Ehmry Bay | Omg Brb Icecream Truck (ICEE)
(edited by Choppy.4183)
@Rain
I agree with No Pulse. I’ve actually used Nightmare runes for duels in a guild arena, and the stat buffs along with the fear works well (and yes, it is an interrupt that will get you 4 additional stacks of confusion).
I also agree that replacing a bunch of your Rampager gear with Carrion would be a good idea. It’ll maintain your power where it’s at, and then trade your excess precision for higher condi damage and a little more survivability.
Tbh, you could also go all dire gear because crits don’t do that much for your build, but I respect the desire to run glassier for more offense over the lazier turtle approach to condis.
Also, No Pulse’s combat tips are spot on, especially the bit about not stun locking. It’ll seem unnatural if you normally play hammer, because long periods of disabling is exactly what that weapon is usually used for.
But you’re trying to build up stacks of confusion, which is why you want to maximize the number of times your disables interrupt. So you need to give your opponent some time to try to do something before you use a cc skill.
(edited by Choppy.4183)
The thing is, your uptime of Confusion isn’t very high. It doesn’t look like you were able to chain interrupts together, so it never went above 4 stacks. Bleeds and even direct damage contributed way more than confusion did in your video.
True, Perplexity runes would both extend the duration and give you additional stacks, but they’re crazy expensive. It would improve the confusion on the build, but I’m not so sure it’d be worth it.
As for gear, have you considered moving away from Rampager to Sinister? Imo, condition damage would be a much better primary stat for your build than precision. Or you could shift some of it over to whatever stat you want, vitality, toughness, power. But I think condi would be your better bet.
on another note i don’t see my traited stances activating at all. only the ones on my utility bar
Couple things about this:
Last Stand activates when you get hit with a disabling skill, even if you aren’t disabled. For example, if you activated Balanced Stance on your bar and you got hit with a daze, you wouldn’t notice the daze because of your stability, but Last Stand would still activate (your stability stacks will jump from 5 to 9). Try not activating a stability skill until Last Stand has already activated or just wait till you’re actually stunned.
If you aren’t running any other stability skills, I have no idea. LS was proccing for me all night tonight.
Defy Pain. This will also activate even if you’ve already got Endure Pain going. But, more commonly against a thief or any big burster, the major problem is if a burst takes you all the way to 26% health, and then the next burst is enough to take you to zero, Defy Pain won’t activate. 25% is only about 5k on a zerk warrior, so it’s not uncommon to never get the opportunity for it to activate.
Still, it usually does work, even if you don’t notice it. It’s a very good trait.
Shortbow isn’t used for damage outside of the bouncing arrow in PvE for tagging. It’s primarily a support tool for poison stacking (shortbow 4 is terrible solo but great with other thieves and rangers who rapid fire into it, great against anything that can heal since poison reduces healing effectiveness), crippling while dodging (shortbow 3), and shortbow 5 to get out of trouble or reach a point faster (at great initiative cost of course.)
That’s mostly true, but some thieves are catching on that it can be used to pressure a melee opponent when closing is too dangerous. A glass thief with bloodlust stacks and some might can put out about 1.5-2k per auto, plus any sigil procs, which is enough to force a melee opponent to close before long. Disabling shot is used for an easy kite.
I agree that a thief will generally want to use the dagger for the high burst, but I guarantee more thieves are starting to clue into the fact that their other weapon set can be used effectively for more than travel, stealth, and poison field.
Keep in mind, I mentioned wvw in an earlier post, but this is also true in arena duels. I get that a thief messing around with a shortbow during an actual spvp match is not doing his job.
Just a note on greataxe, the gs is your better weapon against thieves between the sets. But you don’t have to rely on evis when it comes to the axe… the auto provides good damage pressure as long as you aren’t in a blind field.
@Online
You’re wrong about GreatBow. First, the gs alone has enough power to kill a thief with just a whirlind and arcing slice if you’re geared in zerk. The bow gives you aoe when stealth in advance of a burst, but it’s main purpose is to out-trade damage when they’re using their shortbow.
As for GreatAxe, it’s not a matter of luck. You can play it well enough to kill thieves with a pretty high chance of success. It’s not like we’re talking about fighting an ele here.
The above builds are stance based, of course.
I normally run a gs/s+sh (str/def/disc) build in wvw, and my win rate against thieves is very high these days, particularly in duels when they can’t sneak a gank when I have everything in cooldown.
There are a few threads in the first few pages of the warrior subforum with tips on how to beat thieves, and you should look for those. The basic gist is to stay out of their blindfields, and to use dodges, blocks, and invulns to deny as much of their burst as possible. If you’re tuned for high damage, you can punish them whenever they’re in close and leave themselves open.
Greatsword is your friend vs thieves. Whirlwind Attack and Arcing Slice in particular.
The posts in the other threads don’t talk much about ranged attacks, so on those….
Shortbow. Yes, it’s a weapon that many thieves are only now starting to realize is more than just a way to move cover long distances quickly, gain stealth, and impede rezzing.
