Hulk Roaming Montages/Build Vids
I always rage but never quit.
Max dmg in pve is greatsword and axe mace. 30/25/0/0/15. If you need anything ranged, longbow is the most useful in most pve situations.
Signet will still be viable. I doubt it will counter the QQ though.
How to fix this? Give everyone the same base HP (armor becomes the difference), or bring it to levels more like armor (see below). If someone could enlighten to me as to why they should be so vastly different in the first place, that’d be great. I understand trying to make weak defense, strong attack as a class for variation, but do elementalists outdamage theives? Do rangers equal/out dps guardians? Do mesmers outdamage warriors?
Interesting post, yet I think it is not as black and white as you make it out to be.
What about kiting? How can you justify giving nothing more to say a melee class against a kiting class? Don’t even start about gap closers, as that will not overcome chill/cripple/immobilize spamming, or stealth/teleports. Utilities? The class that’s kiting also has utilities and does not need them to kite. So what’s left? The melee class has to take up a ranged weapon? What if they have no viable options?
I agree something could be done to base stats in order to achieve better balance, but more thaught is needed.
Remove the cleanse from cleansing ire. I only use it for the adrenaline gain anyway.
We used to have that exact trait. It sucked. As did warrior.
Hammer in sPvP > all.
I bet there are people who agree with me. Its just so much re*arded.
This is the wrong forum for your thrash.
IMO mesmers are a warriors greatest weakness, even more so then thieves. At least thieves have to stand next to you to do damage. A good S/D thief can take on a good warrior though. The thief just has less room for error. As the poster above me said, once you lock ’m down, they die quickly.
A good necro with boon corruption and lots of chill/fear on +condi duration can also completely destroy you. In WvW, that is. Good necro’s are hard to find, however.
So warriors don’t have the best damage? Shocker.
No seriously, welcome to warrior. You will love it. And that’s from somebody who started with mesmer also. Warrior feels more… active.
Likes:
1. Roaming and small scale battles
2. Diversity of battle grounds
3. Small-scale tactical possibilities (like hiding inside a tower/keep with a small force or solo)
Dislikes:
1. Blobs. I understand the urge for people to assemble, but blobbing is too rewarding right now. Unsure of how to fix.
2. Sense of accomplishment as a solo or small group roamer comes solely from having a good fight. Borderlands bloodlust is a step in the right direction, but we need more of this, IMO.
3. The bad ratio of farming Empyreal Fragments vs Dust/Dragonite Ore. I have stacks of fragments, half that in dust and I am absolutely forced to do PvE stuff I don’t like to get Ore if I ever want ascended gear.
All in all, I love WvW and think Anet did a great job on it.
I use gs as the main damage source, and rifle nicely supports that. You put on slow, bleeding vulnerability, then charge, and gs2, gs3 eventualy to evade if needed and repeat.
Serious question, how do you use GS as the main damage source? Are you playing PvE?
In PvP/WvW, GS can not be used as a ‘main damage source’ without another weapon set that backs it up. Sure, you can use Bull’s, but thats on a 40 second cooldown and somewhat easily avoided.
In theory, using rifle to soften up your opponent then moving in for heavy damage with GS sounds good, but I agree with Burr. It just doesn’t work out that way. GS get’s kited, and Rifle does not do enough damage from a distance.
Leave thieves alone.
The only situation in which I ever found these runes to be, well, maybe OP, was when fighting a condition engineer. He stacked ~20 stacks of confusion on me, along with the other stuff. I was outplayed, as I had used up most my condition clears, but still.
Then again, condition engineer is OP without the runes.
I have no desire to see it nerfed. Although, I do strongly feel it should certainly be a grandmaster trait.
You must have noticed the contradiction in what you were typing.
Good idea.
Conditions really need to be toned down a bit.
Cygnus,
so basically berserker’s power is an okay PvE grandmaster trait, while berserker’s might is not that useful? O_O
That’s it, yes. I don’t PvE at all, but if you look up max DPS specs, they include 30 in Strength for BP.
BM is never used, as far as I know. It should also never be used as it is now.
If the initial was removed and just have the conditional one it would be more balanced, but why do you want this changed? The trait is freaking strong as it is
Freaking strong? In PvE, I bet.
Outside of PvE, BP is not really worth taking unless going for some ganking spec. Even so, you would have to roll with weapons with weak burst skills (thus not using your burst) for the 15% damage increase to really kick in. And generally, weapons with bad burst skills are bad for your health.
