Hulk Roaming Montages/Build Vids
I always rage but never quit.
Pretty much says it all, if the trait is so good that it is mandatory it is probably too good.
That is one interpretation. Another one is that without this trait, warrior is not viable.
Judging by what viable warrior builds are available in pvp/wvw, which do you think is correct?
And i can extend: EVERY SINGLE class have minor trait that enhence their class abilities, but do they all have it as adept ? NO
I’ll ignore the rest of your sincere and contributing post, but I will correct you here. Fast hands is a master minor trait, not adept. Making it adept would help though, thanks for that.
Is every topic intended to discuss warrior improvements now just a catalyst for warrior QQ?
As well, we lose a slot for a stun breaker or condition cleanse in order to have a kit to swap too. Thus to have a second weapon set, we have to sacrifice a utility slot. Personally, I feel that is a massive weakness.
How is trading 1 utility slot for 5 weapon skills a weakness, especially if you can do this three times? This is a very silly remark. ANY other class would make this trade-off in a heartbeat, yet here you are complaining about it.
Not to mention many kits bring just that utility; condition cleansing and even stun breaks on the toolbelt (Elixir Gun’s toolbelt skill is a stunbreak on a potential 30 3/4 second cooldown).
This is without even considering that all your utility skills come with a free extra skill in the form of the toolbelt to begin with.
Don’t try to downgrade engineer. It is the single most powerful class in the game at this moment outside of PvE. Even you know that, which I bet is where all the attempts to nerf everything else and defend engineer come from.
Now you will tell me I have to prove this, and I won’t. I do not feel the need to prove something that is known by most.
On topic: I don’t know if nerfing on crit effects is the way to go when it comes to nessecary engineer nerfs.
Warriors do not need anything. They are the overall best profession in this game solely because the profession is very forgiving. There are plenty of passives, plenty of useful skills that break stuns and a warrior can maintain a high dps while providing support for everyone (including themselves).
If anything, warriors need their abilities nerfed a little. However, buffing every other profession to their level would be nice too.
This is not the right topic for you.
Hello.
Can’t test it myself right now, so thought I’d post here.
Do sigil of impact and force stack?
Thanks!
If they add an offhand burst, then 2handers need two burst skills as well
This.
But the river of tears will drown all warriors.
That right there says the problem. Why is it that we need to have certain traits in order to be effective. That’s what I think the OP wants addressed. I don’t think he means to inadvertently buff the class, because that would be silly. Right now warriors are pretty balanced. Having said that people have to admit that it’s rather silly to have mandatory traits just to be effective.
This.
Don’t take me for a condi-type fanboy who just wants his profession buffed. I actually feel warriors are in the best place they ever were, playing since beta. In fact, balancing this game around where warrior is would be a good start, even if warriors don’t do well in duels (which is what I like to do personally).
My initial post off course suggests a huge buff. I am aware of that. There would have to be a lot of balancing to be done. Perhaps some fruitful discussion can follow.
But you’ve said it right, warriors are in fact forced into two options; take Fast Hands, or be inferior. I dare anyone on this forum to suggest a build that can not be made that much better by swapping traits to get Fast Hands. Barring maybe the most niche of builds that only work in a dedicated group set-up. Again, I am not talking pve here.
Now, I hear a lot of people saying I should not complain, because I only have to spend 3 points. I should not complain, because if every trait that was good would be class mechanic, what would be the fun in building a character (where the hell did I even suggest this? This is just exaggerating my suggestion into ridiculousness). But the fact of the matter is, in my opinion off course, that Fast Hands defines the warrior class as a whole just as much if not more then anything else. this is where it differs from traits like Terror, Deceptive evasion, Static Discharge, you name ’m.
A different course of action would be to split up the trait. For instance, if the Adept minor would give you -2 seconds on swap and 2 adrenaline on swap, and the Master minor would give another -3 seconds 3 adrenaline. This would at least close the gap, and offer a bit more diversity without being a huge buff.
(edited by Cygnus.6903)
Hi all.
I express my views in this topic. I also speak solely of PvP and small scale WvW, though I imagine many similarities to PvE.
Wall of text incoming. tl;dr at the end.