If you have trouble closing the gap on them, a build like m+sh/gs can be great (as others have mentioned), because you can make them eat a lot of their ranged damage and really punish them up close. Another approach is to pack a ranged weapon yourself.
You could use rifle, but I’d probably favour gs/lb myself. If you both have bows out, you’ll do more damage plus you have a higher health pool, and you can punish up close too.
Pistol mainhand. It’s not super common, but a standard lazy thief build was the ol’ condi p/d build. They apply condis from range, have lots of stealth, and can kite you for days if they’re any good. The only way I know to beat them is with something like a gs/lb build (hit them from range, use aoe when you think they’re close, dump conditions with Cleansing Ire). I’ve not fought any since the June 23 patch, but I’d expect making them eat their own conditions with reflect would go well too.
I was once running after someone, was reasonably close to him, used Rush to close the gap, and I proceeded to run right past him even though he didn’t move, dodge, or otherwise change the direction or speed he was running…. until I ran past him, out of gap closers.
Not related to the delay being discussed here, but yeah, buggy skill.
Actually the june specializations patch put warrior near the top end of the spectrum for damage, just not with phalanx builds. If you actually set yourself up for personal damage, warrior is in some ways stronger than it was pre-ferocity (before april 2014), however in some ways it’s not quite there, depends on the situation.
Basically the point I’m trying to get across is that warriors had sub-average DPS before this year late june, but now it’s actually superb.
I’m set up for personal damage, and I’m not gonna lie, I wreck house on a regular basis post patch (I enjoy warrior more than ever, atm). I’m more reporting on what people say with respect to pvp and pve.
I spend exactly zero time calculating relative dps, so perhaps I should have put that disclaimer in my original post. Still, are you saying conventional wisdom about warrior dps is wrong? Where would you put it relative to other classes?
Buffing Reckless Dodge would never fly. It’s already overpowered for a minor trait.
But if you’re talking about choosing another trait to modify Reckless Dodge, engineers have this exact thing as a Grandmaster.
Interesting suggestions. I tried a couple today and elite mobs were dropping even faster than before. Thanks :-)
Nice! Glad to hear it!
Yup, it’s just you. Our personal dps is middle of the pack but, yes, Phalanx Strength is the reason every dungeon party will pack one warrior. Support wise, you should check out what a support ele can do….
Don’t get me wrong, I enjoy warrior quite a lot and it’s by far my main. But you’ve gotta keep it real, ya know?
knights+valkyrie+zerker.
I can switch a knights piece for a zerker to drop my crit from 104 to 100 and increase my crit damage to 190%
If you really want to keep it at 100%, there’s no reason not to make that switch, at least. Remember as well that just using SoR will give you just under + 5% to crit chance due to Signet Mastery (+ 10% for 12 seconds). You’ll get another 5% when you use Dolyaks Signet and, if you run Signet Mastery like I do, you’ll be able to gain at least 5% by using Healing Signet shortly before you start a fight.
You have room to shift even more to Valk gear and still maintain 100%, if that’s really what you want to do. If you have more Valk sitting around though, just try putting more in to see if you get better performance. Hell, with those weapons, you may even do well with Carrion to amp up your condi and power simultaneously.
After all, 3300 is generally considered pretty high armor. If you’re getting a lot of uptime from Rousing Resilience, 4300 is in the stratosphere. You could easily get away with shifting some of your toughness over to Ferocity, Power, or Condi Damage (if you can get condi close to 800, anyway).
(edited by Choppy.4183)
Blademaster reduces recharge on sword skills against bleeding foes.
Any foe being attacked is guaranteed to be bleeding.
I also am posting screenshot of my base stats with NO SKILLS ACTIVE.Enter combat and activate skills, and those stats boost up considerably even from that.
Not quite, it increases critical hit chance by 20% against bleeding foes when wielding a sword, and reduces sword skill cooldowns by 20% at all times. It doesn’t increase attack speed though.
So, picking up on your stats, you see how you have 64% crit chance with just your utility buff active? As soon as you get Fury (e.g. from SoR) that’s 84%, and as soon as your foe is bleeding that jumps to 104% when using your sword… and that’s before any precision buff from using your signets, benefits from allies, or any miscellaneous wvw bonuses.
Imo, that’s way too much investment in crit chance, even if you wanted to approach 100%. As for using your longbow, remember that your auto gives you two chances to crit and therefore proc any benefit on crit effect. Honestly, you’d get way more benefit by dialing back your crit chance and investing in something else (like Ferocity, or even Power).
Also, wasn’t your build running all berserker gear except one piece? How is your toughness so high there if you aren’t getting the benefit of Rousing Resilience in the screenshot?
(edited by Choppy.4183)
1k damage a 100% crit rate and 177% crit damage= 1.7k/second
compare to
1.3k damage at 50% crit rate = 1.6k/second
a difference of 100 damage a second
60 seconds in a minute=6000 difference in average rates of skill one damage in DPM
Those procs happen
50% chance 1 per 2 seconds at 100% crit rate attck spped 1/2 second = 1 per secondincrease attack speed 50% averages 3attacks/second. Skills that proc 30% once every 3 seconds at 100% crit rate=1 per second.
blademaster+dual wielding+heightened focus grants attack speed boost.
