https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
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 damage while channeling.
This makes off-hand skills like Axe ‘5’ not completely destroy ourselves and actually help us.
(edited by Daecollo.9578)
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.
Berserker’s Healing (Replaces Furious.)
Applying a condition to enemies heals you.Trait line: Arms
Tier: Grandmaster
Type: Major“At level 80, the amount healed per condition is 69 + 0.01 * Healing Power”
This is because the Greatsword and Sword are in this tree, both apply conditions on Autoattack.
All my previous posts were removed. Apparently it is unacceptable to disagree with what anyone says.
So I guess I’ll agree and hope I don’t get infracted again.
I don’t think it should be per condition. This leaves axe and mace out.
Also, it could make AoE particularly broken.
Axe and Mace are not really part of the arms line, its mostly focused on greatswords/swords which both apply conditions on hit, moreso for the sword which does a lot less raw damage then most other weapons. I figure it would make sword more favorable even though its kind of worse off then most other weapons. It really helps the sword more then any other.
AoE isn’t broken in the fact that enemies have to stand in them, because of that fact it has high skill and opportunity cost, altruistic healing is actually better because allies want to stand in them, however enemies will try and avoid your stuff.
((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.))
Hi all I would like to know if it is possible to construct a build “Warrior shout heal” that you use the double axes and not the Greatsword.
I read a bit ’in the forums and I found various combinations but nothing about the double axes appearance your advice … thank you.
P.S. I do not like the Greatsword crazy for axes
Not really, you gain might each time you critical with great-sword, that is pretty much how you do damage from losing the power. If axes had a way to gain might on critical that may be a different story. However Axe-offhand is the worst offhand in the game.
Your making yourself worse by not using greatsword, sorry friend :/
Is it male or female? (Please say male)
It IS male actually. 
There was a lot removed from this thread, can people please re-post the ideas they had?
No way. Those numbers are way too big for something that you have have to talk to an NPC to increase. The suggestion itself is okay, I don’t see the point of it other than to add meaning to a useless function in the game. But then again to me, not everything needs to be relative to your stats.
How are they too big?
Throughout your story and adventures you gain secondary stats. Charisma, Dignity, Ferocity. These should affect your stats as well
Charisma: Boon Duration, Magic Find, Gold Find.
Dignity: Toughness, Vitality, Condition Damage.
Ferocity: Power, Precision, Critical Damage.
At max Charisma:
25% Boon Duration, 30% Magic Find, 5% Gold Find.
At max Dignity:
180 Toughness, 180 Vitality, 180 Condition Damage.
At max Ferocity:
180 Power, 180 Precision, 10% Critical Damage.
You can have mixes of both but the stats all have a cap.
This is a really awesome face not in our options, and its mostly covered up by the helmets of the NPCs. Its a unique face.
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.”.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
This really doesn’t have to do with what a commander would do. What you are asking for is healing, great damage, and sustain all in one trait line.
Sounds exactly like the Guardian’s Toughness tree. However it would just create builds and give the class more sustain, which it desperately needs.
It has “great” damage, but not the damage that discipline and strength tree have. It would have “great” sustain, but not the healing or burst healing or condition removal tactics has.
(edited by Daecollo.9578)
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
I am not saying that this would be game breaking or even overpowered but putting it as in strength makes no sense to me. Putting it into the tactics line makes people have to invest points into tactics as well as arms if they truly want to have that benefit of healing from applying conditions. This is an ability for sustainability not damage, so I conclude that it should be in a line such as Tactics or even Discipline.
It would be in “Arms.” not “Strength.” I agree it makes no sense in strength.
Tactics isn’t “berserkerish.” Tactics line is more like a commander, that is why it has support like shouts and banners. A commander or tactician would not gain pleasure or vigor from wounding (applying conditions.) to others.
I don’t know what Arms refers to for warriors, but one description is this: Extremely upset; indignant. It could also mean weapons as well.
(edited by Daecollo.9578)
While I agree we lack sustainability This trait seems to belong in the tactics line as well as a T2 if not T3.
Anywhere else and I can see this being far too over powering.