There is, IMO, a single trait that defines the gw2 warrior. It is a trait that I feel I must implement on every build I use, for various reasons. One of them being the viability of the build, another being to increase the joy I get out of playing warrior.
The trait I am talking about is, off course, Fast Hands. This trait allows the warrior to weapon swap every 5 seconds instead of 10.
Even more then Cleansing Ire does fast hands define wether or not a warrior build is good, or as good as it can be. For those less acquainted with warrior, you can compare it to what S/D means for a S/D engie or Deceptive Evasion for a shatter mesmer. The difference being that Fast Hands is in fact that important to any and all warrior builds possible.
Now, to continue comparing classes, which I know is usually….frowned upon, let’s compare warrior skills to other classes. Or, better yet, the amount of skills available to warrior. Like most other classes, barring Elementalist and Engineer, warrior has two weapon sets available, totalling 10 different skills. Add healing, utility and elite, and you have 15 skills at any given time (ignoring cooldowns). Off course, warrior can also use a maximum of two different burst skills. All in all, 17 skills can be available to the warrior during combat. I am not considering transformations, because the warrior has no viable transform elite.
This is less then all other classes.
Thieves have initiative, giving them greater freedom in selecting skills. Also, steal can give you 8 different abilities. A good thief will choose which opponent to steal from.
Necro’s have deathshroud, giving them another 5 skills.
Guardians have three virtues (making them the second worst behind warriors).
Rangers have pet skills.
Mesmers have shatter skills.
Elementalists and engineers obviously have the most skills of all.
Now, I am not trying to argue here that warrior is inferior or crying to nerf the amount of skills of other classes. On the contrary, I think those skills and options are what define other classes. The thing is, I feel this trait defines warrior in that same way, yet I have to sacrifice 3 trait points for it.
You could call us lucky, as Fast Hands is only a Master Minor trait in the Discipline traitline, meaning a warrior has to spend a mere 3 points in that line to get it. Rather look at it this way; the warrior loses 3 trait points before even starting the build.
tl;dr Simple suggestion inbound.
Make Fast Hands part of the warrior class design, so that the warrior can swap every 5 seconds by default.
What this will accomplish is warriors will be able to invest into whichever traitline they want, instead of being forced to either make a build with 11 trait points or losing the best trait we have.
Another option is to make Fast Hands the Adept Minor trait in Discipline. This won’t be as good, but will be a serious improvement towards diversity.
Thoughts?
Deep strike is very, very mediocre as you will usually burn SoR when it comes off of cooldown for maximum fury uptime. That leaves you with Healing Signet and Dolyak. Dolyak, after you used it, takes 48 seconds to get back up. Thus, Deep strike will, on average, give you like 3% extra crit chance (1 signet = ~2%). Furious reaction procs quite reliably, and will give you very high Fury uptime (close to perma, like 85%) and sweet vigor as well. When comparing these two, I can not think of any reason to ever not use FR over DS outside of PvE maybe (in which rending strikes is better). Quite frankly, DS needs a buff.
I guess it boils down to what either your skill level or personal determination to improve is.
Conditions.
Engineer most of all really.
Mace actually got buffed again, due to the sigil of paralysation buff (it got upped to 30% stun increase, so mace’s stun now lasts ~4 seconds again). You can do the full Mace F1+HB combo again.
It can hardly be called tanky, though.
Questions are welcomed and feedback is appreciated. Hope you guys enjoy the video!
Very nice video, I enjoyed it!
You should consider 0/4/6/0/4 for unsuspecting foe. I use hoelbrak runes with that. Destruction of the empowered, armored attack and unsuspecting foe will boost your damage. You will gain about 200 power, and you will use the hammer 75% of the time and land a stun with paralyzation sigil and then swap to your gs with sigil of impact. that’s even more damadge than the 10% traited gs damage. Consider it
This is what my build with gs looks like.
I also have another armorset with Strength runes to swap for duels if I come up against something I need A. More nuke power and B. less soft CC coming at you. They would work better against Eles and Guards for example.
Exactly the same as mine, but without the useless Deep Strike trait. Use Furious Reaction (VI), it is awesome.
Also, sigil of hydro>vulnerability duration on GS.
