Hulk Roaming Montages/Build Vids
I always rage but never quit.
Using warhorn 4 four times a minute along with SoR just once will give you 70 seconds of swiftness per minute.
You obviously know your stuff, and utilise what fits the situation.
I’m still in doubt as to the viability of this spec for far point assaulting, so I guess I’ll try it out to see. Thing is I’m trying out so much stuff lately, who’s got time, right?
The idea behind it is that trinkets and gloves/boots/shoulders give you the highest return in crit damage compared to raw stats. For instance, if you get soldiers gloves, you get 24 toughness and vitality. If you change that to valkyrie, you get 24 vitality and 2% crit damage, effectively giving you 1% crit damage for every 12 toughness you lose.
Now look at your helmet for comparison. That gives you only 1% crit damage per 16 raw stat invested! You can maximize stat gain like this if you want to create a more balanced build.
Charr t3 is win. Best looking set of armor ingame.
Actually, this seems a lot more viable in tPvP, in which I haven’t used GS+mace/shield because it just feels so much better when you have a lot of condition resistance through runes/foods.
@ Defektive: Question, why use Dogged March over, for instance, the shield cooldown reduction? You seem to rely on cleansing movement impairing conditions more then reducing their time. Also, 33% reduction just seems less reliable if not paired with at least another 20% from hoelbrak/25% from melandru…
Again, good advice. I’ve already put together the gear set I want, which gives me 100% crit chance if fury is up and my target is stunned (so 30% base). All other slots go to cavalier. I do wish to have maximum crit damage, and with my set-up I will have 3200 attack, 30% base crit chance, 3k armor, base vit and 100% crit damage.
I sure would like cavalier armor to be available other then a lucky fractal drop… Just not a viable option to farm it.
I don’t slot vitality on my warrior, as i feel it is kind of a waste with such huge base HP. 19k HP (often 20 due to WvW bonusses) is enough for me, especially given our reasonable cleansing options.
I think I will wait till the next balance patch to see if they don’t decide to destroy warriors again due to all the QQing. If not, then I’ve made up my mind.
Thanks for the feedback!
Dude, thanks for the great answer and handy advice!
The Melandru karma thing, never thought about it.
About the condi and stun reduction stacking, I know they generally don’t. I just remember somebody, I think it was Defektive, posting about one month ago that regarding fear, they actually did stack. I might do some testing later on to make sure.
I’ll test dazes and knockdowns also.
Again, thanks!
Hi all!
Finally about to buy T3 cultural!
But I am very much in doubt as to what runes to use. I have a set of berserker gear with Melandru runes on them, I could transmute that set (although it already looks nice). I also have some Hoelbrak runes stashed away, so making a new zerker set with those would not be too costly. Anyway, I want to do it right, because transmutation crystals are actually quite expensive.
So I’ve been thinking about the pro’s and cons between the two. I intend to use the set in WvW (small group and solo roaming) and a little bit in PvE I guess. Builds is mostly Mace/shield+GS (0/20/20/0/30), but sometimes, for my love of a certain weapon, Hammer+GS (0/10/30/0/30).
Couple questions.
Does Melandru reduction affect Fear? Do the stun and condition duration reductions stack?
Does Melandru affect daze/knockdown?
And finally, what rune would you choose and why?
I like this idea, But ONLY if the damage reduction from Armor/toughness + endure pain works togethers.
Lets say you have 35% damage reduction from armor/toughness.
+ 50% from Endure pain = total 85%If its after the armor/toughness reduction its sucks.
Lets take a look:
you get a 10k hit (yeah kitten thiefs haha)
- 85% (armor/toughness+endure pain) = you get only 1500 damage.
Now this would be sweet because now you get 8 sec 85% damage reduction.But if its after:
you get a 10k hit
- 35% from armor/toughness = 6500 damage
-50% from endure pain = You get 3250 damage..Get the point? :-)
If it works together i LOVE IT!
Two problems with what you’re saying.
If it would work together, it would be grossly OP. You could get highish toughness to get 50% reduction, add in endure pain and be immune to direct damage for 8 seconds.
Also, you take the 10k hit from the thief, without Endure Pain. He attacks from stealth, so you often won’t use it before you take the first hit. That’s why I like it the way it is, you get 4 seconds of guaranteed breathing room.
Agree with both of these suggestions 100%. Strength needs love and this is a good way to start. Right now, 10 points in Strength is a waste.
omg, this ^
I don’t think I’ve ever had a warrior build with just 10 points in strength, everything is completely useless and you’d think for a WARRIOR that would be the most interesting trait line.
