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Signet of Malice now steals life, life stolen this way cannot critical and is unaffected by armor and boons.
Passive: Heals and does damage when you attack.
Active: Gain health.
Healing: 250 (0.1)?
Damage: 250 (0.1)? (This is also based on healing power)
Healing: 3,275 (0.5)?
(This effect can only occur three times every one second.)
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(edited by Daecollo.9578)
Which class has the worst Minor Traits?
(5/15/25)
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Anyways:
Make Healing Signet life steal (10% of the ACTUAL damage dealt, half in PvE. If not strong enough, then increase the life stolen) instead of passive health per second.I doubt that it would ever happen. The other signets with similar functionality (Signet of Malice, Signet of Restoration) have much lower amounts of healing. Unless you’re somehow dealing <2,000 damage per hit in PvE.
SoM would out heal it, tbh. It sucks as a heal unless its 20-30%. Then its too OP.
No Healing Ability should heal you for more based on your damage.
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yea warrior is the best bunker now because it has no counter play. heal can not be interrupted since healing signet is the go-to heal now (even though it took like a month for tPvP to adapt it since it’s slow as hell to react to what’s actually good), boons can’t be stripped since it doesn’t rely on boons to bunk. best mobility between berserker stance and/or stability and whirlwind attack -> rush.
Healing Signet is effected more-so by poison then any other heal then the game, because it has no opportunity cost and is always active.
Countered by Poison
Swiftness can be stripped, Warriors rely on Swiftness to get around the battle. They have to go back and fourth and can’t really stand and fight when Berserker Stance/Endure Pain is on Cool-down.
Countered by Boon Removal, Cripple, Chill.
Berserker Stance has a 60 second cool-down and only lasts 8 seconds, it is temporary.
You contradict yourself, please Learn to Play.
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healing signet + this healreg traits is more than op and make warrior with berserker amulet more tanky than a bunker guardian
plz dont forget to FIX this
thx
Not even close.
Heal Signet is slightly too strong though. They need to nerf it a little bit and add some kind of incentive to use the active.
You should not use the active, its weakness is already there. It does not need more weaknesses less your going to make it immune to poison.
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Flamethrower should torment as well.
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These are Grandmaster Traits
This is to encourage people to not go into just x/x/x/x/30 and they can be viable without it. Switching to these greatly improves your stats to make up the loss of stats you get from being an elementalist. For example attuning to earth with Aspect of the Golem puts you in heavy armor like a Guardian, while attuning to fire makes you like a Necromancer.
Vitality of the Pheonix
33% of your condition damage is vitality when attuned to Fire.
10% of all burning damage additionally heals the elementalist when attuned to fire, this is not affected by healing power. Lose 25% of your health when you swap attunements.
(I just realized, I could light up several players and heal for a lot, so I lowered it from 33% to 10%.)
Aspect of the Golem
33% of your power is toughness when attuned to Earth.
Earth Spells are instant cast and do 25% more damage while attuned to Earth. Lose all armor for 3 seconds when you swap attunements.
Claws of the Ice Wolf
33% of your healing power is power when attuned to Water.
Chill opponents for 1 second when struck by a critical hit. Cannot trigger more than once every 2 seconds per opponent. Chill and Burn yourself for 6 seconds when you swap attunements.
Tornado Armor
33% of your power is precision when attuned to Air.
Gain a charge when struck and disabled while attuned to Air. At 25 charges, you are invulnerable for 2 seconds. (You lose all charges on down or attunement swap.)
Damage: 681 (1.75)?
Knockback: 250
Combo Finisher: Whirl
Range: 400
Stun yourself for 3 seconds when you swap attunements.
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(edited by Daecollo.9578)
Mug needs to Critical Again.
Cloak and Dagger needs to do more damage in SPVP.
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They wouldn’t of got so much hate if they were visually different.
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Only thing that needs changing imo is the skullcrack from 3 to 2 secs, match it with the earthshaker that’s already 2 sec stun.
How about you slot Stability instead.
Stability is the most fundamental PvP boon, if you run without it you are begging to die.
erm as a mesmers i gotta ask…which stability? the mantra one?try using a mantra in a fight. plus being stunlocked to death there wont be time to react with anything at all. so mesmers have no counter to a cc warrior at all.
except just blinking away…
lol u know that blink has a long cd and the range is pretty pathetic, plus in wvw a lot of people replace blink with a stunbreaker, condition remover and feedback.or we are forced to bring veil, ore portal with us.so yeah blink is not a viable argument. u can catch up with us way easier after blink is used.remember our movement speed is crap…
You want wvw balanced 1v1? lol
actually i want wvw not balanced on spvp as this is the problem atm. what is strong in 1v1 is probably bad in wvw zergfights.