(edited by Cygnus.6903)
You have the cookie cutter hammer build for roaming here. Hoelbrak>Melandru in my opinion anyway, because defense is for people who fear to die before their opponents ;P
Instead, you could be a boss;
Unsuspecting foe is really good on this build. Make your gear so you reach 40% crit chance. This will give you 100% on earthshaker, plus another 90% on anything during the time your opponent is stunned (stun rotation, final thrust, etc.).
Also, use signet CD reduce. Especially if you use Dolyak Signet (otherwise, balanced stance is far superior). Along with Furious Reaction, you will enjoy very high fury uptime like this.
Leg specialist is not needed. With time and practice, you will hit your Earthshaker by prediction.
Have fun.
The question still remains, why do eles have access to only 2 sigils?
And the answer to your rather silly question also remains the same.
Because they have only 1 weapon set.
In large scale WvW this food is irrelevant. Try roaming.
It’s every time you get blocked, not when you block yourself. You are looking for ‘Mighty Defenses’ (Discipline).
No. You can not give such an advantage to one race.
I don’t get why people think Rousing Resillience is a free Endure Pain. Especially on builds that already have high toughness, like condition cheese, it does not add that much more damage mitigation.
Also, EP is the guarantueed 4 second direct damage immunity, while RR only grants the toughness if you actually break from a stun. This may not be at the desired time.
First of all, this is just a fun roaming build I use for WvW currently and I just wanted to share my experience with it so far. Secondly, the Greatsword is not a useless weapon without lockdown. Maybe in your eyes, but in my opinion, it a mobile weapon that can deal decent damage with whirlwind attack(#3), bladetrail(#4) if you are able to hit the target twice adds a long cripple and if traited with leg specialist it can be look at as a control skill, and rush(#5) (when its not buggy) hits like a truck when you land a critical and its handy when you need to disengage. Also, you can using arcing slice to removing conditions (with cleansing ire)/gain fury, and a lot of people take the #3 on Greatsword for granted since its also an evade. Lastly, I don’t need that much lockdown since I can deal a high amount of damage within a short period. The bull’s charge utility choice is to set up the eviscerate, a 100b or a disengage if I fall into desperation. Bull’s charge is personally one of my favorite utility overall regardless if it bugs out sometimes.
This is exactly why I agree with another poster about dropping Defy Pain, and getting Forceful Greatsword instead.
I also tried both, and while I see your point in Defy Pain being a wake-up call to you, it is IMO far inferior.
Forceful GS has insane synergy with the might stacking theme of this build. If you manage to do a HB on a locked down target (2 seconds is enough, so initiating with bull’s would already be good), you could potentially be looking at 15 to as much as 25 might stacks after. Even more so if there are multiple targets to HB on. Cleaving downed targets for instance. Now swap to Axe, shield bash and Evis with 3500 power…
Furthermore, reduced cooldown on GS is huge. Especially on whirlwind.
Don’t forget, 20 points in Arms also increase your crit chance further (5%), and the 15 point minor nets you an additional 10% crit chance on Eviscerate.
Still, like you said, it is all a matter of personal preference. Your vids made me want to get back to Axe Shield/GS, and it is still so much fun. Still gets destroyed by any capable condition thief, but nobody likes rotten cheese anyway.
2. Do you think this build work work with a mix of knights in armor? I often roam with knights in head, legs, and chest… and zerker’s everywhere else. Some builds just don’t seem to work if you don’t have every last shread in the offense.
This build needs full zerk IMO. A prolonged fight is not in your interest (long CD’s on utilities, low EHP, etc). That’s why you want max damage.
(edited by Cygnus.6903)
Both foods gone completely. Reduce and increase condis from traits and abilities, not from cheesey food.
I don’t think there is cheese in this particular food.
On a more serious note, this game needs -condition duration more then +. Thus, nerfing both equally will only favor the condition user, which, definitely in this WvW meta, is bad. Any class can easily still get +30% condition duration increase via traitlines, and often high increases in duration for single conditions.
Noticing the same thing. Playing from The Netherlands.
Don’t think this is the forum for it though.
