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Axe 1 should be cleave or a cone attack, hands down. It is utterly ridiculous that it is not.
Well it seems strange, it doesn’t really show how the axe hurts the target.
If it was a Whip it could be a cleave, and look a lot nicer on the eyes.
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It should make a spectral whip that whips back and fourth that you channel from the axe.
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Can’t say I’ve had a problem in “high end PvE”.
Fractal 30+?
Twilight Arbor?
Cadecauses Manor?
COE?
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How about just Shaggy, its already a dog technically.
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Please Please Please Please change it to something else. Like damage reduction from players with boons…
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Yes, change there damage reduction signet to movement speed please.
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Actually in high end pve/fractals warrior is horrible due to the fact = standing still or in melee = DEATH.
In high end PvE, enemies do not stand still and they have melee death AOEs that instantly kill anyone in them.
Warrior is the best for EASYpeezyPVEcontent.
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(edited by Daecollo.9578)
The Heavy Armor for the TA Set has a broken glow on females, and no glow on males.
In the Night time, it simply makes a line across the chestplate.
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(edited by Daecollo.9578)
I think they should make the Norn Transformations more like a second set of weapons and actually be funner, like a tool-kit style more then anything else.
This means you would still be able to use your 6-7-8-9 abilities, however your (elite) would be on toggle.
It wouldn’t be as damaging or powerful, but it would allow the norn to stay permamently changed if they wanted to. This would add flavor to the norns.
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Warriors should have less damage. More mobility damage.
(Faster Casting/Recovery, Less Damage, Able to move while channeling.)
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This makes Roleplaying/Open World PvE Horrible, When will it be fixed?
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ZMOG OP HAX!!!!! BAD IDEAS!!!
These are actually fun ideas.
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Try all Divinity Ascended Jewelry Gear, Sentinel Armor, Runes of Divinity.
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Class Description.
As a heavily armored soldier profession, warriors are only second to guardians in terms of enduring punishment.
Classes that are good at Enduring Punishment by List:
- Ranger. (Evade Spam/Mobility/Protection/Vigor/High Regeneration/Takes considerably less damage when almost dead.)
- Guardian. (Constant Protection/Vigor/High Regeneration.)
- Elementalist. (Constant Protection/Vigor/Regeneration.)
- Engineer. (Constant Protection/Vigor/Regeneration.)
- Mesmer. (Evades/Invuln Spam/Blinks.)
- Thief. (Evade Spam/Stealth Spam/Teleports.)
- Necromancer. (Bad Traits, Life-force doesn’t trait well with other skills.)
- Warrior. (No protection/Poor Condition Removal/Bad Traits.)
Something is wrong.
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(edited by Daecollo.9578)
How about /Damage Reduction/ instead?
Warrior are in the highest tier of HP pool and also of armor defense. Giving it a plain 30% damage reduction will make it way too strong. It will be like a free permanent Protection. With Rune of Forge it will have Protection too and it will become unkillable (not considering from conditions though).
HP Pool matters, however there isn’t much difference between Light/Med/Heavy Armor.
It would make Warriors on-par with Elementalists/Guardian in Damage Reduction, which is fair since they cannot heal/cure conditions nearly as well.
As a heavily armored soldier profession, warriors are only second to guardians in terms of enduring punishment.
This is currently not true, they are actually the worst in the game at enduring punishment. They are the glassiest of glass in the current meta. With Little to no condition removal. Lack of protection. Lack of boons. Lack of evades. Lack of condition protection. Lack of sustaining health traits. Our health regen doesn’t compensate for our high health and we don’t have any damage reduction traits to compensate.
Brawn:
http://www.thefreedictionary.com/brawn
1. Solid and well-developed muscles, especially of the arms and legs.
2. Muscular strength and power.
Damage Reduction would balance the class out to other classes.
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(edited by Daecollo.9578)
How about /Damage Reduction/ instead?
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Indomitable
To make this trait, combine “Missile Deflection” and “Shield Mastery” into a single trait. Just call that “Shield Mastery” and move that down.
Indomitable:
Each time you get a bar of adrenaline, you convert one condition into a boon.