I’ve said millions of times when Stomp wason 60s CD it needs to be reduced, I’m glad they did actually reduce it but it needs more.
Ele’s have 2 on a dagger offhand, one of which is on a shorter cooldown, so they can AoE knock people down more than twice as often as us and it doesn’t take a utility slot.
I know it’s incredibly difficult to balance a game like but seriously come on.
Also I think Bull’s charge needs it’s cooldown reduced to about 15 seconds anyway. In my opinion it’s the thiefs equivalent to heartseeker, except they can spam it 6 times in a row (traited) and wait for about 10 seconds and do that again.
Agree with most you said, but bull’s charge on 15 second cooldown seems quite OP.. It is a knockdown at 900 range. Apart from the insane boost to control we would gain, the boost to mobility would be extreme as well. I use it to escape as much as any other reason.
Agree with both of these suggestions 100%. Strength needs love and this is a good way to start. Right now, 10 points in Strength is a waste.
This may sound weird coming from a thief main, but I would like to see it extended to more disabled effects such as knockdown and fear (when you’re flat on your back or running in terror you make an awfully easy target). As for placement in trait trees it seems fine where it is to me.
And this will sound strange coming from a warrior main, but I think it’s fine as is. Applying it to Fear and knockdown will make it a bit too much IMO. We have good knockdown skills and a very strong Fear inducer.
Because I use EP to counter coordinated burst and get the hell out of there. A good coordinated burst divided by half would still be a lot of damage. Also, EP will make a lot of people in team fights change their target, leaving you with breathing room even after EP wears off.
I would probably be more in favor of 75% reduction for 6 seconds. Still like it better as is.
Btw, as you painfully well know, we don’t get protection unless we go out of our way big time to get it.
I like the idea, or at least the thought process behind it. I, however, like EP as it is, and I sit on 3k armor.
Like you said, if I’m in some high place I slot it instead of EP.
i can’t help but think Norn men need to exercise more.
Do you even lift bro?
lolz, I love how overly jacked my norn is. He’s like a horribly proportioned bodybuilder with a hammer.
They look fat.
Really, calling something OP on a class that is widely considered the weakest of all outside PvE, it just makes no sense at all. You can’t be UP while having OP traits, it is impossible.
Played since launch and it helped, even if it was just incentive for theorycrafting.
Keep it up.
10 strikes in 7s can be easy in skirmishes, but it can be very hard in 1vs1 against decent opponents who know how to dodge and use the tools.
Don’t get me wrong, adrenaline gain sure is not a big deal. But it’s not that easy as a few pretend.
Even if you are at full adrenaline every time, you will likely not use Skull Crack -> 100b more frequently than every 10s, because at least you have to wait 5s after switching to mace. Thats 5s without actual damage + mobility.
And thats the unrealistic scenario where you never have to dodge or block or kite yourself. So either you’re fighting noobs or outnumber your opponents.
Valid points, I wouldn’t use skullcrack every 7 3/4 seconds either. Again, you have to reposition yourself every time. But you CAN get the needed adrenaline for a full strike pretty easily, with just 2 traits and the adept minor from disc.
Let me point out that I do not use this build in pvp much. In higher lvl pvp it does not bring enough to the table, IMO.
You mad thanking us.
BM leaves you with 10 strikes after skullcrack, +9 from HB, +5 from weapon swap is 24 strikes without taking hits from Cleansing Ire or dishing them out yourself. No need for furious or adrenaline shouts at all.
Every half-decent player uses stun break to avoid at least the first 100b. So you end up at 15 strikes. WW can easily be dodged so you end up hitting your target with GS1 which is horrible for adrenaline gaining.
Make it 20 strikes, you need to swap back to mace again, grantign you another 5.
The remaining 10 strikes of adrenaline are easily gained in those 7 seconds you are talking about with opponents who more or less immediately break the first stun. Again, you’re getting hit, right?
Fair enough. These aren’t half baked ideas, but if you guys aren’t feeling them then that’s that.. As for other suggestions, after experiencing how useless the leap is on fiery greatsword (when not using the glitch >: ) is, as well as adding more mobility to an already highly mobile weapon, I’m not sure how adding another leap would work.
The HB burst skill idea was actually originally posed by J S.. I think…. But clearly people want to keep things simple and I’m cool with that.
Keep it up though man. Meant no disrespect.
About HB, it’s not so much about simple as it is about not repairing something that isn’t broken. If HB needed toning down in any way, you would see it more often in, for instance, high end tPvP.
It’s not meant for that. Some weapons are good in PvE, some in PvP. That’s something I am absolutely cool with.