I was wondering about mace/warhorn over mace/shield. It seems you can spec for mace to do more damage vs weakened foes (10%). Warhorn provides weakness a lot easier than mace AA (3rd part of chain). It would also offer better mobility and condition removal which are always needed in wvw. So easier to spec for more damage, more mobility and condi removal. You give up a block, interrupt and some defense but for 10% more damage I would choose warhorn if you are going to MH mace.
I mention it because I have never seen in mentioned. If I were MH mace I would run Warhorn over shield. I know the stun sets up skullcrack, but lag can do that as well. The shield stun is really brief and I think a player would get more overall use out of warhorn instead of hoping a haymaker skullcracker will land with everything jsut right.
It has never been mentioned before because it is a big nono. Boosting mace damage by 10% is irrelevant as you only hope to land skullcrack>some combo. Autoattacking with mace is just too slow.
Wait are you the hulk I saw in Queensdale Champion train the other day?
Don’t think so, I rarely PvE and can’t remember doing that train more then once… You on Piken?
I love this idea. It is good and my Hulk would have more smash.
Be careful with the fury for teammates though, duration can’t be too long.
Such hate. I like what you built. Even if it’s just for good ol’ times.
Your suggestions for brawlers recovery is overpowered. Whereas your suggestion for CI just ensures that every warrior has to go 30 in defense.
Other then that, good read.
Longtime hoelbrak user. Funny how it used to be that hoelbrak was the offensive version of melandru, now it’s the defensive version of strength.
The Ultimate Hulk! SMASH
There have been quite a few axe shield gs topics. There is one with a video right now. I suggest you look it up.
If anything, the wiki is bugged ;P
you can easily draw the fight if you’re good and speced correctly, but a good p/d thief will never let you kill him.
Like I said, never a good outcome. You will either die and/or lose a lot of time, which ironically brings you closer to death as well (IRL).
It does not. Even in a small party, you still need mobility, of which Hambow has very little.
I laugh when I see a hambow user in WvW. They phail to realise that the success of hambow in PvP is the direct effect of the nature of PvP, being you have to stand on a point.
I would change Longbow to another weapon, because in roaming, other classes can provide better aoe. And hammer is just awesome.
So, there was this teleporting thieve that is just a pain in the kitten when im on my warrior, i play GS/Bow focused on Mobile Strikes, but i just can’t beat them.
On Mesmer i have easier time when having these encounters, but i love my warrior…
Any clue what should i do?
Honestly, LB/GS should never win against S/D. They can dodge your hard hitters (LB 5, mostly) and the dodging will also nullify a lot of damage from your fire field.
Weapons that can work with practice are indeed mace shield, sword shield and, to some extent, hammer. All other weapons are incapable of locking the thief down long or often enough to be able to kill them. Even with these weapons it will be hard to actually land your needed attack, because of the telegraphing.
If you manage to complain about the torment from P/D you really need to just add a little . Torment is a pretty weak condition and Shadow Strike’s 2 stacks of 5 seconds are comparable to 3 bleed stacks of 5 seconds, while you move.
And yes, Confusion and, to a lesser extent, Torment are ‘fun’ conditions in the sense that they give you a choice.
Like the choice a person on top of a 70-storey building that’s on fire has?
How so? I would like a detailed explanation on this if you can. Conditions still require the same button press to act, and the same need to land the skill to apply them, that a direct damage skill does. Only the direct damage skill has the advantage of being instantly applied. The condition attack runs the risk of being cleansed and negated fully or only applying half damage in the case of something like melandru+lemongrass comb. With those facts in mind, I find it diffucult to see merit in your claim.
In the scope of skill, neither power or condition damage is more or less conducive to skill then the other as a whole. Personally I feel specific builds and the weapons/utilities in said build much more skill related then a specif damage type. As well, I feel the skill level varies with in a profession, based on the type of build set up.
We are still getting into the whole condi vs direct damage discussion, and I feel we are both biased. I am well aware that I am, for one.
I will give a short explanation.
I found playing both conditions and power builds (on every class I play except mesmer), that I had to invest significantly more into offensive stats on my power build (precision, ferocity, especially after the HUGE nerf) to be able to kill opponents. I am talking strictly WvW.