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dunno. I’m so conflicted. D;
Don’t worry, when you get to max level you will have a couple choices.
“Greatsword” + “Axe-Sword/Warhorn-Shield” if you want to be competitive.
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Guardians have more mobile damage…
I’ve made two Guardians, both times got bored by level 10. xD Same thing happens with every other class. The only one I haven’t tried is elementalist and warrior. I have a friend who plays an elementalist and I’m not one for playing the same class, though I’m sure I’d somehow get bored of it anyways.
Guardians get good when you get higher, they’re traits are just so much better its not funny. Warriors have good lowbie traits (+40 Prec Per Signet? lol?) However when you get up to L80 that trait is useless.
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Guardians have more mobile damage…
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We have to much raw damage, it needs nerfed. However our mobile damage needs buffed, our choreographed attacks need new/faster animations. Our weapon sets need revamped because most are useless and gimmicky compared to others. Our off-hand sets need revamped, some of them are completely useless due to game changes (Axe 4/5).
In Easy content we are the best class, (Aka, content that stands still, has huge hp and does not move at all.) however in pvp/hard content we can barley land any attacks due to how slow and unresponsive our attacks are.
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Daecollo’s posts are always ridiculous. Yes, the warrior needs buffs. No, it does not need a one button insta-death of doom skill.
When you make new ideas you have to over-do them.
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My idea was to just throw a bunch of overpowered interesting ideas into the fold.
That is what I said ^.
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I play a thief and a warrior and a necromancer, Hammer warriors are a joke to fight.
Blind…
Blind affects pretty much any attack regardless of the weapon used , don’t see why it is any different for the hammer. I learned when to expect the blind so I don’t waste my skills and my hammer build has lots of condition removal. I don’t play PvP much so I can’t speak for it there. I’m mainly WvW and I crushed many a thief with my Hammer 1v1 on the battlegrounds. It’s not and easy weapon to wield but once you learn your enemy and not waste your good attacks it’s a very good killing tool.
Because of the following.
- Slow and choreographed attacks.
- Low damage.
- Slow
- Slow
- Bad Recovery
- Animated beautifully.Yet still fast enough for me to beat thieves and necros into the ground. The only ones I have a tough time with are certain mesmer, engineer, ranger builds and the bunker guardian. The CD on skills when traited is actually pretty good. And yes it is beautifully animated. There isn’t much you can improve on it before it becomes OP.
You must be fighting horrible thieves/necromancers then.
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I play a thief and a warrior and a necromancer, Hammer warriors are a joke to fight.
Blind…
Blind affects pretty much any attack regardless of the weapon used , don’t see why it is any different for the hammer. I learned when to expect the blind so I don’t waste my skills and my hammer build has lots of condition removal. I don’t play PvP much so I can’t speak for it there. I’m mainly WvW and I crushed many a thief with my Hammer 1v1 on the battlegrounds. It’s not and easy weapon to wield but once you learn your enemy and not waste your good attacks it’s a very good killing tool.
Because of the following.
- Slow and choreographed attacks.
- Low damage.
- Slow
- Slow
- Bad Recovery
- Animated beautifully.
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Apparently. Because that’s all you need In PvE. Warriors have survivability issues in PvP. Not PvE. Mini-perma vigor from the signet + extra dodge on WW is all you need.
hehe
Rangers get that on a ‘5’ point trait.
meant to say that rangers got the same thing on a ‘5’ point trait, not wasting a utility slot :/.
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Dodge.
Really? There is a thing called dodge? I’v never heard of such a thing [/sarcasm]
Apparently. Because that’s all you need In PvE. Warriors have survivability issues in PvP. Not PvE. Mini-perma vigor from the signet + extra dodge on WW is all you need.
hehe
Rangers get that on a ‘5’ point trait.
Guardians/Elementalists/Engineers get 100% from a trait.
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I play a thief and a warrior and a necromancer, Hammer warriors are a joke to fight.
Blind…
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My idea was to just throw a bunch of overpowered interesting ideas into the fold.
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Gave is too easy, needs a faster respawn with harder mobs in my opinion.
