’t even acknowledge the issue.
First off, that’s awesome that you’re getting into spvp, glad you had some fun.
To your question though, a couple things:
-Yes, matchmaking isn’t the best. The algo seems to have some funny quirks, and it can really throw it off if there’s not a lot of people playing. There’s also a big problem of people not joining matches, and getting 4v5s.
- Keep in mind if it’s your first time into pvp, it will take the game awhile to figure out how good you are, and place you with people of similar skill. The matchmaking should get better the more you play.
- Personal score isn’t everything. It favors getting kills and captures, and undervalues holding points. Your primary mindset should be helping your team win, not getting points. Getting the win is the best way to boost your rank.
GS mesmer is probably the most scary at long range, but rifle war is the most “sniperish”. F1 is huge direct damage, but the cast time and underwhelming 1-5 abilities make it unpopular in tpvp.
I think that looks pretty good really. Keep in mind it’s a horribly low sample size, and you can’t really nitpick individual %s like that. Ele is the only glaring problem there imo.
So, there’s nothing inherently wrong with the idea, but why do we need this? You’re trading one of the few burst dps mechanics in the game for another offensive buff (of which there are many already).
mace+sw/LB, poison on wpn swap, 20 x x x x
not that you would, but you could.
More srsly though, there’s nothing wrong with LB/sw+sw, very nasty condi if you use it wisely. Go tanky/healy or hybrid with power/might, both are effective.
Yeah, if I’m thinking about getting a game for the pvp, one of the first things I do is check the forums. I’d probably never get gw2 if I read the current pvp forum =/.
Also good suggestions.
BTW, I agree with the warrior suggestions except that I’m worried sigil of para is too much of a shotgun approach. I’d say just give skull crack a decent cast time and see how it plays first.
Healing signet I’d like to see reduced passive effect with the active component buffed in some way. It seems OP right now, but frankly it already has very little advantage over healing surge.
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yeah, can’t wait to see what team comps people are running
Here is the deal what I am talking about is when there are 2 warriors on both sides in solo q, which is a very frequent occurance, its ludicrous the ammount stun spam and awkward combat. That can’t be A-nets vision for the game. Why can’t classes be fixed without adding cheese. Every pvp MMORPG I have ever played that took pvp seriously chain cc builds have always been nerfed. Being able to basically loop a certain form of cc over and over again is bad game design. The end.
agreed. u see the small version of whatu see in wvw. in wvw there is entire zergs containing 90 percent stunlock warriors, then guardians and necros, nothing eles. its a mass cc spam all at the same time and if u get hit by 1 of them u melt without even having a chance to clock or react.im sure this is not what anet intended.
The people trying to defend this are using very narrow situations of one warrior scenarios. Unfortunately that is not how it works. Once something becomes fotm the flood gates open. There are like a 1 billion warriors running around with cc heavy builds right now. Sure I can deal with one warrior generally. But its almost never just one. I am not even asking for them to take this away tommorrow without compensation or anything like that. Just find a just way to nerf it and when you do add some other compensation at the same time.
This is pretty true imo. It’s not just that warrior is strong, it’s that it’s popular and stunlocks are very frustrating to play against.
Warrior is teetering on the edge between uselessness and opness though; any changes need to be done carefully, and if stuns are nerfed, it probably needs compensation.
Ehh, I’d be nervous about buffing warrior condi. It’s pretty strong single target.
Also sword is totally viable in a power build, it’s just overshadowed by mace atm.
hrmm, are thieves still that strong in 1v1s? I would have thought warriors would give them a run for their money.
Shield is probably the most attractive option. Shield stun is relatively easy to land, and can be used as an interrupt, or to help land flurry or final thrust. Not to mention shield 5 is also very useful.
If team support is a priority, then WH is also a good option. It’s been awhile since I’ve used warhorn condi removal, but if you’re taking leg specialist you could give it a shot.
Ele can do top tier burst with s/d air build, but with low survivability. I don’t have any links to guides for that build, but you might be able to search for it.
Assuming we’re not talking about hacking, since that’s pretty rare: practice and a good framerate/connection is what you need. GW2 pvp is very unforgiving if you’re getting lag spikes or poor fps.
As far as practice:
Basics:
Don’t keyturn (use mouse turn)
Hotkey all keys to easy access buttons. Pay special attention to what keys can be hit while moving (wasd). The point is to make sure that you have the ability to move your camera, move your character, and use abilities all at the exact same time
A high button count gaming mouse can really help with keybinds that don’t interfere with your movement, but it’s not required.
Advanced:
Learn all the professions (or at least the popular specs), so you can anticipate their movement skills.