We apply conditions as much as Guardian’s apply boons, if it is overpowering then its as overpowering as traits that are already in the game.
It makes sense because a berserker would stay in the fight the more wounds he inflicts, a condition to us is pretty much a wound, since we can only apply vulnerability and bleeding and a tiny bit of fire with one weapon.
However, the line I chose itself is because it is mostly our condition line, it applys the most conditions.
It is also the same line that uses the two weapons that apply conditions. Greatsword/Sword.
This goes very well with:
http://wiki.guildwars2.com/wiki/Combustive_Shot
http://wiki.guildwars2.com/wiki/Flurry
http://wiki.guildwars2.com/wiki/Rending_Strikes
Berserker’s Healing (Replaces Furious.)
Applying a condition to enemies heals you.
Trait line: Arms
Tier: Grandmaster
Type: Major
“At level 80, the amount healed per condition is 69 + 0.01 * Healing Power”
This is because the Greatsword and Sword are in this tree, both apply conditions on Autoattack.
Compared to the other classes we are basicly the /Red Solo Cups/ of GW2, we are used and die easy.
Why can’t we builds for sustain as other classes can?
People die way too fast. It seems the gameplay choice is who can zerg someone the fastest.
And then you realize that this change would follow with everybody putting their Toughness and Healing Power attributes together because they offer the best bang for your buck.
That depends on your build. I would rather have condition damage or condition duration on my necromancer. Life steals arn’t effected by healing power.
Condition Duration, Condition Damage, Healing, Boon Duration, Critical Damage.
Please allow us to pick and choose which ones we want for what tree, or atleast choose between 1-2 per tree.
We can still only have one of each, however we can choose which one we want in which tree.
Don’t worry, soon we won’t have any good builds!
I’m confused. Signet of Malice is one of the most powerful PvE heals in the game already.
Why do I barely see thieves use it in PvE?
I use it a lot in dungeons. It was a godsend when soloing Hotw P1.
That dungeon can be soloed even without it thanks to short bow. Its easy like CoF Path 1.
Indeed it can, and that’s all well and good. Melee is a different story.
I’d like to see you melee it now. I am talking post Omnomberry Pie Nerf.
I’m confused. Signet of Malice is one of the most powerful PvE heals in the game already.
Why do I barely see thieves use it in PvE?
I use it a lot in dungeons. It was a godsend when soloing Hotw P1.
That dungeon can be soloed even without it thanks to short bow. Its easy like CoF Path 1.
the problem there comes in WvW. since Anet considers it PvE for balance purposes, that 200 life steal becomes insane, especial in combination with things like dagger storm, cluster bomb, and high hit volume builds like s/p and p/p. cluster bomb for instance can get 15 hits in one shot if you detonate it and all 3 bombs hit the max targets, that is an extra 3k damage over all targets, and as much healing. also, venom share builds would go crazy with it. between the venom life steal and the signet’s you could heal for 3.6k from a single P/W if you only hit one target, while in evasion and controlling your target. I think we would be better off just increasing SoM and our other healing methods scaling with healing power.
Dagger Storm has a 90 second cool-down and can be removed with fear. Its aoe also got reduced by a lot and nerfed.
S/P, P/P are the worst weapon sets we have (P/P is probably been wanting a revamp for a long time.) , retaliation and confusion absolutely destroy these builds.
Pistol Whip and Unload both need damage boosts.
You can’t move while you P/W, the person simply needs to move away and your P/W could do 0 healing and 0 damage, same with Unload. Most people just dodge out of it causing it to hit once or twice. With blind/meta immunity skills and massive CC other classes get, SoM really needs a buff.
(edited by Daecollo.9578)
I’m confused. Signet of Malice is one of the most powerful PvE heals in the game already.
Why do I barely see thieves use it in PvE?
Knights with cleric gear? Yuuuuck.
Full DPS all the way. Warrior damage in PvE is OP considering our health pool and heavy armour, we can mince up the targets before needing to heal/taking any hits.Dungeons are slightly different and advise you to stay out of AC until you’re level 80 and clad in exotics. I know it’s silly but even some parties of all 80’s have difficulty with this dungeon..
