https://twitter.com/TalathionEQ2
https://twitter.com/TalathionEQ2
They didn’t really implement it properly and now Death Shroud is really kind of lame as a mechanic, it dies out way too quickly.
https://twitter.com/TalathionEQ2
After all we went through to have our downed HP fixed, I wouldn’t like to learn that we no longer have a downed state hehe.
Well if we gained Life-force faster, and instead of downed we went into death shroud form.
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We need spears on land. It would make the game 100x better, please land spears.
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No. Bunkers are a meta that will always be and will be.
Just because you don’t like something doesn’t mean it will get nerfed. Sorry
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Life Force should be our downed state, and Necromancers special ability is they can go into that state when they die or any time they want.
This would make life force easier to get (it should be like adrenaline.)
But not overpowered because if you got downed with it you would die.
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YES YES YES LAND SPEARS PLZ
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Warrior is a “One trick pony.” and is a firework.
They always do that same trick then die.
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This game is not made around 1v1. Sorry but your ideas would ruin the class.
1 Your idea to nerf is based around 1v1, think about that for a second.
2 This game is a capture team game, they need that damage to counter heavy defenses.
3 Mesmers lack condition removal, they can’t do anything if a necromancer gets on them.
4 Your entire thread is based around yourself and your class, it offers no feedback if you play classes that are direct counters to high dps.
https://twitter.com/TalathionEQ2
I am still very new to the class so take my opinion with a grain of salt. To me, Warrior play feels like a parlor trick. Try for your burst…if you get it, you are likely to win. If not, you lose. You can get some amazing damage numbers fly across the screen at times, which is good for a giggle. Not very effective though overall.
That damage is avoided with a single side-step.
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Yeah, this is exactly the way the class is designed already. Go out with no armor/evasion/vigor/protection set up for DPS and die.
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How about.
Adrenal Health “Every bar of Adrenaline gained heals the warrior.”
Something else “Every bar of Adrenaline gained converts a condition into a boon.”
That way you have to use your adrenaline, you cure conditions actively with skill rather then passively, it benefits melee fighters more then ranged because of how fast you can gain adrenaline. Also it creates class combos and makes stances not worthless.
https://twitter.com/TalathionEQ2
Do you have a quota of superfluous threads you have to make? We all know Brawn is terrible. It has been discussed countless times, don’t think it needs to be discussed again…..
Hey if you just give up nothing will come of it.
https://twitter.com/TalathionEQ2
“Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become.”
The longer we fight, the stronger we are? Just like Hulk..far from reality tho
The longer the warrior stays in the fight the weaker he is actually. LOL
If you count evasion/protection/aegis as armor, we are outclassed by every class by almost twice, we are probably the glassiest of glass cannons, we don’t even have any on-demand condition removal.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Compare our heals…
http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
(Lol.)
http://wiki.guildwars2.com/wiki/Healing_Signet
(Can be traited to be +40 Precision…)
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
(Can be traited to remove conditions every 10 seconds, become a poison field and can also be traited to heal even more (an additional 110.)
No contest…
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
That 3% Extra damage to a single attack we never really use much of since it punishes us for using adrenaline (-9% Critical Chance, -12% Damage.) is a really cool mechanic.
Thank you.
https://twitter.com/TalathionEQ2
Blood Fiend can die so that’s not a good comparison, but holy kitten Consume Conditions is literally a better version of Mending. Mending has no benefit over Consume Conditions. That’s baffling.
Blood Fiend has 250% better healing, and can be killed at 1% HP instantly for a burst heal, and can be traited to remove conditions every 10 seconds, and can be a poison combo field.
https://twitter.com/TalathionEQ2
http://wiki.guildwars2.com/wiki/Mending
http://wiki.guildwars2.com/wiki/Consume_Conditions
Compare.
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
http://wiki.guildwars2.com/wiki/Healing_Signet
Compare.
Lol.
https://twitter.com/TalathionEQ2
Its worthless if you take the following
1 Ranger.
1 Necromancer.
1 Shortbow Thief.
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Stop it..no more suggestions for heals especially what happen this patch that came in. Really disappointed on how that was handled.
Its not like they can make our heals any wors—….
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/clap.
Actually really good suggestions to bring them in line with other classes healing abilities.
https://twitter.com/TalathionEQ2
Hammer is a pretty strong as a team fighter in pvp. The damage is good, the control is solid.
People need to stop thinking that glass cannon is the only way to build anything. It isn’t.