A mace/shield greatsword warrior is useless in a zerg. Single target melee range stuns? Is he just waiting for some thief harasser?
He would die before he got to the zerg to mace stun… lol
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Well if they actually bit/gave buffs and had less CDs and all that they would be much funner to play with.
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I hope this gets looked at!
We really need more sigils…
I am glad this thread was mentioned!
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The Minors need changed.
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I play a Soldier Necromancer who uses power damage and vulnerability stacking to take down warriors, they usually don’t slot ENDURE PAIN because they need balance stance and berserker stance to survive the meta.
I laugh when they pop Berserker Stance, then die a second later because they didn’t expect me to take them out AND be as tanky as I am.
Dagger Warhorn.
Axe Focus. (I remove Signet of Rage, all 3 buffs every 12 seconds.)
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We are not Death Knights, this also should be moved to the Warrior forums.
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What happened to shaving?
If there is an indication that previous numbers of Healing Signet were not adequete and current are too much. Then there should be a number between those two values that works just fine.
Nowhere does it EVER say it is to much. It is comparable to what other classes receive. It also is weakened greatly by poison more then any other healing skill in the game.
This would be much better as a grandmaster trait.
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(edited by Daecollo.9578)
I still have the least trouble with warrior, and I assume most of them are running healing signets nowadays.
They’re still super easy to take down (blocks and evades are far more powerful mitigation tools than regen), hammer and greatsword warriors are still easily telegraphed, dunno.
That said, I think healing power is not useful enough on warriors. I would like to see healing signet’s regen start lower (say, 300 down from 400) but scale to the same amount it’s at now with 1500 healing power. This allows the regen-stacking builds to stay around, provided they gear for it.
No, because no other heal in the game requires a dedication to a stat. That makes it a niche and makes it worthless to lower levels who don’t have healing power. Its weakness is poison. Poison effects the heal more then any other healing ability in the game.
If you lowered it, then made it so Regenerate would heal the same amount regardless if your poisoned or not I would not argue with you.
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(edited by Daecollo.9578)
People are sad that they can’t ram their faces into warriors and have them topple over effortlessly.
Actually, everyone who wants to just bash face is playing a warrior. The sustain from signet + adrenal health, combined with a high-toughness build and the inherent vitality makes the warrior play by just ignoring what their opponent does and focus on landing your offense. There is little positioning/strategy and getting worried about being caught out of position b/c you can always just hit one of your 3 “oh-crap” buttons and get out of jail. Warrior currently has way too much sustain and their defense is just ignoring their opponents and letting their passives heal them. Combine that with a MASSIVE dps increase from unsuspecting foe and you can get great offense on a defensive build or get into the stun-lock mess that is plaguing us. Its sad…
Also, to those who say that burst eles counter warrior, please try playing a zerker’s burst ele. You will unload, get them to 1/2 health, and then fail to out-damage their healing while your burst recharges. When you can burst again, they are back up to 90% health. Healing signet single-handedly hard-counters any kind of ele (not that it was hard to counter anyway).
That happens on any class. My necromancer can do the exact same thing.
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You know whats actually supposed to be Grand Master? Last Stand.
As long as its CD is reduced to 30 seconds.
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http://wiki.guildwars2.com/wiki/Spiked_Armor is one of the Warriors Grandmaster traits, currently it is worse then other classes minor traits.
Boon: Retaliation
Uptime: 33%
Requires: 30 trait points.
_______________________________http://wiki.guildwars2.com/wiki/Vigorous_Precision
Boon: Vigor
Uptime: 100%
Requires: 5 trait points.This is just an example since both are similar.
However, as you can see… Spiked Armor is NOT worthy of a Grandmaster, it should be moved with Thick Skin or changed completely, also Thick Skin is worthless and needs a buff as well.
LOL @ thinking traits are balanced this way.
Compare: Wrathful Spirits GM Guardian trait vs. Empowered Allies Adept Warrior trait
Examples abound, so what?
Empower Allies replaces Wrench Consumables which give you a lot more power, its a worthless trait.
Wrathful spirits… is nothing like that?
The examples are nothing alike.
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We all know what we need:
YES
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Where that info from?
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/101775/GaurdAndWarriorBuffs.png
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Retaliation != Vigor.
They are both very powerful effects.
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So apparently they are looking at Shouts!
I would fight for a new 5/15/25 skills.
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Maybe decrase amount of signet heal when warrior is not using healing gear? Right now warrior have litle too much access to skills which ignore damage either condi or direct and they have decent access to stability.