Improve your keyboard dexterity: D/D ele is my favorite class for training this (despite being relatively weak right now). Learn your key combos (especially RTL->updraft->burning speed->fire grab -> ring of fire -> earth 4)
Improve mouse dexterity: If you’re not already high on it, start cranking up your mouse turn sensitivity. Raise it, get comfortable, raise it again, repeat till maxed.
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If you run rampage as one in any kind of damage build, you should be able to hard counter a cc warrior.
Bind stow weapon to a key. There’s a couple abilities in warrior worth using it for.
Yeah, decent discussion points, but a lot of these have very drastic side effects. I’d be pretty scared if I saw these in a patch.
Not to mention cc warrior is hard countered by stability.
Really the only change I would make to warrior is increased skull crack cast time. It’s too strong of an ability to be that quick. I honestly believe that would put warrior at a perfect balance.
Nerfing/fixing sigil of para would also work, but I think changing it would be too broad of a stroke. Too many other ccs are just not strong enough without it working as it is.
So its fine when warrior has a 3/4 sec or even 1.75! sec casttime, but its not fine when they have 1 skill which is insta like other classes? Want telegraphed skills? Start working on rest classes with their zoo and mother. Warrior actually has too much telegraphed skills compared to rest.
You’re right actually. I’d love to see the devs take a pass at animations and cast times for all classes.
Think about skull crack compared to eviscerate though… maybe don’t give it quite as long of a cast, but at least give it a recognizable animation.
I’m still not convinced healing sig is a problem. I still think it’s situationally effective (low damage fights), and any nerf will make it useless again. The biggest problem with it would be the active effect is too weak compared to the passive. Perhaps you could trade some of the passive healing for a bigger active heal; it would keep it at about the same overall strength, but more interesting. Not to mention it would stop the HPS QQ.
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Not to mention cc warrior is hard countered by stability.
Really the only change I would make to warrior is increased skull crack cast time. It’s too strong of an ability to be that quick. I honestly believe that would put warrior at a perfect balance.
Nerfing/fixing sigil of para would also work, but I think changing it would be too broad of a stroke. Too many other ccs are just not strong enough without it working as it is.
The sacrifice with healing signet is that you have 0 burst healing potential, and no control over when you heal That means if you get jumped by a thief, or eat any kind of dps combo, you’re done, with no way to decently recover for a long period of time. Same goes for poison, if you can’t clear it, you just have to let it eat your healing.
So I think healing signet actually operates in a strange niche of usefulness. Warrior is still not an A-tier bunker, although healing signet is nice for that style of play. A DPS warrior can take healing signet, but it gets countered by high dps and poison. It’s very strong in some 1v1s, but weak to focus damage in team fights.
You’ll still find that many high rated warriors are taking surge over signet for these reasons and the utility of surge. I’d encourage people to try healing signet war if they haven’t, it might not be as strong as you think.
Most players seem to think of it as APM required to play effectively. That’s not quite right though; it’s more like abilities/decisions per minute, but even that leaves some aspects out.
Volrath have you read these forums? 85% of the posts here are toxic and terrible. If I were a dev, I wouldn’t want to spend time here either.
Is the delay due to cast/aftercast of a different ability?
Warrior would be strong, especially if the thief can steal stabilities for the war.
Yeah, some big changes while you were gone. Build/weapon diversity is at an all time high imo.
PVE dps is still Axe/GS, but now using 30/0/0/10/30 spec.
GS/LB is still solid, but less popular because of newer builds.
FOTM is GS/mace+sh for pvp (mace burst stun + 100b), but hammer is also fantastic in WvW.
Dual sword/LB makes for a decent single target condi build (sword #4 applies a new condi), and LB has a nice bleed on #5.
Cleansing ire, defense tier 2 trait, is a fantastic condi removal. Works best with multi-hit burst attacks that are sure to land a hit and activate(LB, sword, especially).
All heals are better now, and healing signet is actually situationally good now. It’s weak to spike damage, and I still use surge in pvp for the spike healing and adrenaline.
Berserker stance is super boss vs condi classes.
I or anyone can recommend some builds to get you started, but that’s kinda the short history of important stuff and where’s we’re at right now.
wow… I did not even think about this. Thanks.
Guardian for stability and condi burst. The warriors will melt to condi once zerker stance is over.
why did this need a new thread?
Oh actually I think I’ve answered my own question with Puandro’s spreadsheet. Bleed damage is showing up as a much smaller contribution for his pve setup than my pvp (lower power and crit). It doesn’t really look competitive at all for pve.
Also, on that spreadsheet: Character Excel Sheet.
-It looks like aftercast delays are included as cast time, is that correct?
-I was under the impression sword auto #3 (hamstring) was higher damage and dps than #1/#2, but I haven’t tested it. Are you sure the spreadsheet is correct for that?
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