Could just roll guardian and be a much better ‘team fighter’ with much easier, lesser CD, easier to hit with CC. Along with much more survivability and group buffs.
https://twitter.com/TalathionEQ2
Flesh Wurm does have 5,000 range, it suffers from the same thing. One crack in the ground will ruin it.
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Hammer is fine, stop trying to blame your lack of skill on a weapon.
Want to hit skills when blinded? Use soldier runes, shouts clear conditions, right before you hit, use a shout. Works on supply camps and against thiefs to interupt their stealth spike.
Blind sucks because there are only a few skills that give blind immunity. But is is just the counter against warriors.
100% of the people in my guild run hammer warriors, the weapon is strong already.
Sorry but Hammers are only good against other Warriors.
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Whats wrong with the Hammer.
1 It is slow.
2 It doesn’t have good traits.
3 Its slow.
4 Its easily avoided.
5 Its slow.
6 Aegis and Blind wreak havoc on it.
Merciless Hammer
Grants “Blind Rage” when your blinded or blocked (even with aegis.) and wielding a hammer, you become immune to conditions, unblockable and gain quickness for 4 seconds as long as your holding a hammer. (10 second cool-down.)
Hammer skills cool-down are reduced by 20%.
What does this do?
It gives the Hammer its own FLAVOR and punishes people for doing certain things, but does not overpower it because it makes good players able to get around it and punishes bad players, for example thieves who constantly use stealth fields to perma-blind hammer warriors will not think twice.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
If 10 or more enemies are around this trap, 2 seconds afterwords it explodes, dealing massive damage and knocking back all enemies within area, enemies caught in the blast are immediately downed with 33% life left after they are knocked down.
https://twitter.com/TalathionEQ2
So it was bothering me for a while now but I just recently felt like I was going to get off my lazy kitten and point out the ever so obvious fail. It says the very first point in this overview that warriors are the masters of weapory. By that logic shouldnt their skills be superior at close ranges to other classes? I mean seriously some of the abilities are completely outdone by classes that shouldnt even be in melee range. Take the rangers swoop for example. 100% better than rush in every kittening way. Flurry on a messie? naw warriors get riposte… I mean for god sake the rangers maul is on like a 4 second CD and deals more damage + bleeds compared to the warriors GS burst skill. Second line. Warriors rely on speed. If that is so why are we the slowest class with the slowest cast times on all our abilities? why do we have no access to vigor and only have swiftness on one single elite, no signets improving our movespeed and the EASIEST abilities to dodge in the entire game? Il fix this for you Anet.
Warriors are masters of being kited to kitten who rely on bulls charge a terribad frenzy and zero condition removal, to be cannon fodder for all other races. Adrenaline fuels their 10% damage and crit change buff going unused for the entire fight. The longer warriors stay in the fight the more they are kited and bled to death by conditions.
THIS IS LIEZ PLZ FIX EXPLANATION KTHXBAI
1 Gaining a bar of adrenaline should convert one condition into a boon.
(We have POOR CONDITION REMOVAL, and some of the worst defensive sustain traits in the game, we literally NEED something like this to be on-par with our brother/sister classes and a reason to use adrenaline.)
2 Gaining a strike of adrenaline either does additional damage or heals you, I prefer healing. It really hurt once they nerfed omnomberry pie and the developers left a gaping wound in our class since then we have received nothing to compensate, while other classes have.
3 Too much damage. 100b and other abilities we have just deal too much damage, however they are hard to hit seeing as anyone can just avoid the damage by moving out of the way or kiting/snaring us. In easy content we are most desired because the mobs do absolutely nothing but take hits.
In new PvE content and PvP content we are horrible, the mobs are constantly dodging and moving out and CCing us because they actually show smart AI. Players just do the same, our damage is the easiest damage to avoid in the game.
We need our skills to be less damage, but be faster. Hammers and Maces just need a straight buff and traits need combined to make room for more better traits.
Some skills/traits need to be looked at, for example: Axe 5, there is no reason to use axe off hand over mace shield or warhorn, the only reason it was good was because it could proc things for often in beta, and now that everything has an ICD its worthless.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Honestly it should be a 33% Chance to cause 4 seconds of confusion on critical hit. This change would make sword a lot more viable as a weapon.
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Its not effective and too situational, some enemies have stability or can stunlock multiple times or teleport out, infact most enemies you will be fighting do this.
Its mostly effective against other warriors.
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Lol, he can’t even fight back.
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Lets compare Necromancer to Warrior heal-skill wise, since we both have the same health and similar abiltiies. By the way, Necromancers are not even that good of a class, infact they are compared to ours for suckness in PvP.
http://wiki.guildwars2.com/wiki/Consume_Conditions
http://wiki.guildwars2.com/wiki/Mending
Same cooldown, consume conditions cures all conditions, Mending only cures two and Consume Conditions gets a huge healing bonus for all cured, mending does not.
