https://twitter.com/TalathionEQ2
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they are perfectly fine and have been adjusted recently.
Warrior healing isn’t fine at all. They go down way too easy and this was the only thing really keeping them up.
Until I get the same protection in some way, I’m probably going to make a new thread about Critical food, or bump it every 15 days.
As many have said before, stop going full Berserker’s and build some Knight’s or Soldier’s. Warriors have the highest innate survivability of every class in GW2. Highest base HP, and highest base armor (heavy armor), and a myriad of condition removes (especially if Soldier runes are used).
I fail to see a problem here?
Toughness doesn’t help against poison/bleeding/confusion.
I’ve never ran full zerker’s before. I’m usually at 3k Armor.
Toughness/Armor is nothing compared to protection. Protection protects for more then armor does.
That’s why you get condition removal? Warriors have an enormous amounts of those you know.
Protection isn’t usable all the time. That’s why you need toughness/vitality in your gear as well. Why don’t you do it?
Warrior traits offer no condition removal. Only very few skills.
https://twitter.com/TalathionEQ2
they are perfectly fine and have been adjusted recently.
Warrior healing isn’t fine at all. They go down way too easy and this was the only thing really keeping them up.
Until I get the same protection in some way, I’m probably going to make a new thread about Critical food, or bump it every 15 days.
As many have said before, stop going full Berserker’s and build some Knight’s or Soldier’s. Warriors have the highest innate survivability of every class in GW2. Highest base HP, and highest base armor (heavy armor), and a myriad of condition removes (especially if Soldier runes are used).
I fail to see a problem here?
Toughness doesn’t help against poison/bleeding/confusion.
I’ve never ran full zerker’s before. I’m usually at 3k Armor.
Toughness/Armor is nothing compared to protection. Protection protects for more then armor does.
Warrior healing skills heal about 1/3 of his hp while other classes heal for almost full.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
they are perfectly fine and have been adjusted recently.
Warrior healing isn’t fine at all. They go down way too easy and this was the only thing really keeping them up.
Until I get the same protection in some way, I’m probably going to make a new thread about Critical food, or bump it every 15 days.
Honestly, the food got over-nerfed. Admit it.
https://twitter.com/TalathionEQ2
Can you please fix them? They really need an improvement on healing or at least be able to proc 3-4 times a second.
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We really need a survivability boost, its stupid pathetic how weak we are compared to other classes.
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This is the spear, its a melee weapon with a longer range and fast attacks.
Strength:
Fast Attacks.
Fun Weapon.
Looks Cool.
Range.
Weaknesses:
Retaliation.
Confusion.
Mobility.
1- (All attacks are ½)
(Chain 1): Stab
Damage: 452
Combo Finisher: Physical Projectile (20%)
Range: 160
(Chain 2): Thrust
Damage: 538
Combo Finisher: Physical Projectile (20%)
Range: 160
(Chain 3): Impale
Damage: 658
Combo Finisher: Physical Projectile
Range: 160
2: Dragoon’s Frenzy
Attack foes in front of you with a series of strikes.
Damage: (x8) 844
Combo Finisher: Physical Projectile (20%)
Range: 160
3: Dragoon’s Spin
Damage (10x): 1,251
Combo Finisher: Whirl
Range: 350
4: Dragoon’s Stance
Gain Protection when hit. (4s)
Protection (1s) per hit.
5: Trip
Knock down your foe with a trip!
Damage: 554
Knockdown: 2 s
Range: 160
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Weakness deals damage, and it deals an additional 50% damage if the target has another condition on them.
This deals 2 + (level * 4.5) + 30% of Power damage per second. Base damage at level 80 is 362.
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50% less damage would still put it in the same damage range as Volley. Which is quite something.
I was thinking more of a 50% damage nerf. However…
Half the channel time it has now.
Able to be FULLY mobile while using it.
https://twitter.com/TalathionEQ2
I agree, guardians are so overpowered. The best thief in the world can’t kill a decent guard. I’ve played a very good guard with the a 30/30/0/0/10 build and all he was allowed to do was heal and dodge.. I couldn’t kill him.. If that’s not overpowered I don’t know what is.