You wouldn’t be able to get your crit chance to 50% with that build. The zerk gear alone brings you to about 50%, and that’s before Fury.
But let’s say you pulled 420 precision out of your build to drop yourself from 100% crit chance to 80%. If you channeled that into Ferocity, you’d gain 28% crit damage. With an 80% crit chance, you would easily keep all of your benefit on crit effects on cooldown and dps output would be higher, no?
Anyway, it’s your build and, like I said, it looks very well put together. I don’t mean to backseat drive something that you say works well, especially not before I’ve seen it in action.
Speaking of which… are you open to demonstrating it? Note: I’m not looking to defeat your build, I’m curious about the limitations and where it excels (all good builds have these points).
On your last point, Blademaster doesn’t affect attack speed. Just crit chance on bleeding foes when using a sword. Which, by the way, your crit chance is exceeding 100% when on your swords and Fury is active, along with a couple of Signet Mastery precision buffs.
I don’t understand the point of this thread.
I’d be surprised if anyone felt warrior was in a bad place right now. It’s probably in the best place it’s been for a long time, though not the top of the heap in terms of pvp or dueling.
If you’re all about pve, then I don’t think anybody claims warrior’s bad. If anything, people from other classes sometimes post here upset that warriors are invited to every dungeon party (well, one, for the sake of Phalanx Strength). But that’s about it.
Non-dungeon pve… well, that’s pretty much faceroll easy for everything, don’t you think? And it’s not like it matters if one class is more powerful than another because, well, the npcs get crushed regardless.
(edited by Choppy.4183)
1. I use the accuracy sigil along with generated fury to guarantee 100% crit rate. That leads to an average of an additional 200 hp/second in life steal. (385 life steal per proc, a 60% with an internal 1 second cooldown)…
2. 2500 per use of utlity skill, plus 5k from the signet.
signetactive 5000/25 seconds=200/second
signet passive 400/1 seond
stun break 2500×3/35 seconds=300/second3. +65% attack speed with an opponent bleeding or below 50%hp
Would you be willing to have a few duels? I could run your build myself, but I’d rather see someone with experience run it instead. Unfortunately, unless you’re on a mid-tier NA server, we won’t get a chance to fight using the food/utility buffs. Just let me know.
On to the questions/responses, which correspond to the numbered quotes above:
1. I more meant that investing in achieving 100% crit chance likely gives you less return than investing in something else (especially more crit damage). True, you’ve loaded a lot of benefit on crit effects, but the cooldowns on most of those mean you’d gain more than you’d lose by shifting points out of precision. I’ve not done the math, it’s just my intuition.
2. I don’t understand your math here. Could you clarify? Specifically,
3. When you say +65% attack speed, you’re referring to those periods when Heightened Focus procs, and only when you’re on your melee set, right? Bleeding doesn’t factor into that at all.
Anyway, let me know about those duels if you’re interested. I’d love to see your build in action (or a video, if you have one).
I completely agree with choovanski. Drop Arms to pick up Defense for the Shield Mastery, Defy Pain, and Last Stand.
Also, drop the bleed sigil on your axe and replace it with the intelligence sigil on your greatsword. On your gs, put hydromancy, air, energy… or whatever you like best.
I’m also not a fan of accuracy sigil, mostly because my gear has my crit chance high enough. If yours is about 50% before Fury, consider replacing it with something like air or fire (air is better vs single target). Strictly speaking, there’s probably a better option, but I like those sigils against stealth classes because they tell you where your opponent is if you get a lucky hit in.
Arms/defense/discipline
Ranged attacks heal you, melee attacks generate might and quickness as well as applying vulnerability.
Every utility is a stun break which heals for 2500.
I’m not gonna lie, that’s the most unconventional build I’ve seen that actually looks well put together. I’d be very surprised if it outperformed more stance-based builds, but well done.
You find you enjoy it?
Also, you’d probably do better by replacing your Accuracy Sigl with a Cleansing Sigil. You’re really vulnerable to condis with this since you’re relying solely on Brawlers and Healing Signet for condi management.
I’d also recommend changing your utility buff to something else… probably sharpening stones. True your power is already pretty high, but your crit chance is also very high (even after swapping out Accuracy Sigil above) due to your precision, Fury, and your buffs from Signet Mastery. Basically, you’d get more output investing in power over precision at this level.
You could go with one of the Furious utility buffs, but you clearly don’t need the toughness the furious stones would give you, and the 100 vitality you’d get from the furious oil is useless.
(edited by Choppy.4183)
The third will only give hp and +1000 toughness only if the player is disabled and then was stunbreak from the warrior’s stunbreak skill.