Have to disagree somewhat. I run cleansing ire only, not even furious, and I usually find myself being able to use skullcrack with full adrenaline every 7 3/4 seconds. Don’t forget the 5 free strikes when swapping back to mace due to Discipline adept minor. Along with a full HB, and Discipline XI, you’re back at 24 strikes immediately.
So, you need a target who doesnt use stun breaker, dodge, evade, block, blind, aegis, teleport or stealth, because for building adrenaline you have to actually hit a target. I dont use cleansing ire but I doubt cleansing ire alone is enough to build up the 2 bars of adrenaline in 7 secs.
If your opponent doesnt use any of those mentioned abilities, so you can easily build up adrenaline for another full skull crack in 7s, he must be a really bad player and deserves to die.
That’s a fair point, although you still don’t need to build up 2 bars, just 1.5… You get 10 strikes from BM, and another 5 from swapping back to Mace. Come to think of it, you get another 5 strikes from the initial swap from Mace to GS after using skullcrack.
So you would have to get hit+dish out a total of 10 hits to get back up to full. This does not seem hard at all (and it isn’t) in those remaining, say, 5 seconds after your opponent used his stunbreak to get out of your stun until your CD is back up.
And this is talking 1v1 only. If two people are hitting you, you WILL have full adrenaline every time with this set up, using ire.
@ jaykayy:
You have a beer also bru.
I didn’t say everyone ran furious. I merely laid out the highest adrenaline gain. You should take your own advice on bringing sense and read some. What I wrote was a simple and quick summary to a person who is whining about something that is not even remotely a problem given the other classes can regen dodges faster than that stun comes off of cool down. Go try and be a alpha male somewhere else.
Righty bru, no need for all the hostilities, we are on the same team here. Second part of my post was not aimed at you, obviously.
I just disagree with you’re statement that regaining 30 strikes of adrenaline during SC cooldown is ‘highly unlikely every time’. I only slot Cleansing Ire, Burst Mastery and the Discipline adept minor, and I regain the adrenaline during the skullcrack CD with ease. BM leaves you with 10 strikes after skullcrack, +9 from HB, +5 from weapon swap is 24 strikes without taking hits from Cleansing Ire or dishing them out yourself. No need for furious or adrenaline shouts at all.
Again, I completely agree with the other stuff you said, so let’s have a beer.
I have a question. I’ve been running this with melandru runes in WvW lately. My crit chance is too high right now, I feel 30% would be enough (reaching 100% with fury, on which I have ~67% uptime).
So I’m about to change my gear to adjust for more toughness/vit instead of crit chance. Would you advise to use hoelbrak runes? I’ve already bought them, but I am unsure if I would prefer them over melandru.
Melandru Pro’s regarding Hoelbrak;
165 toughness
5% extra -condition duration
25% -stun duration (unsure if this also works on knockdowns/dazes?)
The con’s;
165 Power
Small chance to gain 1 stack of might
20% extra might duration
Hoelbrak obviously gives better damage. I don’t feel that I am lacking that damage right now though.
25% less stun duration is great vs for instance other mace/shield GS users.
20% might duration seems very cool, but the might gained from Forceful Greatsword only lasts 5 seconds to begin with… Turning that into 6 seconds still probably won’t give you extra damage on the next Skullcrak/HB…
The 6 extra seconds on the 5 stacks from SoR are nice, but not ground breaking.
All in all, Hoelbrak does provide more damage, but it seems to be no more then a ~5% increase. Is it worth sacrificing Melandru survivability for?
Apply the same logic to a single 5 point trait for Guardians/Mesmer and then a adept tier trait for Elementalists… How in the world is it balanced that for almost 0 investment they have permanent vigor? (a dodge every 5 seconds!!! but wait… that is shorter than the cool down on the warrior stun…..).
Also note, it is hardly a 4 seconds stun every 7 seconds because the warrior has to gain 30 adrenaline before it can hit max stun duration. For those who don’t know, mainly the one I quoted I assume, one strike of adrenaline is equal to 1 hit that landed (not evaded, on invulnerable target, etc). So if you have been paying attention, that means the warrior would have to hit you 30 times in less than 7 seconds to stun you again for the full duration, unless he has traited one of the following: Inspiring Shouts (8 strikes), Furious (which is currently bugged to only grant double adrenaline instead of triple), or Berserker Might (gain 2 strikes every 3 seconds while in combat).
Assuming you are bad and eat the full 100 blades that is 9 hits. By the end of this the Warrior has recouped 9 strikes of adrenaline out of 30 needed. So lets be nice and say he has Furious, that makes 18 (if he got the critical hit every single time). Say he has Berserker Might, the channel is only 3 1/2 seconds so that makes it 20 strikes. Now lets say he also has the Shouts traited and has at least one shout and that makes it 28 strikes. Even with all of that, the Warrior still only has 28 out of 30 needed.