Cheesy, super-nooby spike combo isn’t intended to work against everything. Deal with it.
ps. The guard can also do nothing if you just keep perma stealthing with d/p, running around with sword #2, or just spamming c&d on the nearest mob, wall, gate, siege, pet, upscale or whatever.
ur right its not supposed to work against everything. apparently its supposed to work against nothing :P a guardian can kill you by doing nothing. u know that right? just stand still with heals and dodges using retal/burns. he wont even attack and will kill 99.9% of all thievs if he is a good guard. thief cant deal with necros….if a necro uses swarm elite for like what double the hp then the 2ndary HP bar from F skills. yeah a thief has no chance. no elongated dmg to last beyond the first 5-8 seconds. poof no chance. i can go on about every class
The balance in this game is asymmetric. A good sword thief wins my glass shatter with ease, yet almost all bunkers have really hard time against me. No build should work against everything.
What you’re not understanding is that NO, NONE, ZERO, NADA thief build works against a guardian lol. I don’t have troubles with any other classes, except those really really tanky eles and guardians that you can’t do anything no matter what.
Yes, you are right, no class can win against a well enough played spammer master, aka d/d ele. The problem here is that the ele can also deal decent damage and move around fast as the wind.
The tank guard isn’t as big of a problem as they are fairly slow, are easy to kite and deal only a little damage. They are fairly easy to hit hard with shatter mesmer: their blocks and blinds negate only 1 attack, but the shatter burst comes in many small packets. Soo, at best the guard can tank you, but so what? How is it worse than being able to perma stealth?
Agree. Elementalist needs to be nerfed, or lose its mobility or something. They are as fast if not faster than thieves and can survive for days lol. The guy I played was a hybrid so he actually did damage. I’m talking about a 1v1 fight; a guardian won’t lose and can’t die. If I don’t perma stealth I die.. With his build he cannot lose a 1v1 to ANY class because of his kitten hp regen and retail and just tankyness of the build and can output damage to kill the opponent. Doesn’t seem fair. Only class that he can’t kill is those tanky eles.. I’m sure we’re on the same page when I say that Ele’s/Guard’s are overpowered and that thief is slowly suffering.
Offtopic: This patch just like the rest won’t help thieves at all.
No class needs nerfed. Other classes just need to be up-to-par.
https://twitter.com/TalathionEQ2
This wouldnt fix anything. Definatly NOT seconded. OP is looking to further break the warrior, clearly another class in disguise posting on warrior forums having never played one
Yeah okay kiddo. Only the insane think HB is okay the way it is. And no class fears HB lol. Why in gods name would I come in here to get it nerfed based on that?
It’s useless in PvP, and broken in PvE. And you know it.
Its useless for some of the hardest PvE, guild bounties and some fractals.
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I agree, they need to really nerf the Warrior’s damage so we can have /PROPER/ sustain and movement and be a lot more mobile.
99999 damage is useless when it misses.
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Rush should go 1600m tbh, and have a jumping animation AND be an AOE so it does not miss.
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Coming from the #1 WvW Server, Jade Quarry, I think I can lend a good opinion to this. I myself am just a player, non warrior for WvW but,
two of our really good commanders, are hammer warriors. Ive never seen anything like this, he will rush into a zerg, headfirst before even checking if there is players behind him and he doesnt die unless the entire team dies sooo it must be doing something right. Theres something epic too about going in headfirst to save your commander. Yes, i believe its gaining popularity
That is because Warriors are completely reliant on others. They are a good Zerg class. Then again everyone is a good Zerg class.
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They can put damage in other places and benefit more builds… rather than mug/cnd/backstab being the only burst combo for thieves.
If you take out mug you remove one of the balancing issues thieves have because buffs to other places would make us OP because Mug is there. Remove it and you open up options for possible buffs in the future.
Where else is ANet going to be able to boost thief burst to make up for a nerf to mug damage that would improve the class?
Mug is meant for burst builds. You are essentially nerfing all burst builds by nerfing this ability. It’s not even an OP ability. It only helps every 45s, which is about when a thief can burst every 45s…
So how does nerfing mug help the class as a whole? It doesn’t, it just kills the burst builds and forces more thieves to not build around burst. Maybe there are some people who like playing burst and killing something every 45s and playing defensively with shortbow the rest of the time? Maybe not all thieves want to be forced to build around acro/trick or sa/cs.
