https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
QQ i have the most hp and armor in the game and now i want passive heals of a guardian.
Look it up its on par(and better) with every other passive out there-
Ele soothing mist-80hp/s
Guard virtue of resolve 84hp/s
Regeneration 130hp/s
OH noes i have the hp regen of an ele with perma regeneration,the warrior must be the weakest PvE class ever.
And none of those are healing spells…
Enough Said.
If it was a utility skill, I would understand, however it is not.
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That it why its an ‘option.’
The greatsword traits are way too good, Hammer/Mace/Sword and other weapons all need a buff.
100b is too powerful in PVE, tbh.
I vote yes.
As long as you cannot use Legendarys in WvWvW/Spvp. They would go red and go back to your inventory if you enter these areas.
Ground-targeted skills will automaticly cast at your selected target’s location. If you don’t have a target it lets you select normally.
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Well, I think an autolock would be a good idea as an option. If they had that we could just leave hammer alone.
Eh please no, I like how it is, savage leap is nice but there is a larger margin for error with target swapping, Earthshaker can also pull off some interesting swaps / turns.
Target swapping is a horrible option. The problem with Earthshaker is it has a high chance of missing due to not being able to track the target.
Change it to be more like “Savage Leap.” and leaps and tracks your target. This would make it SO much easier and friendlier to use then it currently is and give hammer users more mobility. Same range as is.
Use the instant AoE’s based on your cursor’s location (in the game options section) trust me, makes playing hammer much easier and fluid.
It should just track/leap to your target like savage leap does.
If this holds true, I can make a P/P build where I have like 7-8 unloads, and perma evade LOL. It will be very powerful. Also unload does quite a lot of damage.
Unload is probably the lowest damage of all the dual skills. Due to how protection/toughness work in lowering damage.
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Burst Skills need to actually matter and be a bit scarier.
http://wiki.guildwars2.com/wiki/Eviscerate
Change to 700-900 Meters like it was in Beta.
http://wiki.guildwars2.com/wiki/Arcing_Slice
Run and leap at your foe, hitting them and nearby foes, however it gets double the cool-down if you do not hit a target.
Range: 1,100 (This is much like Ranger’s Swoop.)
http://wiki.guildwars2.com/wiki/Earthshaker
Change it to be more like “Savage Leap.” and leaps and tracks your target. This would make it SO much easier and friendlier to use then it currently is and give hammer users more mobility. Same range as is.
http://wiki.guildwars2.com/wiki/Combustive_Shot
Make the range 1,500 meters and make the shot fire faster.
http://wiki.guildwars2.com/wiki/Skull_Crack
Rush towards your target and smash them, make it unblockable. (Range: 450.)
http://wiki.guildwars2.com/wiki/Kill_Shot
(Leave this as is, its fine.)
http://wiki.guildwars2.com/wiki/Flurry
Allow the warrior to be moving while performing the flurry, make the animation more fluid.
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You asked for comments on your build. I gave my comments. In PvE its an ok build, in WvWvW/SPvP it is not that viable for competitive play (Your not going to be that effective, pretty much just an extra body in a zerg.)
You would be much better off with a rifle/longbow build and staying at range in a Zerg.
http://gw2buildcraft.com/calculator/warrior/ Here, now you can stand back and be a sniper and be much more effective.
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Not Viable.
Poor Healing, No Sustain, No Condition Removal.
Having extra armor after 2700 almost makes no difference, you need protection.
It works for roaming. You can deal with most other classes roaming, even some guardians and eles. The extra toughness does help and this is not a gimmicky bullsrush – frenzy build.
This is how other classes survive.
2700 Armor+Protection = (35% + 33%.)
You have 3600 Armor in that build, which is pretty much just 38% Damage Reduction, since after 2700 you hit a soft cap which makes it worse.
What is better, 68% DR or 38%?You also no condition removal.
In the case of Guardians, if I played one I could get 35% + 33% + 15% Damage Reduction with there signet. Damage Reduction > Armor.
Poor Healing, No protection against incoming CC to slow you down, No Condition Removal, 0 Mobility.
Its an ‘ok’ build, but honestly a ranger’s pet has more of a chance of living then you do.
You are pretty much immune to slows, however Warrior’s bane has always been damaging conditions like poison.
Yes, I’m well aware.
Part of the game is a balance between damage done and damage taken.
While a warrior’s damage taken is higher then the respective opponent, your damage done component is also significantly higher. You have just listed the enemies’ damage reduction items, at the same time you need to realize that the damage done component is much higher on your warrior then your enemy. Couple this with your higher health pool and inherent toughness you have some room in which you can kill other classes.