Berserker’s Might is even less useful, as there are way more effective traits to build up adrenaline.
You can’t judge if Warrior is OP from a the position of a warrior, fighting other warriors as a warrior is fairly easy, when you use other specs you start crying about HealSig.
So, I’m OP, but the other warrior isn’t?
Agreed. There should be some penalty for using a gap closer as an escape tool. RTL is too long. 20/30 seems good to me too.
Then there should be more penalty for a class that can kite you forever while doing high sustained damage.
RTL can be reverted back to 20 seconds, why not.
Nice vid.
One piece of advice, try to monitor enemy stability. You were using a lot of hammer cc and your shield bash on a warrior with stability. Had you waited 6 seconds, you would have had your CD’s back up and finish it with one burst right there.
Also, I noticed your damage was, well, kind of low. Tanky opponents, sure, but are you running with lots of knights?
I roam 90%, hammer a d sword shield is good fun. I suppose that would be fine for zerging also.
You should go zerk, as conditions are less potent in zergvzerg. I would link you my 0/25/25/0/20 build, but I’m lazy.
Why is this such a massive concern? It’s not as though warriors are in so bad a place that no one will ever play warrior in Guild War(ior)s 2 again if you do nerf them out of the meta. They’d still be the most powerful profession for the vast majority of the game.
I really can’t believe people write stuff like this…
So nerfing them into being completely unusable in a meta of the game (for example, PvP, in which we actually were completely useless for a year), thereby destroying the fun for loads of players who play warrior in that field, is perfectly fine? Because they should then just play PvE because a warrior can be mediocre in that? Or reroll a viable PvP class?
Warriors are one nerf away from where they were 1 year ago.
The fact that most people play warriors (which was true from the start) is because the warrior profession has been popular troughout the history of gaming. And in gw2, it is easy to become reasonably good with a warrior. Try to master it though, and you will soon find it lacking against experienced players on any other class, except ranger.
Then again, becoming reasonably good is easy in PvE, with any profession.
Been thinking about a chill spec, what with the new sigil stuff and everything. I think an interrupt spec will become more potent, along with chill from sigil of ice (on crit) and sigil of hydromancy (on swap).
Something I put together quickly;
This will give you +80% chill duration and +60% on your other conditions. I went hybrid, as I feel the Hammer, especially with ~75 crit chance with fury and 2850 power with 5 stacks of might, can still dish out big damage. Condition damage is still high, reaching 1650 with stacks.
Chill is aplied through sigils and runes. With the upcoming changes to signet of healing, using it to inflict chill will become more potent.
Hammer burst and sword leap will provide excellent mobility, and your opponent will often be chilled trying to chase you. Enhance that feature with an extremely potent Fear Me, and you have a troll spec that might actually be viable.
Work in progress.
Most Warriors I know don’t even use WS because they’re already fast without it.
And another worthless topic.
Ok, perhaps it is a difficult read.
What a selfrighteous, smug remark. Failed miserably.
Go back to your toilet bin profession balance forum.
My proposed changes:
- Each condition is allocated to its category
- Condition duration bonus (from trait lines and foods) should only apply to damage conditions
- Condition Duration Food should be lowered (+40% and -40% is way too much)
- Special traits could still increase or decrease the duration of other categories (e.g. Dogged March), but that should be an exception.
- Each condition removal is allocated with a category, thus removing conditions only from this category
- Introduce more condition removers / revamp the existing ones so that every profession has good access to condition removers for every category
- The most dangerous condition will be removed first (e.g. the condition which does the most damage)The benefits of the changes::
- No insane (high or low) condition durations for movement imparing effects
- Warriors, Engis or Eles cannot be nearly immun to cripple anymore, so cripple can be used to counter mobility skills like Savage Leap, Rush, Rocket Boots or Burning Speed
- Better control of which conditions will be cleansed.
- Movement and Debuff conditions are the same no matter if you run a condition or power based buildWhat do you think?
teg
I think that you are proposing incredibly overpowered buffs to the already dominant monster that is conditions.
The downsides of the changes:
-Everything that does melee damage will get kited all to hell even worse then it is now (and trust me, it is bad already and will become worse when double sigil hits the fan).
-Warriors, eles and engineers already have to spec very heavily into -movement impairing conditions to achieve said immunity (and they are NOT immune if you take +condi duration)
-You will seriously harm the usefulness of said gear
-You might get better control of which conditions you cleanse, but you will need a LOT more condition removal to keep up with the insane condition spam of, say, an engineer
Although I agree with your points, IMO 90% of the problem, not 50, is the condition meta. We are not viable without CI, because conditions rule. Yet, we get a direct damage nerf.