That left my condition builds with enormous EHP. It feels indestructible, really.
Combine that with the nature of conditions (ignoring toughness, lot’s of aoe skills, and sure, you can walk out, but not without the condition yet on you, the panicky effect of condi’s, the insane amount of soft CC with increased durations that can be applied like spam) and I came to the conclusion that conditions were easier to play then power.
There are a lot of theorycrafty arguments coming from the condition-camp right now, it is hiding behind numbers that have no significance. I came to my conclusions while playing, which beats theory in my opinion.
I guess this is a wvw question. Although others have already answered the question.
Here is a few tips.
Tips on fighting thief’s because I guess this is what this is about.
Avoid red circles. Basically they can contain conditions like blind or caltrops. Just stay away from these. If you have no way to remove blind sometimes your best option is to simply use your mobility skills and disengage from the fight using rush or something until the blind wears off. But zerkers stance should make u immune to it.
stealth timers. Once you understand how long on average they last depending on build of course it becomes predictable when a thief will try to use back stab or other skills or simply reappear.
Stealing The moment you see a thief generally the 1st thing he/she will do is steal from you. This is like a 1200 range insta teleport. The next they they will usually do right after this is use a stealth skill like back stab. So as soon as you get stole from its a good indication you need to dodge there after.
whirling Axe This is the skill they steal from you but its not crappy like your own skill. Basically when they do this skill you have 3 options.
1st option: Kite them just run away kinda.
2nd option: stun them or interrupt them unlike dagger storm this skills doesnt have stability but it a thief dagger storms your best option is always 1 or 3.
3. DPS them down if they are low. Chances are you will kill them if they are low and they do this skill if you are not that low. BTW do not ever use ranged attacks vs this or dagger storm they will reflect damage back to you and you will kill yourself.
initiative Thief’s only have so much yes they can spam a lot of skills but if they do that they run out of it and need to reset the fight. Usually that means going back into stealth to regen initiative. You can use this to your advantage by dodging thier attacks as much as possible or using your mobility as much as possible it takes a lot of imitative to keep up with you so keep moving around as much as you can and be patient.
condition removal and stun breaks Outside of stealth and lysaa runes thief’s dont have a lot of condition removal be aware of that certain traits remove certain conditions when a thief stealth but not all types of conditions. thier other traits remove conditions every 3 seconds or something when in stealth dont quote me on that. Other than that no real condition mitigation besides shadow step and it has a long cool down.
Stun breaks
Generally most thief’s pack around 1-2 of these so if you are still alive after they broke one or 2 and you have a stun ready you can lock them down with no problem and kill them half the time.lastly be patient
The moment that you let a thief control the fight you have lost.
The best advice vs condition p/d thieves for warrior is still to just /wave and pick another fight.
If he is any good, there is no possibility for a good outcome.
Play alts. I have three, and I regularly play all of them.
@Cygnus
Then why did you make an effort to differentiate what you feel power vs condition builds can do on a profession if it is off topic?
Because conditions are easier to play, and that is on topic.
It’s simple. Unstrippable stability is overpowered.
I am not the only warrior, or player for that matter, that sees this.
Balanced stance is not only fine as it is, it is a great skill.
If they are not OP, then tell me, how can you kill things that are not hitable ?
Use the force.
Seriously, people need to stop implementing words like ‘perma’ and ‘OP’ every other sentence.
You asked for alternatives, here they are. Yes they’ll all do their job in an power oriented spec, maybe not 100% as good as strenght, but still fairly solid and a lot cheaper. (Considering your signature, I’ll assume your a WvW player after all.)
What you don’t seem to understand is that there will always be runes that will be more popular than others, simply because they’re considered meta atm. It’s always been like this. That doesn’t make the other runes bad though. Saying Ogre is bad is utter bullkitten, a meta d/p thief will still go for Ogre instead of strenght, because 2/6/0/0/6 has no good access to might anyway.
If an alternative is worse then Strength, then how is it an alternative? I am talking Spvp right now, which is where most balance in this game comes from it seems.
Considering WvW, sure, if you are on a budget, there are alternatives that you adequatly pointed out. They still remain worse, though.