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@Navzar
Your right about most of it, I reduced the damage of Earthshaker by 50%. Sorry I was watching Madoka when I made that list so the power of some attacks are a bit much.
However with its slowness and its vulnerability to blinds, the attacks should cause good damage, your hitting someone with a great-hammer with strength.
Yes, I gave that attack the same damage as hundred blades. However its weakness is it has a slow animation. If anything gets hit by that it deserves the damage. It also has a longer CD.
Yes, it could be powerful with that combination, however that means that the protection part of it would be meaningless, wouldn’t it be better to reserve Endure pain for when your not having protection? Also the players can choose not to attack you, they will know you have the buff up if they are forced to target you. If anyone still attacks you they deserve to help the warrior. Skill vs Zerg.
This game needs far more “Zerg Punishing,” attacks.
You have to also take into account things like “Blind.” which would make that huge attack miss. There is plenty of counter play to all that.
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(edited by Daecollo.9578)
True, again 1 target the mace is better. But as soon as you go against 2 or more targets hammer is better.
In WvW hammer is the weapon I use the most in all fights, solo/group/raid/zerg and blob. It is an awesome weapon and yea you can dodge it a few times, but than it starts to hit and you are kittened.
The mace’s 5 can hit an infinite amount of targets, its a piercing attack. Since its also slow you can dodge out of it and still get hit by its after-attack.
I thought it would be cool if the burst attack for hammer was a taunt.
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so you saying offhand mace’s one control skill and shield’s one control skill is better then hammer which has 4 control skills. also i have no idea how can you compare hammer with gs, its like comparing shield with axe
Yeah, the mace’s offhand can pierce and hit an infinite amount of targets, casts a lot faster and has a wider arc and has more then 5 times the range, it also hits twice in melee range, it also has x2 less of a cast time and recovery time.
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What is wrong with the hammer?
A very good question!
It isn’t flavorable, its slow. The offhand mace and great sword does everything better then it does. The shield does everything better it does. Its mostly only good for zerging in wvwvw and nothing else because its so easy to avoid, however the damage it does does not add up to how easy it is to evade.
It has no mobility. It has insane vulnerability to blind. It makes you a big target with no protection and no escapes.
Lots of things wrong.
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(edited by Daecollo.9578)
The hammer should be an offensive defensive weapon, it should bring on the hurt but its fault should be its hard to hit with it.
1 1: Hammer Swing
Bash your foe, causing weakness.
Damage: 333
Weakness: 2 s
Range: 180
1 2: Hammer Bash
Bash your foe again, causing more weakness.
Damage: 453
Weakness: 4 s
Range: 180
1 3: Hammer Smash
Smash the ground and damage nearby foes.
Damage: 694
Combo Finisher: Blast
Range: 250
2 Fierce Blow (Cooldown: 8s)
A high damage attack that leaves the foe vulnerable.
Damage: 786
Knockback: 180
(10) Vulnerability: 10 s
Range: 180
3 Earthshaker (Cooldown: 12s)
Jump to the target and slam your hammer down, damaging and stunning foes.
Damage: 424
Stun: 1 s
Radius: 240
Combo Finisher: Blast
Range: 900
4 Staggering Blow (Cooldown: 20s, 8s if miss.)
A very very high damage attack with a long channel time, has a shorter cool-down if it misses, the caster can move when he uses this.
Cast time: 1¼ (Very slow, to ensure its very dodge-able)
Damage: 2035
Range: 180
5 Backbreaker
(Exactly same as before, however it is much faster.)
Burst Enraging Roar! (Shout)
Force all targets in the area to target you, gain 1s of protection and quickness each time you are hit! (This gives it counter-play)
Level 1: Enraging Roar! Lasts 1 second.
Level 2: Enraging Roar! Lasts 2 seconds.
Level 3: Enraging Roar! Lasts 3 seconds.
Range: 1,200.
Audio
Asura: [Evil Genius Laugh.] (I don’t know what else! :<)
Charr: Blood! Burn! Kill!
Human: Die!
Sylvari: Insane Laughing.
Norn: [Just Roars like a bear!]