EDIT: Sorry I thought you meant explorable, I have no idea if Story Mode was altered but I don’t believe it was, just take at least one person who has finished it before and you should be okay (I’m about to log on for that matter if you’re interested.)
Just yea… Never put Healing Power or Condition Damage on a Warrior.
Warrior is useless in most guild bountys because the mobs NEVER STAND STILL.
Yes, because nobody will be able to see the thieves many combo fields/cluster bombs/houses.
Might as well just say they arn’t stealthed…
PvE thieves really need lots of help, this skill’s healing should be on-par with what other classes have for healing, and since the Omnomberry Pie nerf we really are sucking in the sustain survivability.
Since we now separate PvP/PvE abilities, here is what I have in mind:
“Signet of Malice now has a ½ cast time for PvP/PvE and also steals life per hit, life stolen does not critical and ignores armor and defenses, it is however not effected by power, or condition damage either.”
PvP:
Passive: 150, steals 150 life per hit.
Active: 3750
PvE:
Passive: 200, steals 200 life per hit.
Active: 3750
(SoM’s Passive is no longer effected by any statistics since its now a life stealing effect, however the active heal is effected 100% by healing power.)
This would open more builds to the thief with its active and passive effect and make us a lot stronger in PvE where we really need it. It also wouldn’t effect burst thieves because they don’t really hit that much, they just hit really hard.
(edited by Daecollo.9578)
You can’t balance around extremely powerful food buffs though. They make some builds a lot more powerful than they should be, yet good builds that can’t take advantage of extremely powerful food buffs get left behind.
Not true, and is a great misconception in the entire community. The specs that used food were on-par if not a little worse then the current meta.
D/D Elementalist does not use food, they are insane bunkers with insane healing/cc/condition removal.
P/D Condition Thief, wrecked by the reveal nerf, these guys used to be terrors. They did not use the food either. However were one of the best pvp classes in the game.
Condition Mesmer did not use the food, retaliation everywhere and 5-6 stacks of confusion will wreck anyones day, especially a warrior since they know we can’t clear conditions without using a very specific item/set.
It was mostly a playstyle choice, and the playstyle choice was actually harder to play then the current metas.
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.Rush is a 9k hit by itself, whirlwind can be 10k as well. Axe can still out dps a guardian as well. I can survive on my berserker warrior just fine.
Rush has a 75% miss chance, Whirlwind almost never hits its full 10k.
Yes, the damage is ridiculous, but if you can’t land the damage it really doesn’t matter.
Its why 100b is worthless in pvp, it does SO MUCH DAMAGE. to bad moving out of the way or a sidestep can negate 90% of it. It happens in PvE too, especially in guild bounties. It really shows you HOW BAD the warrior actually is.
I wish the developers would start fixing there game and not sucking away everything we have that is fun.
im fairly new to the game have been only playing for about a month now, and i need some feedback on my build, iv been getting mixed reviews in game, im running a 20/0/30/0/20 build with full zerker and runes of divine, its a tanky burst build and iv done some high damage with it, iv been tying to roam with it and stuff but it doesnt seem to survive decent. Also i use a tank build for zergs with the same build but just the Pwer,tough, vital armor….
Go full zerker, you have no condition removal and no healing. There is no point to bunker up. Kill it before it kills you.
Get Defy Pain/Endure Pain for 8 seconds of invuln, go full zerker.
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.
(edited by Daecollo.9578)
I feel like they could have done a lot more and been more creative with the adreanaline mechanic. All it really is is just an extra attack, and sometimes you may be reluctant to use it due to heightened focus and berserkers power, though it can regenerate fairly quickly if you spec into it.
Another thing that needs fixing is the dreaded 3% burst damage on the discipline tree, ridiculous how we get cheated there.
More viable routes for condition removal would be OK, we don’t necessarily need more. Condition Removal is not always a Warrior’s achilles heel, but to have decent and reliable at removal you need to be a shout build, or need to invest heavily into tactics and use a warhorn.