- Warrior isn’t disabled. Warrior doesn’t get 1000 toughness
- Player 1 isn’t disabled. Player 1 doesn’t get 1000 toughness.
- Player 2 is disabled. Player 2 gets a stunbreak and 1000 toughness + hp.
That’s definitely less powerful than I thought you were saying, which is good. It would still be incredibly powerful and would make “Shake It Off” on a Healing Shout build amazing. Don’t know if it would be op or not, but I’d definitely want to run it in wvw.
Of course, they just gave it a buff so another one probably won’t be coming for a while. Still, I wonder how many people trait it post-buff.
Some people used to talk about traiting it pre-buff, mostly because it triggered when Balanced Stance was used regardless of whether or not a stun was broken. But even then, the benefit was pretty “meh” and the opportunity cost of not taking the other traits was generally too high.
I bet they’re waiting to see what happens when HoT comes out. Specifically, to see if people use it in combination with Headbutt and Outrage, etc.
As for your specific suggestions, I think two would make the trait too strong. For example, your first one combined with Outrage would give about 2500 health every 10s plus a 4/5 uptime of +1000 toughness (along with its interaction with Armored Attack, utility buffs, etc). Your third one would do the same but on steroids.
The second one is the most reasonable by far, but would you ever trait it over LS or CI even with this buff? I wouldn’t.
I personally feel there are enough good choices in the Defense line to support different builds. I’d rather see more work done to Tactics and Arms, tbh.
I tend to bait thieves in close for a snare/cc and burst, and I use Berserker Stance to deny their blinds when I’m doing that.
It usually involves playing the warrior like a sword thief… staying mobile, hit and run, etc. If you’re tweaked out for max damage, those hits really punish a glass thief, who must ultimately close to you or they’ll lose. They have enough tells to let you know when that’s going to happen, so be prepared with a dodge, Whirlwind Attack, Shield 5, or Endure Pain in that order of preference when the burst comes.
I’ve ended thieves on their first close, but I usually string it out to their 2nd, 3rd, or 4th so they get a bit reckless and so I can see if there’s anything unusual to their style. When you’re ready and they close, pop Berserkers’ and Frenzy, and then burst them. I find a quickened Arcing Slice and Whirlwind is often enough to kill them outright from full, and you can usually catch them with it. Whirlwind and Arcing Slice (and Reckless Dodge!) are also excellent skills to use when they’re in Shadow Refuge.
Also note that your weapon reaches farther than the radius of Black Powder. Back out of the circle and start swinging. They won’t be able to stand in it (most won’t try anyway), and you won’t suffer too much from the initial blind. You can also Whirlwind through a blind field without getting blinded, at least on most of your hits.
Note that I’m doing this pretty much exclusively in wvw, in duels or in the field, and it’s generally worked well even against very good thieves. Since the last patch when Shield got buffed, and even since the June 23 patch, I kind of feel like warriors are favoured to win in a straight fight against a glass thief. I’m also all zerk, all the time.
Against a thief and a mesmer at the same time, they’d have to be pretty bad or careless for me to beat them. The burst is way too high, and your target can simply evade while the other one kills you (assuming they don’t just catch you with a Basilisk and then coordinated burst).
EDIT: Haha, should have read Elegie’s reply before writing mine. Yeah, it’s a mind game to some extent.
(edited by Choppy.4183)
@Choppy
You yourself said that Last Stand wasn’t proc’ing for you some of the time. I did extensive testing with it prior and it wasn’t working as intended. If it’s not a hotfix, then maybe it’s because the trait needed to be “refreshed” as I had been using Last Stand since before the patch and swapped it to Cleansing Ire then back recently after my initial test. Either way, I didn’t fabricate any of my experiences with the trait, yet you kept coming at me like I did.
I said it didn’t work some of the time when I was operating under a miscalculated timeline. As soon as I started letting 40s pass from when Last Stand first procced, it worked as intended 100% of the time.
I never once said you fabricated anything. I said you’d drawn the wrong conclusions, as evidenced by my own experience, reference to posts over the last year at least describing this issue (correctly), and tests today that completely supported the explanation I provided, which is also consistent with the prevailing wisdom. I also gave you helpful advice to ensure you would always get the benefit of double balanced stance you were wanting.
(edited by Choppy.4183)
@Velimere
I think we’re done here. I’d be surprised if anyone in this thread has any doubt about the interaction between Last Stand and Balanced Stance anymore, and I doubt anybody finds your “secret hotfix” hypothesis compelling either.
If anyone else is unclear about how Last Stand and Balanced Stance work together, feel free to post here or in a new thread. It’s really straightforward.
(edited by Choppy.4183)
Description of test:
1. Had opponent shield bash me
2. Last Stand procced
3. Activated Balanced Stance when LS stability ended
4. Had opponent shield bash me once Balanced Stance cooldown was20s10s or lesstl;dr: It worked just fine. Procced 100% when Balanced had 10s of CD left.
“It’ll proc within the last 10 seconds of Balanced Stance’s recharge, so it’s not bugged! The other 30 seconds of the recharge are utterly inadmissible as evidence because I say so!”