Please keep in mind that that’s small-scale only. In group++ warfare, zerg warfare and PvE, conditions are ~useless due to easy of access of cleanse respectively summed eHP respectively stack-limits.
Agree. Then again, balancing large scale battles is not the issue here, and is an entirely different discipline.
Warriors have trouble with conditions outside of Cleansing Ire? The Warrior apologetics are getting bolder, lol.
Getting so tired of posts like these.
Didn’t you notice the huge contradiction in your post? Saying warriors have trouble with conditions outside of CI is false, then posting the only viable high lvl PvP build we have, which includes CI………………….. Take it out, and we get absolutely facepalmed by conditions, lyssa/SoS or not.
Weak rant.
Although I agree with your points, IMO 90% of the problem, not 50, is the condition meta. We are not viable without CI, because conditions rule. Yet, we get a direct damage nerf.
Warrior Sprint. And take the Arms trait that gives you precision for unused Signets. Other then that, w/e.
Guardians have wards for gap creators. If you put guardians down there, you need to put warriors down there because both professions require a specific skill set in order to achieve maximum escapability.
I’m putting guardians down there because their maximum escapability is bad, not because you have to spec for escapability to be able to escape. Every class has to do that, so it is a null fact.
Besides, a ward is extremely easy to circumvent (stability, for instance, or…walking around it).
I am not arguing against your main point. Just the details that carries bad misconception.
Necromancer’s escape utility is in snares. Every weapon set that necromancer has except the off-hand dagger has a snare of some kind. Every necromancer has a fear on their third DS skill which will turn the enemy away. You are creating a gap by slowing the enemy down, just like a warrior creates a gap by leaping away. Still don’t like it? You can always place a wurm somewhere.
Necromancer has bad mobility? yes. Bad escape mechanics? No.
Rangers have sword/gs as escape mechanics. They have gap openers in swoop, Lightning Reflexes and Hornet sting/monarch leap. They also have AoE snare from Muddy Terrain, traps or entangle. If you use bows, you can stealth away, point blank shot and/or barrage.
Bad mobility? No. Bad escape mechanics? No
Guardians have wards to create gaps, they can also carry a lot of sustain to get to a safe place. Although they carry a specific weapon sets and they are not as flexible as the profession above, warriors aren’t flexible either. To get mobility, you need sword or gs. If you have a hambow in the warrior, your mobility comes crashing down compared to the GS and sword combo.
Bad mobility? Yes. Bad escape mechanics? It is the worst of all profession. It requires sustain for survivability and hope the enemies get tired of chasing you.
I guess I was using the words ‘mobility’ and ‘escape mechanics’ wrong, thanks for clarifying.
The thing with necro’s, though, is that after the initial snare, you can quite easily catch up to them, if you have good mobility. If you avoid the snare, you don’t have to catch up at all. That’s where mobility outshines other escape mechanics. But, for the sake of clarity, we can redivide the classes:
Good mobility:
Warriors
Thieves
Rangers
Elementalists
Mesmers
Good snares:
Engineers
Necros
Stealth:
Thieves
Mesmers
Lacking:
Guardians
Rangers have great mobility when using GS or even sword if you know how to use it properly.
I think I agree, but I don’t have very extensive knowledge of that class.
GS has a 1000 range leap every 15 seconds, traited it is 12 seconds. Sword if you use number 2, you roll back about 400 units, pan your camera backwards and use the leap to escape an additional 600 units. You can do this every 8 seconds, and approximately every 6 and a half seconds if you have the sword trait. So yeah, Rangers can have amazing mobility, god forbid if they use sword/greatsword.
Well there you go.
So, the good ones:
Warrior
Elementalist
Engineer
Thief
Mesmer
Ranger
Bad:
Necro
Guardian
That leaves only two classes to ‘fix’ when it comes to mobility.
now thats what i call preemptive QQ
The only sensible post in this topic.
Rangers have great mobility when using GS or even sword if you know how to use it properly.
I think I agree, but I don’t have very extensive knowledge of that class.
I could write a thesis on how stealth in this game is broken from its foundation up. Zero risk-vs-reward involved. Its all reward. Plus when a thief hides in stealth house they usually heartseeker away at nothing, which is a leap finisher.