In my opinion burst itself needs a boost. Almost every class has some have multiple anti-burst abilities and some even have passive anti-burst abilities…
Thieves already can’t kill guardians as burst build unless you hit them while they are below 60%, even then, if they have a quick reaction, you won’t kill them.
If you compared a bunker guardian (best bunker in game) to a burst thief (best burst in game), the guardian would come out on top every time. It needs to be a 50/50.
There needs to be a class that can punish bunkers and burst thieves in my opinion should be that class. Nerfing mug would only empower other bunker classes.
Bunkers are getting out of hand in this game. I fought against a premade with all bunker classes. Ranger, Ele, 2 Guards, Mesmer. The only class I could kill in a 1v1 was the mesmer and that was only if he didn’t blink away from my burst.
The other classes would just hit whatever ability they had to negate all my burst damage (after the steal/cnd hit) and completely avoid the back stab which counts for over 50% of thief burst. So if you nerfed mug or removed it, then burst would simply be the dumbest option for a thief because the whole point of it is to down the enemy quickly. Mug allows you to do that.
So please tell me, how would you nerf mug but improve thief burst at the same time? I can’t think of one good idea…
I agree, guardians are so overpowered. The best thief in the world can’t kill a decent guard. I’ve played a very good guard with the a 30/30/0/0/10 build and all he was allowed to do was heal and dodge.. I couldn’t kill him.. If that’s not overpowered I don’t know what is.
Well that is what happens when you constantly nerf a classes damage.
Thieves actually have less DPS then guardians and elementalists do. /Damage per second, not burst. We have higher burst./
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Null Field is also an AOE, so it helps everyone in the field, since it works like walls do, it has no limit to how many people it can cure.
- Constantly removes conditions.
- Can also do tons of damage.
- Can be extended.
- Can have its cool-down reduced.
- Has a low cast time AND cool-down.
- Very useful for allies, terrible against enemies especially when traited.
Signet of Stamina:
- Cures all conditions, however since everyone puts them on you so fast, you just get more on you immediately, now your left with no utility slot for 45 seconds.
- Does not help your team.
- Cannot be traited to be more useful when used.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Haha, love it.
Wtb 3m cd on Norn elites instead of 4. 2 would be even better.
You already have the best elite skills in the game.
Other elite skills would need to be brought up to be on-par.
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Necromancers used shields in Diablo 2.
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Warrior healing signet should heal percent based every second.
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Warriors are the FOTM, they are called D/D Elementalists. Last time I went to WvWvW I saw 4 of them together trashing people with perma knockdowns.
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The extra toughness they get brings them up to heavy armor rating. They have way better healing. They have way better condition removal. They also have 33% Protection.
They have almost double our armor.
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why do people try and romanticize the warrior so much? I seriously just dont get it. Every other class has more effective/passive ways to remove conditions, stronger heals, better utils (have yet to hear any positives on kick and stomp) and frankly the only thing good about our “control” on a hammer is earthshaker since backbreaker is outclassed by every skill in the game with a knockdown and staggering blow is actually the worst attack cross every class in the entire game. The mace is no better having the crappiest auto attack ever, our burst skills for the most part suck, and we have to rely on teammates more than any other class in the entire game. If you are one positive warrior in a sea of unhappy warriors then you are 1 of 2 things. 1 you think dying is helping your team or 2 you have a very good team…
This isn’t really true if you take a mesmer which is considered one of the strongest classes. The condition removal isn’t great all.
You have null field on a 36 sec cd. (traited) in a field that pulses. Signet of stamina is better. Null field does remove boons from the other enemy but just based on condi it doesn’t beat sig of stamina, other options are arcane thievery, mantra of resolve.
You can go 30 points into the vitality tree and remove a condition on shatter but you have to chose that or shatters heal a small amount (which is a pretty decent sustain)
Finally you have remove a condition when you heal (1)
There are other classes with it better with better passive condi removal but there are others with about the same if not worse.
Null Field CONSTANTLY removes conditions and is a combo field… One of the best combo fields in the game.