So even given the above…. yes it is possible to get a 30 adrenaline for a Warrior in 7 seconds and some, but highly unlikely every single time. The shout will have a cool down of at least 25 with the above set up, which that alone will only allow the warrior to chain it once back to back.
Now back to the first thing I typed: The majority of other classes can recoup enough endurance to dodge a attack at least every 7 seconds. There is no problem here.
Moral of the story, stop whining and bring a stun breaker.
Have to disagree somewhat. I run cleansing ire only, not even furious, and I usually find myself being able to use skullcrack with full adrenaline every 7 3/4 seconds. Don’t forget the 5 free strikes when swapping back to mace due to Discipline adept minor. Along with a full HB, and Discipline XI, you’re back at 24 strikes immediately.
However, you do need to reposition yourself. Mace is a 130 RANGE ATTACK PEOPLE. If you backtrack me, I will noobstomp you.
Moral of the story, stop whining and bring some sense.
I wonder how you calculate 1200 HPS?
~260 from regeneration
~450 from signet
~170 from adrenal health
That’s 880 HPS unless I’m missing something, and only when at full adrenaline.
Still, good regen off course.
It seems like a fun build and I might try it out. I bet 1v1 you can last forever.
But in a 2v1 situation, I doubt you have enough active defense to do better then, say, an engineer or guardian. Your weapons only give you 1 blind and 1 block, that’s it. Therefore attacking far point with this doesn’t seem very viable. You can’t burst them down fast enough to prevent help from showing up, at which point things get tricky.
The funny thing is it seems that another warrior with some CC and berserker’s stance would hard counter you after last stand wears out. Balanced stance seems somewhat obligatory, seeing as you have no active stability otherwise.
I’m just troubleshooting here, but all in all, nice and original ideas. I like the rune choices in particular. Great job!
After 2 days of testing(18 hours of actual gameplay) I’ve come to the conclusion that the following is going to preform best when in a duo with a thief.
Really, no condition reduction food?
i can’t help but think Norn men need to exercise more.
GS- rifle and melandru runes + food and traits worked well for me. GS for breaking the vortex’s and mobility. Kited around the room throughout phase 2, pulling out my GS just to break the vortex. The 2 safe spots rotate clockwise and by running closer to the center of the room you have no issues staying in them. Healing Signet, Endure Pain, SoS, SoR
This.
Wethospu’s way is funnier in a video, but actually not that easy to pull off.
what are you talking about, you people are nuts. A 3.75 sec stun on a 7sec cd is in no world balanced; not only that but given the fact you have heavy armor, high hp, high damage output, and high mobility you shouldn’t be complaining at all. Warriors literally are the one of the most overpowered things in this game and if you don’t think so you’re lying to yourself big time.
People like you are turning the word ‘thief’ into a curse in this game.
Here’s something useful.
Greatsword.
Because it’s fine the way it is.
I pretty much agree with this.
The thing GS needs are fixes to things like pathing of Rush and speed of Bladetrail (needs to be increased to actually hit stuff). The burst skill is actually so bad that you will never use it unless you misclick, so that needs work also. These things, however, were known since launch.
HB as a burst skill is a bad idea IMO. I really don’t understand the complaints about HB, it does exactly what it is meant to do, deal high cleave damage while leaving you completely open to attack from all other angles then front for 3,5 seconds. Nerfing it by making it a burst skill would make warriors somewhat obsolete in PvE as well, as proper thieves would now outdamage warriors more then they already do.
Adding push/knockback effects to GS also seems like a poor suggestion to me. When I use GS I either want to stick to my target or leave them far behind. A push/knockback is not going to help with either. It has no synergy with the GS itself. This suggestion really only provides synergy with Eviscerate.
The only thing I’m positive about, is adding some sort of pull effect to bladetrail, having the GS thrown on some sort of chain, where if you hit, you can activate a pull for a short period of time. This, however, I don’t see happening anytime soon.
My two cents.
The comparison to hidden killer and the necro trait is really, really far off.
Really fun in wvw also. Just put dogged march instead of the reflection trait.
Still nothing on this?
Charr. No doubt about it.
One thing to add though. Your combination of shield with missile reflect and rune of the guardian is something I’ve tried. At the time, the burn did not happen if I actually reflected an attack instead of blocking, which greatly reduces the overall usefulness of the combination. That’s why I dropped the reflect trait on that build, which actually opens up a great spot in the Defense trait line.