Sadly for you (since you’re trying to misconstrue), but counting the last 10 seconds of a 40 second activation window simply means the trait was further bugged to have a recharge of 30 seconds while still being put on full recharge following the activation of Balanced Stance. What’s more, there seems to have been multiple hot-fixes today which seem to have fixed it somewhat, but not entirely. For example, Last Stand (as of my testing again prior to this reply) will proc within any duration after using Balanced Stance, but it will also proc even when you aren’t disabled while you already have stability on you provided that a skill that disables is used on you.
Point in case, they’re trying to sweep this one under the rug, and you’re so wanton that you’ll write up a reply confirming that the trait is in fact bugged in your experience all the while still proclaiming that I’m wrong. I don’t know whether I should remain offended by you at this point or simply feel sorry for you having singled yourself out by all but admitting your incapacity to ever admit to being wrong about something.
This is starting to feel like a long troll, but, in the interest of setting the record straight so everyone (not just you) understands how the trait works and how we know….
The reason we have to wait until the last 10s of cd for Balanced Stance is because that’s when the original 40s cd of Last Stand was up as per my test. Let’s count it together, shall we?
0 seconds: Last stand is procced, 10s of stability applied. LS cd remaining: 40s
10 seconds: LS stability ends, activate Balanced. LS cd remaining: 30s. BS cd: 40s
40 seconds: Balanced Stance timer now shows 10s remaining. LS cd remaining: 0s
Therefore, I had to wait until the Balanced Stance cooldown was at 10s or less, otherwise the original 40s cd of LS wouldn’t be up.
By your explanation, I should have never been able to proc LS while Balanced Stance was in cooldown. Except I did 100% of the time once the LS cooldown was done.
And hotfixes… really? Dude, that’s sad.
For one, that line contradicts with your claim that a 10s window is still bugged in the same post quoted above. Second, there were no updates when I did the test, these sorts of bugs are typically documented, and the last bug fix was from seven days ago to fix a server crash (https://forum-en.gw2archive.eu/forum/info/updates).
Just let it go. Every warrior reading this thread can test it for themselves, but nobody should do it more than you. You were wrong, accept it, there’s no shame in it, just move on.
EDIT: Also, on a second read of your test, it’s clear that you drew the wrong conclusion I said you did in my original reply to you.
I just used Chieftain Utahein in the Heart of the Mists since his Dual Strike pulls you on its way back to him. With Last Stand in your build, activate Balanced Stance. After its stability wears off, get into combat with said NPC and he’ll use Dual Strike on you. Last Stand will not proc while Balanced Stance is still on recharge.
Last Stand is getting procced while you’re in Balanced Stance. Go test it again… you’ll see your stability stacks jump from 5 to 10 during the overlap. The key to avoiding this is what I said above, don’t use Balanced Stance until you know Last Stand has already procced.
(edited by Choppy.4183)
My point isn’t to argue whether you’ve contradicted yourself, it’s to set the record straight in terms of what’s happening with Balanced Stance and Last Stand, and how to ensure you get maximum benefit.
No. Your point is to blatantly falsify concerning the fact of the matter.
Regardless of whether your posts agree or not, you appear to think using Balanced Stance puts LS on cooldown. If so, you’re wrong.
Balanced Stance most certainly does put Last Stand on full recharge; this is a FACT.
Alright, buddy. Suit yourself.
Go test it for yourself instead of spewing lies, “Buddy”. I literally tested it 10 times in a row after encountering it for the first time, and it failed to proc all 10 times. It’s faster to test with another person, but I just used Chieftain Utahein in the Heart of the Mists since his Dual Strike pulls you on its way back to him. With Last Stand in your build, activate Balanced Stance. After its stability wears off, get into combat with said NPC and he’ll use Dual Strike on you. Last Stand will not proc while Balanced Stance is still on recharge.
Also, feel free to eat your own words after completing this test. Your intentionally ignorant responses to me have been of the utmost offensiveness to say the least.
Sure, I just tested it out in a private arena. You are correct that it doesn’t proc, at least some of the time. I had a proc rate for LS of about 50% while Balanced Stance was in cool down (Note: See edits below).
Description of test:
1. Had opponent shield bash me
2. Last Stand procced
3. Activated Balanced Stance when LS stability ended
4. Had opponent shield bash me once Balanced Stance cooldown was 20s 10s or less
So, is there an issue?
Yes. No.
Will my workarounds solve it?
No. It works fine.
Is your explanation correct?
No. If it was, then LS would never proc while Balanced Stance was in cooldown.
Is it a bug?
Don’t know, but it doesn’t seem to behave consistently. Whether that was because LS has a longer than 40s CD and so whether it procced again was down to when I got shield bashed a second time, or it’s something else, I don’t know. No.
Is it a big deal?
With Last Stand on a 40s cooldown, and all but one stance acting as a stunbreaker (including the bonus one from Defy Pain), I can’t see why it would be. Plus, it works as it’s supposed to.