No, because no other heal in the game requires a dedication to a stat. That makes it a niche. Its weakness is poison. Poison effects the heal more then any other healing ability in the game.
If you lowered it, then made it so Regenerate would heal the same amount regardless if your poisoned or not I would not argue with you.
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http://wiki.guildwars2.com/wiki/Spiked_Armor is one of the Warriors Grandmaster traits, currently it is worse then other classes minor traits.
Boon: Retaliation
Uptime: 33%
Requires: 30 trait points.
_______________________________
http://wiki.guildwars2.com/wiki/Vigorous_Precision
Boon: Vigor
Uptime: 100%
Requires: 5 trait points.
This is just an example since both are similar.
However, as you can see… Spiked Armor is NOT worthy of a Grandmaster, it should be moved with Thick Skin or changed completely, also Thick Skin is worthless and needs a buff as well.
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Spirits need their own appearances, to many of the same just clutter the screen.
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Not to mention cc warrior is hard countered by stability.
Really the only change I would make to warrior is increased skull crack cast time. It’s too strong of an ability to be that quick. I honestly believe that would put warrior at a perfect balance.
Nerfing/fixing sigil of para would also work, but I think changing it would be too broad of a stroke. Too many other ccs are just not strong enough without it working as it is.
So its fine when warrior has a 3/4 sec or even 1.75! sec casttime, but its not fine when they have 1 skill which is insta like other classes? Want telegraphed skills? Start working on rest classes with their zoo and mother. Warrior actually has too much telegraphed skills compared to rest.
You’re right actually. I’d love to see the devs take a pass at animations and cast times for all classes.
Think about skull crack compared to eviscerate though… maybe don’t give it quite as long of a cast, but at least give it a recognizable animation.
I’m still not convinced healing sig is a problem. I still think it’s situationally effective (low damage fights), and any nerf will make it useless again. The biggest problem with it would be the active effect is too weak compared to the passive. Perhaps you could trade some of the passive healing for a bigger active heal; it would keep it at about the same overall strength, but more interesting. Not to mention it would stop the HPS QQ.
No, its counter-play is poison.
The biggest problem right now is Sigil of Para giving 33%-100% More effectiveness to stuns.
Warrior is fine. As stated in the SOTG.
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Where is the counter play? If I played a Guardian how do I know which attack to block when they all have the same animation.
Infiltrator’s Strike needs to have the thrust like it does now, it seems appropriate.
Larcenous Strike needs to be a bit of a flashy powered up slash.
Crippling Strike needs to be a Slash to the legs.
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This thread was almost off the page/got bumped.
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Food was way over-nerfed, the opportunity cost was completely removed from it and now people just use the 10% max damage food or mango pies.
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You would also have to have Ranger’s Sword and Ranger’s Greatsword Mobility skills looked at as well. Since they cover more area.
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https://forum-en.gw2archive.eu/forum/pvp/pvp/Warrior-Discussion/first#post2763830
They are fixing sigil of Paralization
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Come on, nobody wants a noise gun? 
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Interesting ideas, but it does nothing for those that prefer stationary spirits. And the fact that mobile spirits are already in the meta, but not the stationary ones, shows that they don’t need a lot of specialized boosting for being mobile.
When they are buffed, and they should be (at least in PvE/WvW), it should boost then whether or not they are traited for Spirits Unbound.
And as much as I like the idea of different appearances, keeping them the same makes for easier identification rather than having yet another thing on the field that you need to remember what it does.
Its mostly an Aesthetic thing. When you see all the Spirits together you can’t really see what they are. It also allows Color Blind players to know what is which. Right now they can’t really tell.
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How long?
15char
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Delete arcing slice, give us this instead. Sorry but arcing slice is so boring. I want something flashy and devastating as a burst move. http://www.youtube.com/watch?v=XrgU0o_KSaA
Looks like a Guardian Skill…
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I am glad Spirits are nerfed, however now they need to be brought in line with other classes abilities.
Spirits can now attack, there abilities are based on what they are. They no longer have a limited duration (they last forever.)
The trait Spirits Unbound now additionally lowers the cooldown of spirits by 20%.
Aesthetics
Frost Spirit = An Ice Wolf.
Spirit of Nature = Same as it is now, 50% bigger.
Stone Spirit = a Rock Golem.
Storm Spirit = a Tornado.
Sun Spirit = a Fire Harpy.
Health
Frost Spirit now has 75% more health and can bite.
Spirit of Nature now has 30% more health and do ranged attacks.
Spirit of Stone now has 100% more health and can punch.
Storm Spirit has 75% more health and can spin and hit foes in aoe.