Just saying ours is better just says you really don’t know how to play this game.
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Stances have their own problems.
Honestly, I’d say stances only really need a good trait or two to get procs off of to make them perfect.
The entire point of signets though is there passives, there active effects should be a lot worse then other active effects, just an added bonus.
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Personally, if we get Mug nerfed for enhanced mobility, then I support this patch with every ounce of my un-soul.
Thieves can now move 50% faster! (33% speed cap.)
https://twitter.com/TalathionEQ2
The passive effects need improved really, not the active effects. Other active effects like “Stances” however need greatly improved. Perhaps these ideas could be stances instead?
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Op is messing a few things up. He is not talking about sPvP as he talked about using consumables that can only be used in WvW PvP. Also Retaliation is based off the targets Power levels, not how much damage you do.
Now to address the issue at hand. Axe 5 is a great skill in WvW against zergs. It is a powerful, reliable, mobile AoE. Retaliation is the direct counter to skills like this so you will just have to be careful when you drop this skill. Another tactic is to use the sword leap skill, axe 5 ,then endure pain. It will protect you against the retaliation damage, your sword 2 skill will have recharged when you finish spinning and you can jump out and set up your next chain.
There are a few things we warriors struggle with and can use some help in WvW and especially sPvP but Retaliation is not one of those issues.
Endure Pain doesn’t protect you against non-physical damage like retaliation/condition damage.
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So many amazing artists around and things like clipping just get in the way, just ignore it. Most players don’t care.
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Most people don’t care about hairstyles and capes and all that stuff clipping, who cares if 10% of the armor does not work with it, we have a great imagination and we can just use armor that works.
We need more hairstyles and faces, especially for Sylvari and Asura Males and Females, and more unisex/unirace hairstyles too.
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Since I was asked what I would do for the Tactics and Defense tree as well, here are my ideas I think that would make them a lot better.
New Boons for Warrior (I could go on for other classes as well.)
Indomitable.
Impossible to subdue or defeat: “indomitable spirit”.
Heals caster whenever they are hit.
10 + (1.5 * Level) + (0.15 * Healing Power) per stack.
Focused.
Intense concentration, the opposite of confusion.
Heals caster on skill activation; stacks intensity.
10 + (1.5 * Level) + (0.15 * Healing Power) per stack.
Since that was the arm’s tree, this is what I had in mind for the Defensive tree:
Mandatory Traits
5: Thick Skin:
Become Immune to Retaliation damage when channeling.
Traits
Turtle’s Defense:
Gain 2 seconds of Indomitable when crippled, chilled, stunned, or immobilized.
Spiked Armor
Gain 5 seconds of Indomitable and Retaliation when struck by a critical hit. (Cooldown: 15s.)
This is what I had in mind for the Tactic’s Tree:
Mandatory Traits
5: Empower Allies: Increases Power of nearby allies by 70.
15: Drill Instructor: Nearby allies gain “Focused” for 4 seconds when you use a shout.
25: Empowered: deal extra damage for every boon.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Lol Sovereign.1093. I guess what you say is true if we all stay at range and never close gap to melee range or never allow a gap to be closed on us.
Build of course also plays a big part with how fast we die. I have played that tanky style, do not like it, but have played it.
I have been playing warrior since beta. I know this class very well and have tried many, many builds. Can we do damage, certainly! We can definitely hurt people when we get amongst them. However unlike other classes we can not stay long, we can not get rid of our conditions fast enough and we have very little protection versus CC’s.
We are waaay past the L2p stage. Our success and our demise are all in the hands of A-net now.
Mind you my warrior is my only character and i have no intention of playing any other class. So hey, what do i know!
I don’t know what you know.
But maybe that’s your own personal encounter depending on the situation your character is in. I’m mostly in wvw, so what I experience is based on that.
So far, I don’t feel I fall down as easily or more easily than other classes. I’ve played other classes as well, especially mesmer, ranger, and guardian. It’s just that a warrior has its place in the battlefield where other classes has their own.
:3
We have no sustain, and the Norn racials are really the only good ones.
http://wiki.guildwars2.com/wiki/Dash_
Dash forward, knocking down anyone trying to catch you, amazing for running away!