The reason I don’t mention stealth is because it will never be fixed. However balancing movement for the rest of us that don’t have a spamable leap finisher, or low-cd get away would be a nice thing to have for the next 3 months.
I disagree. Stealth is fine. Playing a thief against any half decent player is hard. In WvW at least. Off course, ganking mediocre players is easiest when playing thief. But who cares about that.
For the sake of argument, let’s say stealth is broken. Saying stealth can never be fixed and should therefore be left alone is such a weak argument, I can write a thesis about it. And again, why nerf mobility? Give the other classes better escapes also.
To be sure, we are dividing the classes in two groups, one with good, and one without good escaping mechanics, right?
So, the good ones:
Warrior
Elementalist
Engineer
Thief
Mesmer
Bad:
Necro
Guardian
Ranger
That leaves only three classes to ‘fix’ when it comes to mobility.
Or am I missing something here?
So a couple of classes should be able to escape from 95% of their fights without having to have any risk vs reward built into their class?
Then why are we not talking about stealth?
In WvW, you almost never get a fair fight when roaming. It’s either 1vX or Xv1. The smart ones spec to be able to escape (*). If you have to escape from a Xv1, your opponent should not be disappointed, it’s just some WXP. If you escape from 1vX, your opponent was a puss to begin with.
*So why don’t all classes have good escape mechanics? Who knows. But why are you not trying to fix that?
Just no. Are you even aware that all of those skills are on melee weapons? Melee (of any profession) needs the mobility to get into the fight, stay in the fight , and, yes, to escape, because that is part of the overall dynamic of the games combat. If you want to disallow this, then you should also disallow kiting, which is really the same thing. When a ranged character attempts to kite a melee character, he is attempting to avoid taking damage. When a melee character uses his leaps away from an opponent he is doing the same thing. The difference is that the ranged player only has to get 131 units of range away from the melee character to avoid an attack – the melee character may have to get well over 1200 units of range away from the ranged character to avoid that characters attack.
These movement skills are no more a problem than is kiting. If you haven’t figure that out yet, then you are hopelessly lacking in any form of deductive reasoning. If you have figured it out and still can post this then you’re either a great troll, or a terrible player.
Agree 100%.
/thread
Just wait and see.
BTW, no offense, but this isn’t the right subforum for this topic.
Although the intend of this topic might be ok, the posts prove that Anet was very right in creating the toilet bin of a subforum that is ‘Profession Balance’.
What a junk post.
This is the one thing Anet doesn’t seem to destroy nerf the first time around, and the QQ is already starting? Weak.
…10% reduction in crit damage =/= 10% loss in dps. Not unless you have 100% crit chance, which sure, some builds do, but most people sit around 60%. Even if you have fury taking you to 80% all the time; crit damage is not the entirety of your dps.
Though this is still the most idiotic change Anet have made to date, of that I’ve no doubt. xD
The summary of the live stream on dulfy says it will be a 10% overall nerf if in full zerker per player. This is disturbing when considering a full zerk group….10% per player = 50% damage nerf for a full group = double the fight durations. may as well carry a pvt strapped to your back while trying to clear a dungeon/fractal.
Your math hurts my eyes.
This will compensate nicely for the 10% damage loss.
I don’t like this idea, because it seems OP to me.
A ranged skill with no cooldown that can provide you stealth? It’s like Cloak and Dagger without the problem of needing to be close to your target. Stealth needs to have strong setbacks, like C&D has.
I feel this is close to a solution, and definitely agree P/P needs help.
Overnerfed. Just like Skullcrack. Why not take it to 1/2 second? No, make it 3/4, and give it an incredibly obvious animation.
Thanks again for your insights, it’s always a pleasure to read you.
Likewise!
Let me add, in favor of the direct damage build, that you can also use the Lemongrass+Dogged March+Hoelbrak/Melandru combo. This will give you close to immunity to not only immobilize, but cripple and chill also. As a warrior, being kited is our natural enemy. That’s why I find this combo to be incredibly important when roaming.
The condition damage spec does, however, get the inevitable panic response that goes with confusion. 5 stacks may not be enough, but, as you said, getting multiple interrupts is possible. If you’re opponent can’t cleanse it immediately, he will face a difficult decision in either taking damage while doing something, or doing nothing.
Pick your poison.
Hi,
Funny you want to post a Hammer build, as I am using Hammer+Sword/Shield in WvW now. Lot of fun.