Sun Spirit has 30% more health and can spit fire.
Frost Spirit
Summon a frost spirit Ice Wolf that has a chance to chill enemies.
Frost Spirit (6s): 35% chance to apply chill on hit.
Chill: 3 s
Damage: 550
Range: 200
recharge: 10 seconds
Radius: 1,000
Nature Spirit
Summon a spirit that grants regeneration. Command the spirit to revive and cure conditions on nearby allies and create a Combo Field: Water.
Nature Spirit (6s): 35% chance to apply regeneration on hit.
Regeneration: 15 s
Damage: 833
Range: 900
Effect recharge: 10 seconds
Stone Spirit
Summon a stone spirit Golem that gives nearby allies a chance to gain protection.
Stone Spirit (6s): 35% chance to apply protection on hit.
Protection: 3 s
Damage: 670
Range: 130
Effect recharge: 10 seconds
Radius: 1,000
Storm Spirit
Summon a storm spirit tornado that grants nearby allies a chance to gain swiftness when attacking.
Storm Spirit (6s): 35% chance to apply swiftness on hit.
Swiftness: 8 s
Damage: 447
Range: 300
Effect recharge: 10 seconds
Radius: 1,000
Sun Spirit
Summon a sun spirit harpy that grants allies a chance to inflict burning.
Sun Spirit (6s): 35% chance to apply burning on hit.
Burning: 3 s (984 damage)
Damage: 433
Range: 1200
Effect recharge: 10 seconds
Radius: 1,000
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(edited by Daecollo.9578)
i wouldn’t worry about replying to Daecollo’s threads, he’s fairly well known for posting suggestions to the warriors forum about ideas that would break any semblance of balance.
You don’t make ideas that are balanced.
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Don’t be mean to the elementalist. They were nerfed to the ground for barely any reason at all. Due to Whack-a-mole balancing
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Troll Unguent 684 Hp/s… Can’t believe this isn’t looked at!
Spirit of Nature heals the ENTIRE party for 480 (That is 2400 hp/s!) It also revives fallen allies and cures conditions and now with reduced cool-down it is one of the best elites in the game!
Along with easy Stealth, lots of protection and many evades and passive condition removal isn’t this a bit too much healing?
OP
You are Enraged by threats of Nerfs to your Elite classes due to lesser classes saying your class being out of control, what did next to ‘show them a lesson and show them whose boss’?
In Retaliation, you come to our forums and creating this thread; calling out for nerfs for our class.
(By the way Thief and War, you’ve been Exposed).
https://forum-en.gw2archive.eu/forum/professions/warrior/Mace-Shield-GS-How-to-properly-nerf-it
https://forum-en.gw2archive.eu/forum/professions/thief/Hidden-Thief-Revamped-for-Tricks
I Encourage you to Peacefuly Exit your self from our forums.
I also play Necromancer too
So your agreeing with my main post? Or are you just trying to divert it away from the topic?
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Its not fair.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Ride-the-Lightning-needs-changed-back/first
It was an over-nerf, they took a sludge hammer to a balanced skill.
I made this several months ago, however it seems it was ignored.
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I am hoping we get some build variety soon…
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Bumpidy bump bump
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-20% to Stances, like everyone elses abilities.
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No . i didnt buy it it its current form just so it could have claws added later
Why don’t you like claws? Also why are you against the claws?
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Btw also see people use hammer mace shield which is just as cheesy so you can’t say its gs that makes it OP.
Wait a minute…
I played Mace/hammer since April (not only that and not only warrior, but you get the idea).
Nobody complained about it. At most they said it sucked.
From my experience, gameplay with that build hasn’t changed much.
NOW it has become cheesy?
Or is it just the Signet and Berserker Stance?
I would wager it’s the combination of Healing Signet’s passive and the high uptime on Daze/Stun. Both of which were recently beefed.
Its good 1v1, not so good anywhere else.
Most people are complaining about 1v1.
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… It already has +25% duration, so you want it to be +5% duration? That’s pretty crappy for a major trait. And a pretty big nerf.
If you mean -20% cooldown, I would have to say two things. First off, +20% duration with -20% cooldown is a big no. Second off, -20% cooldown would be vastly superior considering that we’re talking about skills with very low uptime due to long cooldowns.
And even with that, the -20% might prove way OP with, for example, Stability. Dolyak Signet and Balanced Stanced traited would give 42% uptime on Stability. Throw in maximum boon duration (112%) and we’re talking 88% uptime on Stability. Which is pretty insane.
And I doubt that we need to power up Stances anyway, people are already running 2-3 of them.
Stances need a -20%.
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