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Where is this “Strength” coming, in this entire thread I said it was gonna be an arms trait, it does not fit strength at all.
You derail your own thread. I said Strength OR Arms. Honestly, they are interchangeable as they are both just offensive lines. If anything, it’s a preventative statement so you don’t go back and suggest it be swapped to that line either.
All Warrior lines are offensive. Discipline line adds more DPS then Arms does.
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Wrong, swapping attunements faster lets them go on a rotation to all there cool-downs, making them deal 2x more damage because they have more abilities to cycle through.
http://wiki.guildwars2.com/wiki/Arcane_Precision Can also apply a lot of damage via conditions. They also can get a lot of Might from there attunement switching, and boon duration.
And you’re reaching. Elementalist 101: more skill spam doesn’t = bigger damage. I’m not going to go into details that you continue to disregard (like how Arcane Precision is only a 8%) as that only derails your thread. Point is, the viability of a defensive trait as strong as you propose is out of place in the Strength or Arms line, the balance of said trait not withstanding.
Where is this “Strength” coming, in this entire thread I said it was gonna be an arms trait, it does not fit strength at all.
https://twitter.com/TalathionEQ2
All trees should have there own goods and bads. Defense tree should survive with damage reduction, not healing. However there is no option for that either.
I wouldn’t be so quick to delegate Tactics as the ‘healing’ line and Defense as the ‘take-less-damage’ line. The general concept of Tactics is ‘team-play’, usually involving team-aid skills. Defense “should be” straight personal survivability but still not forgetting what other things you’re capable of with other trait lines.
I don’t understand what you mean by the elementalist thing, there best survivability tree is also there best offensive tree, the ability to constantly switch attunements for offensive and defensive buffs is insane.
Acrane is for utility, not offense. Utility can be leveraged for offense, but swapping attunements faster does not net more damage. Using damaging skills and having them cooldown faster is what generates damage and Arcane does not decrease the cooldowns on Fire/Air skills. Constantly swapping attunements for the boons is a trait you can use, but it isn’t just for yourself but for the team. It’s utility for your team not just yourself.
Wrong, swapping attunements faster lets them go on a rotation to all there cool-downs, making them deal 2x more damage because they have more abilities to cycle through.
http://wiki.guildwars2.com/wiki/Arcane_Precision Can also apply a lot of damage via conditions. They also can get a lot of Might from there attunement switching, and boon duration.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Axe and Mace are not really part of the arms line, its mostly focused on greatswords/swords which both apply conditions on hit…
Blanket adds that sound cool aren’t always ideal. The four weapons mentioned, why does it matter what trait line a weapon happens to be in to benefit from an overall sustain improvement to the profession? Are not Axes and Greatswords both offensive weapons? So why should one heal on auto-attack and the other can’t? Mace and Sword are arguably more defensive weapons with Sword being a bit more offensive…so why should Sword become more defensive ontop of that?
You should answer these points and describe the effects such a change would have on the weapon combos and the profession. Perhaps you’d see imbalances it creates or places it doesn’t help at all where it probably should.
((I really want all trees to have some kind of sustain boost, except tactics, tactics is one of our better trees. However the warrior deserves other playstyles.))
The overarching balance of the game as a whole is give-and-take. You only get 70 trait points to spend, you only have 6 active rune slots, you can only choose traits of specific brackets such as Master and Grandmaster, you can only keep 3 utilities while in combat, etc. etc.
This is hardly different for all professions. If you want defense or sustain, you pick the defense/sustain trait line. Elementalist doesn’t pick air for healing, Mesmers don’t pick Dueling for defense, Warrior shouldn’t be picking strength and arms for healing. It’s that simple. You want something to help you survive, you have to give something up, be it offensive traits, an offensive weapon, offensive utilities or offensive gear.
Whether or not a Warrior can accomplish these effectively isn’t really covered by your suggestion and I doubt it will because you’ll likely not be willing to adjust your ideals to make compromises that should be inherent to builds of all professions regardless of what bias opinion you may have of what another profession is capable of. Propositions to balance a profession should have nothing to do with possible imbalances of other professions as those can be adjusted if needed.