I’ve never played it, but the more I think about it, the more attractive I find this weapons combination. I wonder if we’d go the same way about it, though:
The weapons actually go really well together. I prefer a direct damage version though, taking 20 in Arms instead of Strength for Furious reaction and Unsuspecting Foe. An ideal burst rotation will be something like ES (which applies the stun first so you always get the crit), Hammer 2, 4, 5, swap to sword, auto attack once, Shield 4, Final Thrust (also for the guaranteed crit).
Sword shield gives decent mobility. It is not as capable as sword warhorn, let alone GS, but along with ES it gets you places.
My set-up;
Note that I use sigil of hydromancy instead of battle, even though I have Hoelbrak Runes. Hydromancy just gives you that head start when you need to bail, and it also allows you to stick to your target easier. Chill is one of the most powerful conditions out there, IMO.
If you’re going for a condition spec, you should stick with Battle though. Might is just great for a hybrid. I actually believe the condition version of this build is very potent, but for solo roaming, you will always want to take out at least 1 target as quickly as you can.
Have fun with it!
And I never really calculated the amount of vulnerability that trait gives during Hundred Blades, so thank you for that info, Furious reaction is probably best to use for the extra fury and vigor. I guess I never used it because I thought it wouldn’t apply as often due to the relatively high armor on the build.
Also, for that full Hundred Blade assault, perhaps using Frenzy instead of Berserker stance? As there is already a ton of condition removal on this build… for that full on burst.
I may post my Hammer build soon, so I can receive some feedback on that perhaps too. Thanks for the feedback so far guys!
Furious reaction happens more often then you would think. Except for fighting full condition specs, an opponent just needs to hit you for 2k damage for it to activate (when you don’t have vitality on your gear, which is perfect).
If you have both Furious Reaction and Signet of Rage on 48 sec cooldown, along with Unsuspecting Foe, you can afford to spec for 30% base crit chance. I have ~45% on my warrior, just because that’s the gear I had.
I would not use Frenzy on this build, especially not instead of Berserker’s Stance. Frenzy is situational. You would have to wait until you are absolutely certain that your opponent is out of stunbreaks. Try doing that against teleport classes…
Also, without Berserker’s stance, any decent thief will wipe the floor with you. Whereas with BS, it is the other way around.
Funny you want to post a Hammer build, as I am using Hammer+Sword/Shield in WvW now. Lot of fun.
Good luck m8.
It’s a good build, but IMO it can be better then the one you posted, with some minor tweaks.
All in all, this build does not do great damage until you land the Skullcrack/HB combo. Therefore, you need to maximize said damage output. Thus, Unsuspecting Foe is a must on this build.
Reduced shield cooldowns are good, but if you want to go 30 into defense, V (missile deflection) is way better. This will alow you to not only reflect instead of block projectiles, but it will ensure your mace block to keep on reflecting for the full duration and not just be broken by some random staff clone’s attack.
Speaking of which, I have extended experience with this build, and a good Mesmer will always beat you.
The vulnerability trait in Arms is very poor. If you land a full HB, and manage to get all crits, you will probably end up with 3 stacks of vulnerability, lasting for a mere 7 seconds. Say you can get 2 more stacks, that’s just a 5 % damage increase. I would suggest, with this trait distribution, VI (furious reaction).
All in all, I find either 0/30/20/0/20 or 0/25/25/0/20 to fit this build better. Taking deep cuts in Arms will almost always ensure the 10% damage increase thanks to the excellent 25 minor trait. 30 in Arms allows for both UF and the GS trait, but if you go less then 30, take UF.
Also, with the amount of might stacking you do, try Hoelbrak.
My two cents.
It was clear. You also said these needed to be removed from the game in order to seperate skilled from not so skilled. PU, especially in it’s current form, applies in this aspect.
A lot of mesmer skills and traits do. But this is such an integral part of the game. Every class has it’s share.
Agree with above poster. PU should be the first thing on your list.
Come to think of it, you would have to delete mesmers from the game.
Hi guys, I just saw a thief healing around 20-25% of their health every time they dodged (or used an ability that looked like an evade). They could also keep re-entering stealth seemingly limitless times, either due a very short cooldown or maybe there were multiple stealth abilities. They also had fairly high burst damage.
I would blow him up down to 10% health, he would stealth, re-appear later with half health, I would blow him up again, stealth, re-appear with half health, blow-up, stealth, reappear, etc. It was basically impossible to kill him because he would just keep vanishing. Did I mention he healed every time he dodged?What is this all-powerful build?
While you were blowing him up all the time, what did his all-powerful build do to your HP?
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.