And I understand perfectly fine that there will always be popular runes, no need to even imply that I don’t. I, for one, would not take Ogre over Scholar on said build you posted here, because it fits the role better. I would not even take Ogre over Strength, as said build can easily be adjusted to make sure you always have might, and thus the 7% damage boost. That’s what I said in my previous post, some niche builds still do better with other runes then Strength. Strength is, however, much better then all other rune sets on too many roles and builds right now. That is my opinion, off course.
Couldn’t disagree more. All of the engineers ranked in the top 100 run power. As a power (soldiers) engineer who demolishes condi bunkers and CC locks the condi decaps, I think you have to get out of the limited grouping you have been playing with.
Part of the problem is this complete myth that professions like the engineer or necromancer are so strong with conditions and are lesser with power. yet in recent complaint threads about conditions, a vast many players posted video comparisons along side the math of damage comparison. Showing that in the case of the soldier geared necro, they will have the capability to deal out more damage and faster in soldiers gear. Similarly they have shown congruent results with the soldiers gear engineer. Just because the band wagoners adhere to what they read someone once, was OP, and flock to it, does not make it the best. Just because every body is doing it, doesn’t mean it is optimal, it simply means everyone herded like sheep to it.
We disagree on a lot of things.
Taking math into consideration wether condi’s are OP or not is just talking about 1 factor, which is obviously not the reason why conditions are in fact overpowered.
I don’t want to participate in yet another discussion on conditions, this is completely off topic. I’d rather just wait for the inevitable and justified nerf.
You are right. While I find your post not to be earthshattering news, it is a clear statement of how each class works.
I play mesmer, thief, warrior and engineer, mostly in WvW though.
I agree on your views of mesmer. Thief as well.
Regarding engineer though, you have to differ between the condibunker/decap engie and the power engie. The first two are IMO quite easy to learn, a bit harder to master. you will start out rather weak, but when you learn the ropes just a little, you will be beating people that are essentially more skilled. After mastering it, you will be unstoppable, OP even.
Not so much for the Power engineer. Not being able to invest so much into defensive stats will make your engie go from unkillable to difficult to survive. I also feel that the power engie has to be very accurate, or you won’t do significant damage at all. Unlike thief for instance, who has the ability to keep up high burst at all time even if he misses a portion of it (disregarding survival, off course).
About warrior, you hit the nail right on the head. It is easy to learn, probably the easiest class. Skillcap is reached when you have learned to reliably hit your burst, with hammer or axe for instance, and when you can effectively time your utilities. I feel utilities on a warrior are more important then on other classes, as without them, you will often not be able to even hit your opponent.
However, this medium skillcap also means that warrior is the weakest class in a duel (bar maybe a ranger, don’t know what this patch did for them in that area). In tPvP, duels are less important as there will be more then 2 people fighting in most battles. In WvW or other forms of PvP, this actually becomes painfully clear.
tl;dr Warrior is the easiest class to master, and also the easiest class to master how to counter. Strictly 1v1 speaking off course. Their team fighting capabilities are great.
Is there any other choice to make as a power oriented spec though? Really?
Yes there is. Ogre, Scholar, Eagle, Air, Fire, Pack, Rage – just to name a few.
OT: Balanced until conditionspam gets nerfed.
So you’re saying those runes are equally viable?
Just naming Ogre, Rage, Air and Fire is pointless. Those are nowhere close to Strength.
For all but the most niche specs, Strength is the absolute go to right now. An awesome team with great communication can do with a few other runes, but you still need it.
Yet this thread claims EVERYONE is using them. You have a team you get might from your team and you may have blast finisher but no fire fields. It all works out.
Is there any other choice to make as a power oriented spec though? Really?
I feel they are over the top. It is not that everybody has access to them that makes them balanced, but rather not every class can utilize them well that makes it a bit unbalanced.
I for one expect the nerf before conditions are getting a real one.
Brainless condispam specs need addressing before this.
Create a topic about that and you will get the same answer expect condispam will be replaced with Berserker Stance and then we are just running circles. We need to start somewhere.
True.
At least BS requires the user to have a brain in order to apply it correctly. The duration might be highish for PvP, in WvW it is fine as it is.
Brainless condispam specs need addressing before this.
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