This is a great idea. Nicely put together man.
The problem is, what prize to add?
I was initially disappointed with the reward for beating her to be a mini, until I actually clicked on the mini.
Minor tactics traits really need work.
Are you talking about phase 1 or phase 2 now?
both.
This proves your lack of skill dude, really. Phase 1 is incredibly easy after a few tries. You don’t need any utility, just strafing.
After switching to rifle gs, it acually was quite easy. Got it on the second try.
0/25/20/10/15
Bleeds is easy, you can hit 25 stacks if you wish.
But 10+ stacks of torment by a warrior is not possible as far as I know.
I just checked it out. The guy is using those new Tormenting Runes. He just kited me down. Oh well. Back to playing thief
Even with the new runes, which only grant 2 stacks on heal and a bit mroe duration, 10 stacks seem abnormal. But I guess, if you fully gear and trait for duration, it might be possible. Cleanse next time bru ^^
Bleeds is easy, you can hit 25 stacks if you wish.
But 10+ stacks of torment by a warrior is not possible as far as I know.
Made the same thread in the Event forum.
This topic is great.
Hi all!
Creating this topic to spread out advice on defeating Liadri as a warrior, as well as gaining some for my own completion. I’ve tried it about ten times thusfar, and came close (like 10% of her HP left) a couple of times. I will post my build, and explain any tactics that seem to work for me.
The build:
FGJ is good for a lot of damage increase, giving you 81% crit chance and might helps with both condi and direct damage.
Signet of Fury is optional in this slot, as you already have a lot of adrenaline gain. Bull’s Rush could be nice for extra mobility.
Stage 1:
The order in which she casts Shadow Fall seems to be the same every time. Stay close to the centre of the arena to avoid it without dodging (just position yourself outside).
I always try to destroy the orbs that pull you right away, as sometimes they pull you and Shadow Fall is cast instantly, downing you without a chance to recover. It feels like a cheese mechanic, in an otherwise challenging and well put together fight. Sword 2 is useful for this purpose, as only melee and AoE seem to destroy these things.
Focus on luring the clones into the whirls, and don’t be hasty to grab the light thingy. Also, clones spawn at the edge of the arena, so don’t stay still (sometimes they will spawn on top of you or really close).
Overall, thanks to healing signet, stage 1 is quite easy. She should not be able to form a real threat with her auto-attacks if you keep moving. Do not activate healing signet, you will die. Just try and complete this stage as soon as possible so you have as much time left for stage 2. Also try and have your endurance at full when completing this stage.
Stage 2:
This is where things get hectic. Shadow fall will cover like 75% of the arena, leaving only a few safe spots at the edge. There is a pattern, though.
It seems you can run from safe spot to safe spot if you keep running. The difficult part is that you also have to dish out quite some DPS, or you will run out of time (happened to me when she was at 15% HP).
So try to keep track of when Shadow Fall starts to cast, and ~four seconds later, dodge. Because of this, use either endurance regen food or signet of stamina. You need to be conservative with your dodges during stage 2, I advise to only use them to dodge Shadow Fall.
Sword 2 will allow you to jump to a safe spot if you see one. This can save you a dodge or a panic button.
Because with shield, you have two panic buttons. Shield 5 will shield you from Shadow Fall, or a touch from a vision clone.
Endure Pain will also make you immune to these attacks.
Both of these moves should only be used if you have no endurance to dodge and aren’t able to reach a safe spot in time. I advise to use Shield first, as Endure Pain is also your (only) stunbreaker and can be used if you get pulled right before a Shadow Fall.
Liadri will inflict weakness and cripple on you. You will be almost immune to cripple thanks to runes/food/dogged march. Weakness is less of an issue, due to your damage being hybrid. That’s why I use Longbow for damage dealing. The AoE field is just great. Try and lay it down in the direction Liadri is heading (which is right behind you, lol). It will deal DPS whilst giving you more opportunity to focus on surviving. Sadly, immobilise does not work on Liadri. The bleeds from LB 5 still work, though.
Help!
That’s what I’m trying to give and receive by sharing. Like I said, I haven’t completed it yet, thus am very interested in other warriors experiences.
Good luck!
Thanks for posting!
Thing is, I do want to stay on Piken Square.
Good luck with what seems to be a fun guild though!
I wonder if that’s true. Heavy plated, judged by it’s pve equivalent is not an exclusive armor at all. So why would it be this hard to get? Makes no sense.
Like the above poster said, longbow is good for both power and condi.
That’s why I made a hybrid, and it rocks incredibly hard in wvw. Roaming or small scale. Zerging is boring, but I suppose it works there to.
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