Also, having two of the shortest CD stun breakers in the game (Shake it Off and the HoT Outrage), and another source of backup stability or otherwise toughness bonus in Dolyak Signet, the warrior can be almost totally immune to control skills if you want to gear yourself that way.
Did you take things way too far?
Yes. As per Elegie’s comment, you really need to relax man.
EDIT: Math skills must be poor this morning…. The second shied bash should have come when Balanced Stance only had 10s or less. In that case, my LS proc rate was above 50% (possibly 100%).
Will have to test later to see if it performs properly or not once the cc comes in at the 10s or less mark.
tl;dr: It worked just fine. Procced 100% when Balanced had 10s of CD left.
(edited by Choppy.4183)
My point isn’t to argue whether you’ve contradicted yourself, it’s to set the record straight in terms of what’s happening with Balanced Stance and Last Stand, and how to ensure you get maximum benefit.
No. Your point is to blatantly falsify concerning the fact of the matter.
Regardless of whether your posts agree or not, you appear to think using Balanced Stance puts LS on cooldown. If so, you’re wrong.
Balanced Stance most certainly does put Last Stand on full recharge; this is a FACT.
Alright, buddy. Suit yourself.
The first has LS not working upon activation of Balanced Stance. The second has LS not working upon getting cc’d, despite having Balanced already up. The trigger is getting cc’d, not using Balanced. Balanced just doesn’t protect you from LS getting procced.
Your original complaint was that the “bug” means you can’t get the benefit of double Balanced Stance, but you’re incorrect. Changing your behaviour will ensure you get that benefit.
You are completely and utterly incorrect.
To reiterate,
It doesn’t help that you don’t get double Balanced Stance because ArenaNet bugged the Last Stand trait to go on recharge if you use the actual utility skill itself.
and
If I activate Balanced Stance on my bar and get disabled after the fact, the trait will not activate within 40 seconds after I have used said skill.
detail the exact same bug.
My point isn’t to argue whether you’ve contradicted yourself, it’s to set the record straight in terms of what’s happening with Balanced Stance and Last Stand, and how to ensure you get maximum benefit.
Regardless of whether your posts agree or not, you appear to think using Balanced Stance puts LS on cooldown. If so, you’re wrong.
Is it that,
ArenaNet bugged the Last Stand trait to go on recharge if you use the actual utility skill itself.
or,
If I activate Balanced Stance on my bar and get disabled after the fact, the trait will not activate
Those are two different statements but, regardless, I already solved your problem with my very first reply (and every one since then). That’s not harassment, that’s helping. You need to relax, man.
What you’ve quoted is absolutely not mutually exclusive: If Last Stand goes on recharge when you use the actual utility itself (read: Balanced Stance), then the trait will obviously not activate within 40 seconds after having used said utility.
Those are two different statements qualifying the same exact bug.
You didn’t solve anything let alone your inability to comprehend my stated facts.
The first has LS not working upon activation of Balanced Stance. The second has LS not working upon having a cc skill used on you, despite having Balanced already up. The trigger is the cc skill, not using Balanced Stance on your bar. Balanced just doesn’t protect you from LS getting procced.
Your original complaint was that the “bug” means you can’t get the benefit of double Balanced Stance, but you’re incorrect. Changing your behaviour will ensure you get that benefit.
Go test it out. Allow yourself to get hit with a cc skill, and watch LS proc. Then use Balanced immediately after. Then watch LS proc 20s later if you get cc’d again. You’ll have 50% uptime of stability.
(edited by Choppy.4183)
Is it that,
ArenaNet bugged the Last Stand trait to go on recharge if you use the actual utility skill itself.
or,
If I activate Balanced Stance on my bar and get disabled after the fact, the trait will not activate
Those are two different statements but, regardless, I already solved your problem with my very first reply (and every one since then). That’s not harassment, that’s helping. You need to relax, man.
Umm… I know exactly how Last Stand works, and what I said is a matter of fact whether or not you agree with it. If I activate Balanced Stance on my bar and get disabled after the fact, the trait will not activate within 40 seconds after I have used said skill.
Then your first post was wrong, and your latest post agrees with what I said. In which case, follow my advice and get the full effect of double Balanced Stance. It’s not that hard.
@unlucky
The two are unrelated. The case for whether or not Vital Persistence should be baselined is either strong or weak regardless of the case for Fast Hands.
I know nothing about necros, but if baselining VP will improve the fun and diversity of the class, then I say good luck to you. If it leads to a bunch of power creep, I hope you, like most of the people asking for FH, will readily accept the necessary nerfs to bring back the balance that was lost.
@The Blind Man
FH is seen as pretty indispensible for any PvP or Wvw build in the very least. Even if it was made baseline, Discipline would still be considered one of our best traitlines, but, as Thuggernaughtentioned above, we’d at least be able to explore builds that didn’t use it.
FH is what’s bringing every zerk, condi, hybrid, and bunker build to Discipline. Let’s explore some non-Discipline combos for a while.