Secondly, in this build the main condition removal is just trying to just let it tick away. With melandru and poultry soup majority of non-traited conditions will fall off before doing any damage. After the recent patch, all movement conditions (which are a major prevention of increasing our damage done part) are literally removed. I have signet of stamina in case anything long lingers.
Lastly, very few builds can keep up protection 100% of the time. Part of the game skill is capitalizing on when protection is not up. Roaming is not going to be top tier Tpvp skill level and a skilled warrior will put up a good fight against 90% of the builds that I know.
Are the odds against you in a fight with a mesmer? Yes, they are. At the same time this doesn’t mean you’ll loose every fight, but you might loose 6 out of 10.
@Your damage done component is also significantly higher.
Our damage is also much easier to dodge and avoid though, making the higher damage meaningless in PvP.
@health pool and inherent toughness
We have 200 extra toughness then someone in medium armor, that is about 1% difference if you have 2700 armor already, it just means we are better when we go full zerker. Higher health does not matter if we can’t keep our health up. If we cannot keep up with the damage you might as well say we are just making the fight last longer by seconds.
Anyone who raises this argument usually has no idea how game mechanics work, the extra armor is a “small boost” at most, while the extra health, as significant as it is, does not make up for the loss of condition removal/healing.
I will name the following classes who can have 100% Protection uptime.
- Guardian
- Elementalist
- Ranger
- Engineer
- Necromancer
That is 5 of the 8 classes, and warrior hardly has the invulnerabilities mesmer has.
You also have to take into account the extra traits and how much better they are then other classes, the Guardian’s Toughness tree alone makes up for the loss in health they get, here is a funny thing. Warriors atleast have to put 20 points in discipline to be good, but since BRAWN (3% burst damage.) is so terrible, your losing out on 300 points worth of stats (3000 health.)
When you look at balance, you really have to look at /the big picture./ and realize that that extra health means absolutely nothing.
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Not Viable.
Poor Healing, No Sustain, No Condition Removal.
Having extra armor after 2700 almost makes no difference, you need protection.
It works for roaming. You can deal with most other classes roaming, even some guardians and eles. The extra toughness does help and this is not a gimmicky bullsrush – frenzy build.
This is how other classes survive.
2700 Armor+Protection = (35% + 33%.)
You have 3600 Armor in that build, which is pretty much just 38% Damage Reduction, since after 2700 you hit a soft cap which makes it worse.
What is better, 68% DR or 38%?
You also no condition removal.
In the case of Guardians, if I played one I could get 35% + 33% + 15% Damage Reduction with there signet. Damage Reduction > Armor.
Poor Healing, No protection against incoming CC to slow you down, No Condition Removal (Defy Pain/Endure Pain are worthless without condition removal.), ok Mobility. (Not Sword/Warhorn.)
Its an ‘ok’ build, but honestly a ranger’s pet has more of a chance of living then you do.
You are pretty much immune to slows, however Warrior’s bane has always been damaging conditions like poison.
(edited by Daecollo.9578)
Not Viable.
Poor Healing, No Sustain, No Condition Removal.
Having extra armor after 2700 almost makes no difference, you need protection.
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Guardians get stronger when they are burned.
If Healing Signet is too powerful in Open World, SPLIT IT:
Open World: Healing 200. (0.04*Healing Power.)
WvWvW: Healing 462. (0.1*Healing Power.)
Dungeons: Healing 462. (0.1*Healing Power.)
SPvP: Healing 462. (0.1*Healing Power.)
The sword thing is a cool idea, however it would probably have to be 2 stacks of bleeding.
One part of the game (and a very small one I might add.) should not be holding back the warrior in all other forms of the game.
Let us have a pathetic comparison!
http://wiki.guildwars2.com/wiki/Signet_of_the_Wild – 187 hp/s (0.31)
http://wiki.guildwars2.com/wiki/Healing_Signet – 200 hp/s (0.033)
One of these signets is NOT a healing skill and actual utility, guess which one?
Healing Signet is still going to suck even with a stun breaker, I can still use it and have stun breakers on my utility bar and it will still suck.
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If I run FULL Clerics (1250 Healing, MORE healing then usual.) It goes from 200 to 241, sacrificing all that for an extra 41 hps a second will NOT save you from anything.
Stats should not make something viable, it should be a bonus for something, if the base is horrible the bonus is as well.
Please change healing signet to a utility skill or buff the amount it heals to be worth being a “heal”
To be up to par with other classes heals it should be at least 462 (0.1*healing power) with a longer recharging active (30 seconds.) that heals for a little more.