Our utility heals compared to most if not all classes are very subpar. We are given a really high base HP and in return we lack regeneration, protection, utility and reliable boon generation. But at least give us better scaling heals, or with a slightly lesser cooldown.
I would also like to see a bit more self-sustain for the warrior. Currently we rely on elementalists and guardians to do that for us so in a sense they are a lifeline that we are tied to, if they go down (if we don’t go down first) then we will go down shortly after. At least with me, often in big zerg scenarios I find myself having to break combat a few times just to get full HP. Too often is my HP pool permanently gone never to come back unless i break combat. Not really asking for a self-protection boons, but maybe some source of minor healing besides investing in shouts. Perhaps healing on adreanaline use, that makes the most sense, or better regeneration.
Overall we are decently balanced in WvW, we just need a few kinks and works here and there, but nothing really gamebreaking. We aren’t the best, but we are far from the worst when that is concerned. Ofc sPvP, it is a different story.
The sad thing about our class is, we had healing “On-par” with elementalist when we had omnom food available.
i play a P/P zerker thief in pve. i use signet of malice + omnom pie to compensate for my 10.8k health pool and squishyness. yet warriors have 18.5k in zerker wtf ???
perhaps buff all armor class to same hp like war +gaurdian 18.5k, thief engi ranger 16k, ele necro mesmar 15k, for pve only. heavy armor class should have highest hp pool. medium armou should have second highest and light lowest as they are mostly always ranged and have nice abilitys
please make omnom and other life steal foods be based on 2 procs every 2 seconds. this atleast makes it balanced in pve.
better yet ban all food buffs in WvW and other pvp related QQness as i guess its a PvP nerf because who crys nerf for pve survival in fractals or arah exp ?
stop nerfing nice things. its like WoW all over again, everything nice and worth using gets nerfed because some ppl cry about it in pvp even if they suck and have no skill and know it.
I think it should be allowed to proc /at-least/ 3 times a second.
If so, as someone else mentioned in other thread, how about cleansing condition as you use the burst skill? With this, you will need to use your adrenaline more often than keeping it up at all time.
This is what we need! In fact, this is perfect for balancing offense and defense:
Currently we can increase crit by 9% and damage by 12% with a full adrenaline bar from traits. If using adrenaline cleansed conditions, we would have to be conscious about using it to avoid dropping our DPS. It would make the adrenaline mechanic much more interesting while still remaining balanced (It couldn’t be spammed due to cooldowns on burst skills/build up time of adrenaline).
I hope someone at Anet reads this.
It would have to be 15%-10%-5% then.
Shout Warriors do less damage then Guardians do if the guardian plays the average Tanky DPS. He also brings a lot less utility then a guardian can.
a key stroke is a keystroke. it doesnt change if u hotkey it. i know what you mean. but other classes have a few more abilities than thieves. would be nice to have an f2 f3. not that we need them to be certain things. just nice to ahve a lil more option. we use everything in the first 5 seconds of battle. :/
yes but having a free shadowstep and a free refuge is alittle too good.
its not free tho. its just being moved. so we can use other utilites on our utility bar instead.
Um it would be free as you’d get them without spending skill points and without using up utility slots.
As for daecollo’s statements that these make the profession, thats not true there are plenty of people that don’t use them and use other things, they are very good utilities but they are not needed to perform well, but doubling a thieves utility because you want them for free just reeks of overpoweredness.
Uhh.. name one thief that does not have shadowstep or SoS in there hot bar, I want to proceed to laugh.
This would be far to strong…
How?
Because those are among the best utilities… they would need to be weakened severely if given for free.
That’s not to say that the thief’s class f-skills couldn’t use some tuning, but this change in particular would be op.
Our other utilities need buffing as well (almost all poisons and traps)… it should be a tough choice when you pick your utilities because they are all good.
They are some of our /only/ utilities, they are the only ones that really go into the slot.
Even if ALL of them were buffed to there level, there is no way we would ever give up Shadowstep or Signet of Shadows. They are literally what make the class, our bread and butter.
(edited by Daecollo.9578)
Each strike of adrenaline should heal you by 100 every time you get a strike.
We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.