All trees should have there own goods and bads. Defense tree should survive with damage reduction, not healing. However there is no option for that either.
I don’t understand what you mean by the elementalist thing, there best survivability tree is also there best offensive tree, the ability to constantly switch attunements for offensive and defensive buffs is insane.
Tactics line has shouts and banners, both of which provide a lot of damage and healing, more-so damage then healing for banners, and moreso healing then damage for shouts. However its more group-wise.
It could benefit from Axe/Mace I guess if you account how much vulnerability they add, but it would be more bursty healing then the sword/greatsword healing.
Arms is a bit more narcissistic then tactics. (More self reliant.) So it has its own playstyle.
https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
I would support this is if they tied the healing to scale with the healing power attribute, with 0 healing power meaning that it would virtually do nothing.
I really would love to see more stat balance in the game. Right now things like Healing Power really get the short end of the stick in PvE. Even condition damage builds are somewhat disadvantageous (partially due to max bleed stacking). The berserker build is all too prevalent.
I want them to fill the wound they left in the warrior class.
Warriors are still the top of the line for PvE; miles more ahead than the second most viable PvE class. The lifesteal nerf did next to nothing to their viability in PvE. It just made glass cannon less viable in dungeons, which honestly, should happen. Glass cannons should be high risk high reward, and not low risk high reward.
If you want survivability, just build toughness/vitality. You shouldn’t expect to only have fun playing on Godmode.
Um, What zones are they top of the line for? They suck in high end fractals and guild bounties and most harder dungeons.
They are only good in things like CoF Path 1.
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Please add spears for land, I beg you.
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I would support this is if they tied the healing to scale with the healing power attribute, with 0 healing power meaning that it would virtually do nothing.
I really would love to see more stat balance in the game. Right now things like Healing Power really get the short end of the stick in PvE. Even condition damage builds are somewhat disadvantageous (partially due to max bleed stacking). The berserker build is all too prevalent.
I want them to fill the wound they left in the warrior class.
https://twitter.com/TalathionEQ2
You can cancel channel with dodging.
Also, retaliation is designed to counter those kinds of things. Things that proc effects fast. And finally…
http://wiki.guildwars2.com/wiki/Retaliation
are you kidding me? The targets you are fighting would need to have over ten thousand power in order to do 1000 damage per tick of retaliation.
Retaliation is designed to do such, however its way to powerful against Warriors channeled abilities, you might as well toss axe ‘5’ now that it doesn’t proc multiple things.
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See them everywhere in WvWvW.
The funny thing is they didn’t even use or rely on Omnomberry Pie and that was the only thing other classes got to be on-par.
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Something needs done, this is ridiculous, our survivability is just nothing compared to other classes and its just an absolute joke.
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OK, how about this. Compare Steal to the Guardian’s F1. Which one is better? Compare it to the Guardian’s F2. Which one is better? F3. Which one is better? I’ll remind you that Guardian F2 and F3 are both are significantly longer cooldowns than Steal.
So? Well, it’s pretty obvious that Steal is better than any of the Guardian’s virtues. Especially if you get the mug trait. And let’s face it, it’s pretty easy to trait steal.
Let’s take a look at what it CAN do:
Serpent’s Touch – Stealing applies poison for 10 seconds.
Improvisation – Stealing recharges all skills of one type (venoms, signets, traps, tricks, or deceptions). Deal 10% more damage while wielding a bundle.
Mug – Deal damage when stealing.Thief tango icon 20px.png Shadow Arts
Hidden Thief – Stealing grants you 2 seconds of stealth.
Thief tango icon 20px.png Trickery
Each point in Trickery increases the recharge rate of stealing by 1%.
Kleptomaniac – Stealing gives you 3 initiative.
Bountiful Theft – Stealing grants you and all nearby allies vigor for 15 seconds. Up to two boons are also ripped from your target and granted to nearby allies.
Long Reach – Increases the range on stealing.
Sleight of Hand – Stealing also dazes your target for 1 second.
Thrill of the Crime – When you steal, you and all nearby allies gain fury, might and swiftness for 10 seconds.So why do you think you should get F2’s and F3’s when your F1 is clearly one of the best profession skills there are? You want F2 and F3? My guardian wants F4 because well Elementalists have an F4 right? So why shouldn’t we get one? Might as well let warrior get F2 F3 and F4 while you’re at it. Slippery slope is a pretty interesting thing.