All these suggestions your making is just making me want to give up on the warrior class and roll a guardian, they have base heals that are powerful and not so reliant on healing power to be “decent.” I would rather just roll guardian and play how I want to instead of waiting for buffs that are never going to come.
Warriors have no condition removal, no damage reduction (These are FAR more important then a little extra toughness/health.) They deserve better healing, and if the DPS is too far for that, NERF IT. Damage should not be holding the class back, we should have viable self-sustain, self-healing or damage reduction tanking lines. Your being too-careful. That is why the “RANGER’S PET” out does us in SPVP.
Bodyshot:
Evade to the right and perform Bodyshot.
Headshot:
Evade to the left and perform Headshot.
Unload:
Evade back while Unloading.
I wish I had the survivability of a pet when I step into PvP. :<
Tier S:
Ranger
Tier A
Mesmer +
Guardian
Engineer
Tier B
Ele+
Necro+
Thief+
Tier C
Ranger Pet
Tier Warrior
Warrior
Um if you have to use healing power so your terrible heals become less terrible but are still terrible and now your damage is terrible. Than you have traded being terrible for being terrible.
Might as well go Guardian, you can spec for tank+dps and have awesome heals still!
Why do people say 21% extra damage when its 18%? You can’t take damage with Aegis up.
Wow, I guess that patch scared the warriors away this time :P. Last time the warriors had a great showing.
You think a warrior would be caught dead in pvp with all the ranger pets?
I think the passive might need to come up in non-healing builds. If I run a clerics tactics build this signet can hold its weight, but it currently has NO place in a berserker build. Not sure it should be as viable in a seeker build, but it needs to see some play in soldiers, and certainly Valk and Shaman builds. Really signets are still going to have a hard time without a stun breaker (particularly in PvP and WvW). Obviously Dolyak signet is the most likely candidate here. Our next balance patch will absolutely be looking at stun breakers and spreading them out on all professions to make more categories of utilities viable. I’ll probably post this in general later as well but this was a larger balance pass and we will likely let this meta sit a bit longer than previous ones while we work towards taking time to push more less effective builds towards viable status.
Jon
If I run FULL Clerics (1250 Healing, MORE healing then usual.) It goes from 200 to 241, sacrificing all that for an extra 41 hps a second will NOT save you from anything.
Even if you count all the shout or banner regeneration heals, healing power is a useless stat on the Warrior because the base values are trash in the first place.
To be up to par with other classes heals it should be atleast 462 (0.1)
Signets are really /powerful/ and then you do something hard or step into PvP…
It needs its recovery reduced.
Well the bright side kind of is that theres no cap on the ‘destroy the empowered’ trait.
IF someone has all boons and sustains them, then you have a perma 27% damage on themWhat class has all boons? That is highly situational. Guardians can have 7 boons up with their shout so that is 21% increased damage on them. However, they have protection as one of those so it is 33-21% damage so you get a total of 13% damage reduction on them. Also,retaliation is one of them so with your increased damage you are destroying yourself even faster.
Other classes don’t have as many boons on such as the eles -average of about 4?- so that is 12% damage with their protection up a lot of the time so that is 33-12%=21% damage reduction still persisting.
Having some extra damage is better than none is not a good argument. A necro or Mesmer can remove ALL the boons including protection thus removing 33% damage reduction, removing their regen, removing their retaliation etc etc.
The solution is very simple. Give us one boon removal per adrenaline bar. We don’t want complete boon removal like mesmers or necros..
You mean 18%, 3% per boon does not effect aegis.
As in banner of tactics (modified) trades places with the heal signet? Or just make something separate of that skill?
Why would the DPS banner go in instead of the healing banner?
Discipline (or Strength) are the DPS banners. Tactics improves healing power and boon duration (and has that skill you were talking about).
OH crap!
I actually meant turn http://wiki.guildwars2.com/wiki/Banner_of_Defense into a healing skill.
Same Recharge (Really long, 120 cool-down.)
Healing: 5,240 (1.0)?
Heal per second: 250 (0.033)?
Now that the banner is a healing skill, it would be really fun to use, and actually feels like a banner of defense.
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Outgoing attacks miss against targets with “Aegis.”
sPvP: Warrior holds a point, Guardian jumps in…
Guardian: miss miss miss miss miss miss miss miss miss miss
Warrior: /dance
Guardian: miss miss miss miss miss miss miss
Warrior: /laugh
Guardian: miss miss miss miss miss miss miss
Warrior: /dance
Guardian: /cryBadically, he could hold the point forever lol
It would be backwards!
Anyways, the miss thing could have an internal cool-down of 2 seconds.
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As in banner of tactics (modified) trades places with the heal signet? Or just make something separate of that skill?
Why would the DPS banner go in instead of the healing banner?