We can get condition removals with Superior Rune of Soldier and/or a Warhorn. Or Mending. Or Signet of Stamina. Just because a GS build running 12 divinity runes, bull’s charge, balanced stance and endure pain has no condition removal doesn’t mean we are completely without it.
As for the HP, it’s not about whether it’s a lot, it’s about what it allows us to do. No other class in the game could possibly even dream of getting 100% crit rate, massive crit dmg% and 20k+ hp.
I’m sorry, but using items to get “condition removal.” is exactly like saying Omnomberry Pie makes axe ‘5’ good because it made us heal a lot.
You can’t compare traits to items, because that just prooves how underwhelming our class and traits really are because we /have/ to make it up for it with items.
Guardian can use sigils of generosity/runes of the soldier too, try a new one.
30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs workingI can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.
Just because it’s doable now does not mean that it should be made even easier.
10% crit chance is equal to 210 Precision. You get a total of 224 to any minor attribute from a full set of armors. So you would see Warriors running around with full Valkyrie armor, rather than the current Berserker sets. Might not sound like much, but the 224 vitality would give the warriors ~12% more hp. And that’s a lot.
That would make it less of a signet boost and more of an overall class boost. Which would mean that you would have to look at every other class in comparison and that would be rather off-topic.
We don’t have condition removal or sustain. 12% HP really ISN’T a lot.
Excuse me, but Warriors are probably one of the worst classes in the game atm.
I’m sorry you feel that way, however this class /does/ need a boost, and other classes are being looked at.
(edited by Daecollo.9578)
if you like farming for shinnies in pve, i say warrior.
for everything else. i think guardian has an easier time…
sustain > healthpools .
Not only do they have sustain, but they have condition removal/amazing utility.
They can turn all there conditions into boons and have access to perma protection.
(edited by Daecollo.9578)
Stats are too spread out. Pick something with more of a focus on stat allocation
That is the point though, you have no weaknesses.
Anyone ever made a Guardian with the new “Divinity” Ascended gear with all stats?
I think it would be amazing because of all the many conditions/healing/critical damage/criticals they do.
If only Warriors had half this trait power.
Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.
Guess that is overpowered.
dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.
You would need atleast 30 in Discipline and 10 in vitality to get that. Since the signet trait I described would be a grandmaster one.
You also need atleast 10 points in vitality to get banners to last forever. So yes, if you do use 40 points, you should get something that powerful.
30 points in the precision tree alone gets 15% Critical Chance.
Please use your brain a little, this isn’t free.
I mean, not having points in the power tree alone makes you lose a lot of damage.
30pts in a crit dmg tree for 100% crit chance….
still OP
maybe your brain needs working
I can already get 100% Critical Chance in Zerker and Knights gear. Easilly. Guess I must be really OPhax.
Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.
Guess that is overpowered.
dude your just kittenin kitten a passive 15% crit rate AND 15%crit banner on the same bar=30% +20% from fury +zerkers gear can get about 100% crit chance…….yea thats not overpowered, go suck your thumb.
You would need atleast 30 in Discipline and 10 in vitality to get that. Since the signet trait I described would be a grandmaster one.
You also need atleast 10 points in vitality to get banners to last forever. So yes, if you do use 40 points, you should get something that powerful.
30 points in the precision tree alone gets 15% Critical Chance.
Please use your brain a little, this isn’t free.
I mean, not having points in the power tree alone makes you lose a lot of damage.
Imho, either they put a smaller internal cooldown on those food or they rework those fast hitting skill entirely. Crit foods and sigils and traits have cooldowns, while retaliation works per hit. Basically, there is no advantage on them being hitting many times and due to retaliation, it is actually harmful for yourself. Imho, it doesn’t make any sense, especially when we are talking about autoattacks (ele scepter and engineer flamethrower).
Changing skills for food would be one of the dumbest move ever. THAT would be “use this food or don’t play”. Right now is how it should be, “if you need a little help, here are some food/potion/etc.”.
Actually that isn’t what they had in mind, they wanted food to help people with builds and build around them. However they haven’t really put much effort into it. The one they did make (the developers who made the food are gone.) Intended it to be used this way. They weren’t stupid. They just didn’t have the development time to make anymore food.
Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.
Guess that is overpowered.
No but using both as well as the perma fury, and the crit percentage trait based on your addren. You could achieve what, 4+8+15+9+20=56% crit chance with soldiers. That seems pretty OP to me….. Your need to think about how your suggestions will effect other skills traits and utilities before you deem them balanced.
Honestly signets will never have a place on a warriors bar as long as the passive effect remains a pure stat based bonus. Banners will now always have a higher stat bonus as they are a pain in the kitten to carry and micromanage at all times. So they have a higher upside. They’re gonna need to get creative to work something out. Like:
Dolyak Signet:
Passive: The next time you are stunned, shake it off (Internal CD of 30 seconds)
Active: Grants immunity to cripple/chills/immobilizes for 12 secondsThere’s no reason as to why each signet needs to give a passive stat boost.
So basicly, Dolyak signet is now just a WEAKER (by a lot.) version of a skill and trait that we already have?
Also, how is that even a passive effect? All you have to do is wait for shrug it off to go off and use the clicky twice.
(edited by Daecollo.9578)
This is obviously about the lifesteal food. Other on-crit food (chill would result in infinite kiting, might is self explanatory) would be extremely OP if internal cooldowns aren’t present. Lifesteal food gave glass cannon warriors the survivability of a guardian while being glass cannon.
The reason you’re not having fun in dungeons after the nerf is because you continue to insist on running glass cannon and expecting the survivability of a tank. Just put 3 pieces of soldier armor on yourself, or even knights. Warriors are strong enough as they are in PvE. They don’t need to be stronger.
I played Knights, and I agree I don’t wanna go back to that. That is why i’m saying to change it to capping it to three to four times a second.
Are you sure you want to say three or four times a second there? That seems faster than what people can actually attack in most instances. Anywho, I’m pretty sure they won’t change it back. Used to run lifesteal on crit on my ranger and that toon just couldn’t die, was nice, but a tad OP.
That is not quite true. You can hit 5 targets in one swing and the single target weapons have high enough attack speed to hit that many time. However at 4/s it still translates into 1,300 HP/s of healing AND an additional 1,300 damage/s. It would still be in the OP category even if you removed the 1,300 additional DPS if you consider how much healing sources provide.
You are quite correct, I retract my earlier statement.
In the first best case ever, yes that is true. However that is not always true. Even with the food before. Maybe in PvE where everything stands still and lets you hit them.
That was rare even when the food didn’t have a cool-down.
(edited by Daecollo.9578)
Dolyak Signet
Passive: Reduces incoming damage. (10%.)
Active: Gain stability.Healing Signet
Passive: Grants regeneration. (463)
Active: Heal yourself.Signet of Fury
Passive: Improves critical chance. (10%)
Active: Gain adrenaline.Signet of Might
Passive: Improves out-going damage. (10%.)
Active: Gain might.Signet of Stamina
Passive: Grants faster endurance regeneration. (50%.)
Active: Cure all conditions.Signet of Rage
Passive: gain might for 5 seconds every 3 seconds
Active: Gain fury, might, and swiftness.Warrior
(Move this trait up to major-master-grandmaster level.)
Signet Mastery – Signets recharges 20% faster. Signet Passives have been improved.Dolyak Signet: Adds 5% more damage reduction.
Healing Signet: Adds 25% more passive healing.
Signet of Fury: Adds 5% more critical chance.
Signet of Might: Adds 5% out-going damage.
Signet of Stamina: Adds 25% Endurance Regeneration.
Signet of Rage: gain might for 10 seconds every 3 seconds.uh 10% crit chance as a passive? ok thats no op…lets see, extra 10% dmg up to 15% not op at all and the elite…now thats just going too far….
lol forgot to mention….15% passive crit dmg is a little too much dont you think? plus fury that you can get from the elite and great justice is kinda overpowered.
Lets compare to our banner, which gives the ENTIRE group untraited 15% passive critical damage and 8% critical chance with one utility slot.
Guess that is overpowered.
(edited by Daecollo.9578)
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