Winner by far: Consume Conditions.
http://wiki.guildwars2.com/wiki/Healing_Signet
http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
Healing Signets HP/S: 200, can also give 40 precision!!!11
Blood Fiends HP/S: 463, and can be sacrificed when its almost dead for an additional great healing, and can become a poison combo field, and can remove a condition every 10 seconds.
They also both have the same cool-down, even when both traited.
Winner by far: Summon Blood Fiend.
Obviously, something is wrong with the Warrior class…
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
33% is the cap.
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The revealed can stack up to 10 minutes.
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They should make it where the people affected are unable to log in for 30 seconds.
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This is just some ideas to improve thief traps in pvp!
Traps
Ambush:
3 Thieves appear to attack your target, each one does back stabs and flanking strikes to remove boons and one does unload.
Needle Trap
Poisons your foe and removes all boons and gives the target “Boon Immunity”.
Boon Immunity is a 30s buff that makes it where the target is immune to boons.
Shadow Trap
This trap stealths the thief and makes the victims unable to use there F1/F2/F3/F4 Abilities for 30 seconds, lasts an hour.
Tripwire
This is a knockdown, but it lasts an hour and if you keep going into it, it keeps knocking you down.
https://twitter.com/TalathionEQ2
WHAT, you don’t like the appearing and disappearing fellow party members when they go a little distance from you.
Yeah I love that!
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It seems that they forgot this change, it was actually what I was looking forward to.
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It would be too powerful. I can safely tell you i would destroy anyone if it was 450 per tick. I love this signet and will continue to use it. But 450 would be god mode because if someones bursting i would use defense cds and stall the fight a few seconds and have too much regen. 300 would make my day though
How would you “destroy anyone” in PvP I can barely GET to my target much less destroy them.
You know how horrible PvP as a warrior is atm?
Our Defensive CDs do NOTHING against condition damage.
https://twitter.com/TalathionEQ2
Well that makes perfect sense. A skill that provides no burst healing should heal less in the long run and MUST be weak. Take that healing signet.
It wasn’t even good in the first place plus it barely gave warriors some survivability and that makes perfect sense to you??. You are so silly for that truly you are.
This is there game after all and I don’t even care now. I already know how their style is so I shouldn’t be surprise on this approach.Besides how many warriors do you see using this in pvp anyway? Not many I bet.
My entire last post was pure sarcasm. The passive heal needs to be 250-300 per tick baseline for it to be a reasonable choice. It isnt burst. It should heal more over a long time. It suffers from poison of which you have no control. 400 per tick would be too powerful but 250-300 would be just right.
463 per tick would make it “Along the lines.” of Necromancer’s healing abilities.
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Wow, the active got nerfed. lol.
Its less then it was before.
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1 Nobody knows when a Veil bomb will happen.
2 By the time you know a Veil bomb will happen, it will be too late.
3 It will punish individual roamers before anyone else.
4 Any good mesmer will stealth himself and then trigger the thing before sending everyone else in.
This is a thief, not a mesmer nerf. IMO.
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Maybe it did get fixed, but not in the patch notes.
https://twitter.com/TalathionEQ2
Of course the problem is it takes 4 seconds to place those traps, so once you see a veil it will be too late.
They last for an hour. It can be placed beforehand with proper scouting.
Yes, but an organized zerg can just send a stealth thief in to disarm it before they send the 100 people in.
It punishes roamers more then anything else, Veilers can pretty much ignore it.
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Of course the problem is it takes 4 seconds to place those traps, so once you see a veil it will be too late.
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30s revealed for 500 karma.
Next patch:
Makes thieves unable to move.
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Healing Signet:
Updated skill facts to show the passive effect and accurately display the healing value for the active effect.
Yeah!
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Woot!
Amazing Ideas.
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(edited by Moderator)
As long as they make Attunement cool-down go from 60% to 3% to match warriors brawn and make it 20s to match current weapon cool-downs. (so it would go down to 19s per attunement.)
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
It mostly removes procs as well, and yes it does matter. If your immune to cripple/immob/chill and trait proc bleeds (really low ones.) and fears then you can have other things cured when you run with them.
If you have 51% Condition Reduction, your immune to any condition that is 1s or lower.
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Flesh of the Master – Minions have 50% more health.
Minion Master – Minion skills recharge 20% faster.
Protection of the Horde – Gain +20 toughness for each minion under your control.
All need to be one trait, IMO.
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