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Its way too gimmicky to work in a real pvp setting.
Honestly, Unsuspecting Foe/Merciless Hammer should just be one trait.
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Yes, I am offended I’m not seeing MORE armor like this.
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Its not really that strong, we have a bigger health bar then most classes with less means of preventing conditions or damage, this means we /need/ more healing out of just spite.
Flawed logic. It’s the other way around.
When you have less HP, you need means to recover it or die. Trying to pitch the reverse is just all kinds of wrong. So bigger HP bar = more healing than natural…I guess smaller HP bars can get by with rinky-dink HP/sec?
No, if you have a bigger HP bar, you need more ways of protecting it not faster ways to recover it. The better ways you have to protect it, the easier it is to leverage other stats like toughness, crit, etc.
Not really, they have less HP but much higher armor (almost double) with good condition removal.
So we need much higher HPS to compensate.
One person has 10k Health but 80% Damage Reduction.
We have 20k Health and 40% Damage Reduction.
They should get 200 hps, then we should get 400 hps so our healing would be equal, because we take more damage.
Please go back to the Guardian/Ranger forums, it was quiet without you here. Kicking us while we are down is kind of merciless.
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(edited by Daecollo.9578)
Trait stat allocations are fine.
Strength: Like most Power trees, it has Condition Duration on it.
Arms: This one is Precision and Condition damage, I’d rather it be Crit damage but it’s Condition damage for a reason, and that’s because it’s also a trait line for Swords and Rifles, which Sword specifically, does alot of condition damage through bleeds
Defense: Gives Toughness and Healing Power to make the Warrior tougher. Healing Power helps with the healing, and toughness with armor. The Healing Power would be good in Tactics for the 2 Grandmaster traits but it doesn’t make as much sense
Tacitcs: Vitality and Boon Duration. This line is focused around Warhorn/Banners/Shouts/Longbow. Meant to give boons and support allies with some healing, the Boon Duration makes sense
Discipline: And lastly this one, Critical Hit Damage goes to as well as Brawn (which needs to be buffed)
I could break down all that and say your wrong, but i’d rather just say read what I said previously.
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Actually, they have been nerfing eles and guardians because they can do it. It’s just that rather than nerfing the straight up bunker abilities, they’ve been nerfing abilities that supplement the bunker builds, leading to less build variety while only lightly changing the bunker.
And because other classes can isn’t really that good of a reason imo, since that’s what people complain about.
If the power is spread out like you say though, then it should be fine and you won’t have something to the extend of /d ele bunkers again, but more balanced builds instead. I don’t think .35 healing power on passive is the way to do it though.
Sorry but warriors are trash in the current meta, they need something /now/. I am sure its fine for you to be a punching bag for 9 months, but warrior is the class I like and play.
I am sure /taking away/ abilities from other classes sounds fine and all for you, but i’d rather they simply add stuff to the warrior.
Its easier to fix an UP class then nerf 6 OP ones.
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Since Necromancers/Rangers/Eles/Guardians can do it, I doubt they would /nerf it/.
Although the power needs spread out to the warrior with new traits/condition removal/sustain bonuses.
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Passive:
Healing received on skill activation, heals intensify the closer to death you are.
100%-70%: 15 + (2.5 * Level) + (0.25 * Healing Power)
70%-33%: 20 + (3.5 * Level) + (0.35 * Healing Power)
33%-0%: 25 + (4.5 * Level) + (0.45 * Healing Power)So is that passive or active healing? You said both in your description. Assuming it’s passive, that just seems way too strong on the healing power scaling. If someone uses clerics gear, they’ll be healing around 650hp/sec from a single skill (in mid). Other passive healing slot skills seem to increase about 50% in healing with 1000 healing power, so maybe around .15 would be more reasonable? That would still place you at 300-450/sec.
Its not really that strong, we have a bigger health bar then most classes with less means of preventing conditions or damage, this means we /need/ more healing out of just spite.
Highest health, lowest damage mitigation, lowest condition removal. We need better healing to compensate for that. The warriors description itself says “Strong body.” we need sustain.
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Yes, the developers barely care about the Warrior class as far as i’ve seen.