It doesn’t help that you don’t get double Balanced Stance because ArenaNet bugged the Last Stand trait to go on recharge if you use the actual utility skill itself.
Ummm… just don’t use the Balanced Stance on your bar until you’re actually cc’d? Or just pay attention to whether LS has procced? Or sub in Frenzy in place of Balanced Stance on your bar? Or a shorter stun breaker?
You’re welcome.
EDIT: On second read, you appear to have drawn the wrong conclusion. Last Stand doesn’t bug when you use Balanced on your bar, it’s that LS procs whenever you’re hit by a cc, whether you have stability on already or not.
That means you’re using Balanced, getting hit with a cc, that’s triggering LS, and you’re not noticing because you had stability. Follow my suggestions above and you’ll get the full effect of double Balanced, if that’s what you’re after. I dropped Balanced for Frenzy after the LS patch.
(edited by Choppy.4183)
@DevilLordLaser
I don’t think you’re right about how reticent they are to baseline things. IIRC, Mesmers had six traits baselined when they gained IP as part of the class. Other classes got things baselined too.
Most of the time they were traits that extended range or duration, or reduced cool downs. For example, the CD on warrior burst used to be 10s base and 7s if you went all the way into Discipline. With the new traitlines, the baseline CD was reduced for all warriors.
That aside, I don’t think the argument that it’s bad design to baseline traits is very strong either, tbh. It’s each decision is either good for the game or it’s not. Each class has its own unique aspects, with some of those aspects defined by traits and others not. Deciding which aspects need opting into (through traits, or whatever) and which don’t should be based on the facts and what it would mean for the game.
Combining traits, as they did quite a bit in the June patch, more or less has the same effect as baselining. True, you’d need to at least choose the traitline, but we now get three or four pre-patch traits just for choosing Shield Master now. That wasn’t bad for the game, and the decision to do it made sense in light of the facts and Anet’s objectives.
Similarly, baselining FH would increase build diversity by quite a lot while entailing no power creep that couldn’t be easily mitigated. It should make the warrior more fun to play and more fun to play against, and all of these things (build diversity, maintaining power balance, and fun) are all well within Anet’s stated objectives.
The decision on whether or not to baseline other traits on other classes would have to stand or fall on their own merits.
(edited by Choppy.4183)
Fwiw, it was a suggestion in response to the call in this thread to separate the might from FG and calls in other threads to move PS into strength (which others have made). I don’t have a horse in either of those races, and I’m happy to leave FG and PS exactly as they are now.
But the idea of turning the might on crit of FG into a gm trait is just terrible, and more so if it gained an ICD.
Also, the case for PS in Strength is just as strong as PS in Tactics. The latter focuses on the party support aspect, the former focuses on power/raw damage.
(edited by Choppy.4183)
Do they? Or do they want those traits because they’re the best option on an otherwise bad line?
Would a power build choose Burning Arrows over Stick and Move? Would a condi build take it over Body Blow? I wouldn’t.
See, that’s the thing. If we have decent traits spread all over the place, then they just won’t be taken as much as they should. Pull PS out of Tactics and give it the overhaul it needs. It’s not a good traitline, and PS is the only thing propping it up… and only some of the time. Vigorous Shouts is a shell of its former self, and the warhorn’s meh too.
(edited by Choppy.4183)
In no way would the might portion of FG, with 2s ICD no less, be worth a GM trait. It wouldn’t be worth an adept trait either.
Why not just throw it into PS, and then move that trait from Tactics to Strength? There it can compete with BP, provided the might generated under any circumstances doesn’t reach 20% damage.
Which to take would then be a matter of whether you’re with allies, and/or your crit chance.
It would be a personal power nerf to the current gs warrior though (which is what I typically run).
(edited by Choppy.4183)
Why aren’t Warriors upset that Defense is mandatory? If anything it is more mandatory then Discipline which is why people want baseline fast hands. I used to do Stength / Arms / Discipline in PvP with stances and Rampage, however the survivability Defense tree adds is so great that I switched Arms with it. Most Warriors it seems have both Discipline and Defense.
The focus is on Fast Hands because making it baseline would be a relatively non-disruptive change that would go a long way.
Defense is more complicated to sort out and, frankly, I’m personally not certain if it’s mandatory or just optimal. For example, could gear, utilities and/or the Berserker line provide enough defense for a Strength/Arms/Berserker hybrid build (assuming FH was baselined)? I don’t know. One small step at a time.
In general I agree with you though. I think “mandatory” trait lines for any class is something to work against wherever possible.
By the video, it’s worse than a mesmer stealth burst. More damage and fewer tells (none if you’re in a group fight or otherwise not able to keep an eye on the warrior).
Mesmer stealth bursts suck, but there’s at least some counter play to them (at least in the short term), and you’re unlikely to get one-shotted.
Based solely on the videos people have been circulating, there’s even less counterplay to Gunflame, unless you can watch the warrior. Counterplay is what makes fights interesting.