People will complain they are underpowered just like people in every other class complain thieves, or any other class that rolls them, are overpowered.
Oh, and before you start hacking on guardians, let me remind you that guardians have a total of 150 more armor than thieves in full exotics annnnnd the same base amount of HP. I never complain that my virtues suck. Why? Because I’ve done the bare minimum of traiting them (short of not traiting them) and I primarily use other things to gain the advantage in fights. If you haven’t traited steal, yeah it’s not gonna be really good, but if you do, it is amazing. Especially the fact that in 20 deadly arts you can recharge all utilities of the same type with steal. Seriously dude.
Steal doesn’t have a passive effect.
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Correct me if I’m wrong, but can’t you cancel the channel by stowing your weapon? I know you can with swapping but that’s not always a good option.
What does that have to do with anything above?
Your post discusses the problem where you can get stuck killing yourself due to retaliation because you’re stuck channeling something. So if you stop channeling you stop killing yourself.
What are you talking about?
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The problem with more Warrior healing traits is that it needs to take into account the various ways warriors have heals from other sources; that’s the problem with the balance…it would need a reduction in say Adrenaline Health or Shout Healing/Banner Regen frequency. There is nothing wrong with the idea per se except it would likely need an internal cooldown or it falls into the realm of lifesteal food/Whirling Axe issues with heals on crit procs (bleeds/vulns/etc. all within the same Arms line).
Finally, Furious isn’t a horrible talent even if grandmaster (but it would be better if Furious was the baseline grandmaster 25 in Discipline though instead of Versatile Power).
Why? All those moves suffer from confusion/retaliation the same. Why do you need to reduce the other healing abilities? The Warrior sacrifices critical bonus (damage.) and Power for all that survivability. Just like other classes have the option to do.
The /real/ problem with Omnomberry Pie is that you could go full damage and get that survivability, this gives you worse survivability while sacrificing all your damage.
People could just go full zerker and heal for max, and spec for all power/critical damage and do tons of damage.
Altruistic Healing does not have an internal cool-down, and it is fairly balanced, it probably would heal for more then this trait because you don’t need a target for it and allies and enemies don’t move out of your circles. You could argue that guardians need more healing, however I think Warriors should out heal guardians since they don’t have virtues (Passive Procs/Healing/Effects.) and don’t have protection or very much if not any condition removal.
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(edited by Daecollo.9578)
I understand the situation then you’d be so kind as to suggest a build warrior PvE / Dungeon with a balance between damage and resistance? I do not like the glass cannon characters and I do not like the “tank” would prefer a balanced situation. thanks
Problem is Warriors have to have toughness to tank, however that means you will get ALL the aggro because you have the most.
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signet of malice is OP in PVE. when i Dagger storm in a pack of mobs, my health goes -up-. And if the cast time of SoM is getting on your nerves? use one of our many abilities / traits that put us in stealth first before casting it. Another pro tip, Caltrops + Shadow Refuge + Dagger storm / Death Blossom inside the refuge = so much AoE healing in PVE (and pvp) it’s ridiculous.
It has a long cool-down and thieves don’t have a high health pool. It is a nice reset button, however Warrior/Necromancer and other classes get twice the health we do.
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(edited by Daecollo.9578)
So…Trahearne is secretly a member of the nightmare court? O.o
Yes.
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While I don’t agree that there should be a boost to sustain in all trees..
I am kind of curious to see how this would work out.I would not mind testing it if it ever came out~
I would really like a trait test server, we really have a lot of smart minds playing this game. GW1 was one of the best trait systems and skill systems ever created.
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Siamak, don’t bother with Daecollo. He’s convinced that his own lack of skill means the class is broken.