I have already made a Guardian and Ranger, if you can’t beat them join them.
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The swiftness and vigor boons from the warhorn are still boosted though, and perma swiftness is possible in conjunction with the warhorn CD reduction trait. It’s quite possible they wouldn’t put healing power in a tree that can also give permanent regeneration, so you can’t dump everything into one basket.
Banner of tactics also has an activatable regeneration which can benefit from the increased duration (moreso than dogged march will).
Empowered would also suffer directly as a result of boon duration being moved. People would then post an argument saying boon duration is better on tactics due to empowered being there.
The healing power in defence can be nice coupled with other traits like regenerating health based on adrenaline. That’s not boosted by healing power, but it will better complement your other healing abilities that are.
We already have perma swiftness with SoR/Warhorn untraited. … WOW did you really just say that?
The tree NOT only has perma regen, but also shout healing as well. Which gains nothing from boon duration, it just MAKES SENSE to have healing power in that tree.
Empowered would NOT SUFFER. With passionate banners and without boon duration I can have Perma Regen/Fury/Swiftness/Might forever, nomatter what, it doesn’t matter if we have SoR.
I am starting to wonder if you even play the class and are just another class trying to keep us down and weak.
Adrenal Health grants a fixed amount of health every 3 seconds. The amount is determined by the number of full bars of adrenaline and scales with your
Sorry, but healing power does not effect that stat, and we don’t have any other healing abilities in that tree… HOWEVER the vitality tree has healing abilties all over the place, WARHORN CONVERT CONDITION, REGENERATING BANNERS, SHOUT HEALS.
Its all in that tree.
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This build is stupid powerful. I don’t want it nerfed but it just proves how much better the Guardian is then a Warrior.
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I’d rather have adrenline eat enemies boon’s, each bar removes 1 boon so we can remove 3 boons when adrenline full, much beter solution then the boon hate trait.
Converting a boon would give the warrior its own strength and something unique that the other classes don’t have, but the warrior can get. It would also help greatly in SPVP.
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The banner’s regeneration lasts forever without boon duration…
http://wiki.guildwars2.com/wiki/Inspiring_Battle_Standard
Grants 3 seconds of regeneration, reapplying every 3 seconds. – Boon Duration does not matter at all for this trait, it would benefit FAR more if the ticks healed for 38 more per tick.
Would you rather it be extended or heal for far more? I would rather it heal for far more with 300 healing power. Defense tree does give regeneration, but only 3s every 10 seconds, so boon duration would help it more then hp. Banner Regeneration lasts /forever/ as long as you are near it, even with 0% Boon duration.
Warhorn does give boons, but the trait to make it convert boons doesn’t make the converted boons any better. When you turn a condition into a boon it takes the condition (say I have 11s of vulnerability.) it turns that into 11s of protection, it ignores your boon duration.
Warrior was my first class and i’ve played it 1800 hours. I know what i’m talking about, it would benefit Dogged March to have its duration extended moreso then it would effect battle standard, because battle standard lasts forever even with no boon duration.
Stability would help us greatly, giving boon duration to our stability stance would give us a lot more protection against CC.
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(edited by Daecollo.9578)
So that one shout that gives boons is the reason for the 30% Boon duration in the tree… When we already pretty much easilly have perma-fury/lots of might.
Rather then Defensive lines Stances/Buffs/Regeneration/Retaliation/Stability?
I’m saying every class has “one tree.” with everything good while warrior has nothing like that. However it simply MAKES SENSE to have our boon duration in our boon tree. Everyone else does.
FGJ Is too cliche anyways, it deserves a mini-nerf for simply how GOOD it is.
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One thing this game lacks is better traits/more customization.
1-5 Abilities:
Allow us to pick and choose where the buttons go.
Traits/Trait Revamp:
Make all traits valuable, merge traits that are not. (Missile Deflection/Shield Mastery for example from Warrior.)
Secondary Stats
Allow us to pick the secondary stat we want for our tree. Of course this means you can only have one of each secondary stat per tree as well. (You can’t just pick critical damage twice.)
The game needs more soul and value. This is the first step.
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