I’d love to see a chunk of that burst channeled into other rifle skills (plus utility) so it was less of a suck weapon overall, while toning down the “dodge or die” aspect.
Yes, regeneration is affected by Healing Power. Each point in HP gives you 0.125 health per second, so an extra 500 points would give you an extra 62.5 health.
Whether that’s worth it or not is up to you.
I don’t know, dominik, for you to be pulling 50% of your adren from weapon swapping, it means you aren’t reaching a full bar until the 15-20s mark of a fight. I don’t run Cleansing Ire or Furious, nor use any utility that fills the bar, and I always have full adren within 10s or less when wvw roaming or havoc.
Presumably you’d run CI or Furious (the Arms trait you referred to) if you weren’t running Discipline and found you needed the extra boost. Berserker’s Might also gives you just over 3/5 the adren that Versatile Rage gives you, even if you’re swapping immediately on CD (more if you’re not).
You could also opt for utilities that give you adren like To The Limit, Signet of Fury, Signet of Rage, Berserker Stance, Headbutt, and probably others I’m forgetting.
When actually in Berserker mode, don’t you only need 10 adren to get a burst? That’s pretty trivial. Ten hits, assuming no traits or utilities.
While I certainly wouldn’t turn my nose up at free adren on swap, I don’t personally see it as necessary with all the options available.
As you note, this has been brought up many times.
The general consensus is that Fast Hands is the one practically indispensable trait on an otherwise excellent Discipline traitline.
Since all warriors already run Fast Hands, making it baseline should lead to relatively little power creep but open up much more potential for build diversity.
That’s pretty much it. A simple change that shouldn’t throw off balance, but would increase the fun in playing the class (and playing against it, imo).
Ah… just a salty troll. Nothing to see here.
Then again from your post history you appear to be a thief player on a petty personal crusade against warriors, so I guess I’m just wasting my time.
While there’s irony in a thief complaining about being one-shot and not seeing it coming, I do think thief’s in a bad place. He may be reacting to that without understanding the problem.
What’s the problem? They seem one-dimensional to me. Yes, they have a great sneaky burst, but that’s about it. And it’s not that hard to punish them if they make a mistake, or sometimes if you just know where they are (like if you’re playing a class with great aoe).
Saying that a weapon is OP because one of its skills is temporarily bugged is completely ridiculous.
Also trying to defend something clearly OP saying it is not is completely ridiculous.
Nobody’s defending Gun Flame, afk. If you meant the warrior is OP, then the evidence is stacked against you.
And yes, the rifle is a poor weapon overall, used only for limited value cheese (pot shotting with the burst into group melees or sometimes duels (with mixed results)). Rifle hasn’t been the meta for any mode of the game since…. forever.
It’s kind of the way they’ve built the warrior rifle… it’s mostly a suck weapon with a hugely telegraphed burst that can be dodged, blocked, or reflected fairly easily.
Unless you don’t see it coming, in which case… rip.
That’s the reason you don’t see many people running rifle. People running it with the new Berserker spec are largely expecting a nerf, and so are trying it out before it’s gone (Gun Flame vs Killshot).
Gunflame: the hero that Warriors deserve, but not the one that they need right now.
Sorry, no. We ALL know greatsword is Batman…..
https://www.youtube.com/watch?v=Xx11JqpM2DE
(lol, jk. well played)
Feel sorry for how much time you wasted posting that kitten puss.
I playw arrior, and im saying its OP from my point of view hahahahaha, i play mesmer aswell? L2p? learn to read m8
<3
If you play warrior, how could you not know that it’s “insane mobility” was changed to put us at the high end of the middle of the pack with the June 23 patch? I run a sword and gs build and couldn’t close the distance on a ranger running just his greatsword last night.
Also, how could you not know that high toughness is the neglected beaten stepchild of defense compared to blinds, evades, etc?
@ choppy
uhm yeah ofc you let last stand proc first before using the utilitie balanced stance..
But it DID happend sometimes that i had popped balanced stance and 8sec later Last stand triggerd (while i still had 2 sec stability left..)Sure this issnt happening allot, but i find this pretty bad design
Just wanted to share this info with the rest of you ppl.. knowing how this trait work.So another tip:
this trait WILL proc in berserker mode if you have the stability pulsing trait.. :-)
Good design or bad design? you deside..
Bad design or not, your original post had you telling people to stay away from a very good trait for an issue that’s almost completely avoidable except in a few rare circumstances and with virtually no effect.
Why no effect? Because Balanced Stance gives you 10s of stability when you have the trait, and even if Last Stand gets procced while Balanced Stance is active, you’re looking at only a few seconds less stability on a 40s cool down. If you’re traiting Last Stand, you almost certainly have double Endure Pain going, so you have two other stun breakers right there. The vigor to stances that LS gives will still stack, as will the swiftness from the two activations of Balanced Stance.
And, as a couple of us have said, with the shorter CD you can easily slot in Frenzy now (another stun break) instead of Balanced Stance, so there’s absolutely no conflict.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.