Hey guys, I have both Warrior and Guardian and like both of them but for the life of me can’t decide which one to go with as my main, here are my basic needs if helps advise me on which would be better for me:
1. Survivability/durable ( very important )
2. Good Damage
3. Mainly PVE and Dungeons
4. PVP is not very important but like to try it from time to time.1. Survivability/durable ( very important )
Kill it before it kills you. No sustainability. Warriors have the durability of a red solo cup in a party. AKA, have a blast before your thrown away.2. Good Damage
Warrior is the best damage in the game, if your enemies stand still, to bad that isn’t the case, if the enemies move the Guardian does more damage.3. Mainly PVE and Dungeons
Guardians are a required class in most high in fractals because of how good they are.4. PVP is not very important but like to try it from time to time.
I dunno.1. With a naturally high health pool, armour and dodges available (and evades through the WW), we do have survivability, but no profession can just stand there and take it: and none should. To be a good warrior you need to keep your feet moving. Need to land a 100B? Then you stand behind your enemy or at least have the sucker knocked down (or apply frenzy+endure pain). If you’re wearing all Berserker’s and just standing like a chump, taking the damage, you deserve to go down.
2. Warriors have excellent damage on the move: axes are mobile weapons (fun fact about the fifth axe skill: you can move, dodge and jump while channeling) and aside from a hammer skill and 100B, you can keep on strafing.
3. So are warriors for the sheer amount of damage they bring.
High Health pool really doesn’t matter as much as sustain/condition removal. Warriors have the worst healing abilities in the game and there base class has NO condition removal outside of shrug it off, and signet of stamina. Which have hilariously long cool-downs.
Wrong, Engineers+Necromancers+Elementalists+Guardians+Thieves(when they fix there revealed debuff.) all have viable and powerful /stand there and take it/ options. Warriors have some of the worst dodge options in the game compared to most classes.
Fun fact about the axe ‘5’ skill, it does less damage then its autoattack which can still be used while moving and the only reason it was good was it procced things better, but now everything has an internal cool-down.
Actually, health pool matters just as much as condition removal.
I don’t know why you say “sustain” and health pool separately as condition removal, health pool, and a variety of other aspects are all essentially grouped into the term Sustain.Warhorn, as part of the base class, does provide quite a bit of condition removal + boons conversion (second part if traited). The problem isn’t the condition necessarily but the fact that movement hindrances can allow warriors to be indefinitely kited and killed. In this aspect, I can understand.
“Stand there and take it options” what is that? Ability to Facetank?
I play a pure defense/CC/support PVT tank warrior in WvWvW and I almost never die.
With GS + Sword/War horn, I can survive multiple people (kill off the few idiots that go glass cannon) and run away with superior mobility. Of course you have to account skill and lack of skill into that.
Besides that, Warhorn and Furious Reaction alone provide plenty of Vigor for more dodges.
Then you go into hard PVE or PvP and you get 6 stacks of confusion and lose 4-5k – 20k health every time you swing when your a guardian or other classes and just remove it instantly, you sure feel like your high HP matters.
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In PvP we literally destroy ourselves with retaliation. We need protection against this when we channel our abilities.
We have many examples, but I will just use axe ‘5’.
Axe ‘5’ is a low damage attack that hits 15 times many times, it does low damage and can hit up to 5 targets, its main attraction was it USED to be able to proc multiple things, like omnomberry pies, however it can no longer do such. This ability can hit 75 times.
In PvP with Guardians and Mesmers (both very popular classes.) and even necromancers! There best specs offer them and there clones a ton of almost perma-retaliation, this absolutely destroys us, we can almost do /75000/, /75000!?/ damage to ourselves just because of retaliation!
This is why I offer this as a fix to our problem.
Thick Skin
Become immune to retaliation while channeling.Erm… who uses Axe 5 in PvP?
When I want to feel sad, I PvP.
When I PvP, retaliation isn’t what makes me sad… it’s the infinite kiting by enemy semi/full bunkers who I cannot spike in the short time I am near them, lol.
Nobody, because it DESTROYS you.
People used to use it in PVP when it procced omnomberry pies because it could fully heal you, I mean it hit up to 75 times.
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(edited by Daecollo.9578)
Correct me if I’m wrong, but can’t you cancel the channel by stowing your weapon? I know you can with swapping but that’s not always a good option.
What does that have to do with anything above?
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But maybe that’s your own personal encounter depending on the situation your character is in. I’m mostly in wvw, so what I experience is based on that.