They could turn http://wiki.guildwars2.com/wiki/Compassionate_Banner into a healing skill that heals the warrior over time.
There’s something bizarre about warrior heals (or just heals in general perhaps) and scaling. At low levels (actual or scaled down) I’d take the signet over the other two any time. The regen is great and the others heal too little, too late (or too far apart, rather). At 80, I can’t find a reason to ever equip it, it’s awful. Yet suddenly the longer recharge heals offer much more survivability than I got out of them before.
Its not a bad heal, but it really doesn’t deserve to be a ‘6’ ability. Its not even up to par with other signets that heal.
Its effectiveness is on par with Signet of the Wild, there is no reason it should be a ‘6’ skill. It would be a lot better if we had a new heal and this was a utility.
http://wiki.guildwars2.com/wiki/Signet_of_the_Wild
http://wiki.guildwars2.com/wiki/Healing_Signet
Signet of the Wild – 187 hp/s (0.31*Healing Power.)
Healing Signet – 200 hp/s (0.33*Healing Power.)
Not only that, the active effect is way better.
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I don’t understand why this signet is so bad, the developers really need to sit down and take a look at all the warriors skills, not only do we have the worst heals and condition removal in the game, they haven’t even taken the time to have anyone come on and talk to them about it.
Healing signet has needed a fix for a long time, it just sucks, sorry.
Can you please lower them again?
They are supposed to be. For anyone that actually PvP’s this is done in just a few games. If you do not play a few games you are not forced for any reason (if you are a PvP player) to complete it as many people have said that there really is no reward for PvP. I think the problem was people were simply doing the PvP daily instead of the PvE daily because the time to complete was so vastly different.
Guess its back to PVE then.
Fire right Pistol: [Costs 1 Initiative.]
Animation: ½, Recovery: None.
Damage: 434 (0.8)
Combo Finisher: Physical Projectile
Range: 900
Fire left Pistol: [Costs 1 Initiative.]
Animation: ½, Recovery: None.
Damage: 434 (0.8)
Combo Finisher: Physical Projectile
Range: 900
Unload (Current.) [Costs 3 Initiative.]
Animation: 1¾, Recovery: None.
This ability Ignores all defensive boons, does double damage to the thief if reflected.
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Mace and Hammer both need faster recovery speeds.
You don’t need to bunker against bunkers, their damage is already pretty low… and their goal is usually just to stall to hold a point anyway, so it won’t help much.
And lastly, it’s just generally way overpowered. Especially the last one, which practically grants immunity.
It does if the target has aegis, however that is removed really easy.
All AOEs in the game need to be 15-25 limit.
It basicly does what that build does, except 100x better and without help or “cheating” food.
You’re ignorant and dense.
Done.
Evidence does not lie.
You don’t have evidence.
This would help us “Bunker.” against “Bunkers.”
This is a Grandmaster Defensive trait, if a target has defensive boons.
33% Damage Reduction against targets with “Protection.”
Heal when hit against targets with “Regeneration.”
Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared against targets with “Stability.”
Heal endurance when hit against targets with “Vigor.”
Outgoing attacks miss against targets with “Aegis.” (internal cooldown 2s.)
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Additional 6% damage a boon would be ok if it was only on burst skills, but then it might just be encouraging bursting again.
The way it is now isn’t too bad imo, although the above idea of having a % chance to ignore boons during calculations is very interesting imo. That way it could be both offensive and defensive by having a chance to ignore protection or the additional damage from might, but how would it work for something like swiftness or regeneration?As for how it is now, it’s not really worth less for things like protection. Sure that boon is still reducing damage, but you’re still reducing its effectiveness.
It would be better if it REDUCED damage you took by 3% instead.
Unload should summon a thief clone that does it.
OH pistol is pretty awesome as is in. Leave it alone… or maybe drop its init cost of 4 by 1… please?
I would actually like that.
Drop it to 2 and add a 8 second cool-down.
It basicly does what that build does, except 100x better and without help or “cheating” food.
You’re ignorant and dense.
Done.
Evidence does not lie.
They out-survive, out condition remove, out-regen warriors! :>
Ever heard of a boon called protection?
Yes, but they protection regardless of if you have boon hate or not. Any additional damage at least helps.
Protection lowers damage after all damage is done, so what if the target does 25% more damage, protection will lower all the damage after that by 33%, making it really powerful.
Tier S
Ranger
Tier A
Guardian
Engineer
Mesmer
Thief
Tier B
Necro
Tier C
Ranger’s Pet
Tier D
Warrior
He heals about 1.4k every half a second.
After you headshot, you should get a second skill that steals 2 boons.
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