https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Necrotic Grasp should apply 0.25 seconds of fear. (enough to cause procs/interrupt an attack or movement phase.)
It is very slow, one of the slowest attacks in the game, if it does hit you (aka you don’t avoid it.) you should be punished for it.
However, this should be beyond 500ish range, if its melee or close to melee it should poison or bleed the target instead. ((Spamming it where its close range should not fear. :P))
(edited by Daecollo.9578)
With Unsuspecting Foe you have guaranteed ~10K+ burst from Earthshaker + autos. I run 20/15/20/0/15 for WvW.
Not just that.
Try Earthshaker, Staggering Blow, Fierce Blow combo. Insta kill.
Nope, way too slow. Sorry.
It would actually be a fairly balanced and good trait if it was for example in the acrobatics tree or critical strikes tree.
If you don’t like it there are plenty of other heavy options. I only made a Sylvari Warrior because I wanted to make a Samurai character and the T3 chest/pants are light enough to pull off a Samurai look.
Not really?
There isn’t very much sylvari-ish looking armor.
I said heavy options, not Sylvari-ish options. But if you want to look like an armored tree or whatever, use the gloves/boots from T3, the chest/pants from Twilight Arbor, and the hat/shoulders from T2. There you go, now you’re a big spiky wooden monster. Let me keep my samurai look.
Did you even READ The title of the thread or look at what forums your on?
The TA shoulders are horrible and bulky, I want the T3 Cultural armor ones, HOWEVER they only cover ONE shoulder because of idiotic design.
I do not understand this need of everyone on the forums thinking warriors need protection. NO, we do not…
… And yes, I too am a warrior.
Couldn’t have said it better if I had the script =)
Actually we do. (I play a Guardian) we can have 100% vigor up time pretty easily.
Oh right, forgot that. Also forgot the Warrior Warhorn, tsk, tsk. Vigour, wahey…
It has an internal cooldown of 9 seconds, meaning “FAST HANDS.” will not matter…
What do you mean, it will not matter? The speed of the weapon swap is only relevant if your other weapon currently in your hand doesn’t have an On Crit Effect (Strength, Air, Fire etc) or Swap Effect (Battle, Energy, Stamina), as they all share a cooldown – but very often, you can plan ahead for using Energy when you need it, and then quickly switch to another weapon, dish out some mad damage, swap back and deliver 100b, if that’s your fancy.
Then, as Leo G has pointed out more than once, Building Momentum can turn a would-be death into extra damage+survival. I know I use it when I am low on endurance and the ICD of Energy is still on. Then with 30 points in Discipline, you can recharge your endurance every 8 seconds – even vigour can’t do that.
In exchange for protection, aegis, regeneration and all the defensive boons of the Guardian, Warriors get health and endurance and as such, we have to be on our toes: we’re proactive, not reactive. Maybe that’s the difference between many of us and you, Daecollo: we’re good warriors because we initiate and constantly go at it, and you’re a bad warrior because you just stand there and take it… and think of England.
Except Guardians have condition removal and condition control as well. Which more then makes up the extra health.
If you don’t like it there are plenty of other heavy options. I only made a Sylvari Warrior because I wanted to make a Samurai character and the T3 chest/pants are light enough to pull off a Samurai look.
Not really?
There isn’t very much sylvari-ish looking armor.
In essence, you can build so that there is no reason not to use your bursts.
In that case, you’re not wasting something for the potential of something else, you’re gaining extra for what you already do normally.
Using your adrenaline ASAP is usually not the best way to go with any build. In the situations where you’re not using your adrenaline, you’re losing potential benefits for not having traited passive bonuses from adrenaline.
No matter which way you build, unless you “F1” as soon as you get 1 adrenaline bar, you’re losing something.
And elementalists spam their attunements mindlessly, eh?
Not mindlessly, no. They do spam their non-auto-attack skills before swapping attunements, rinse, and repeat though. There’s no reason not to, by the time they cycle back to that attunement they will be off cooldown.
Eles are the only class in the game with four full sets of weapon skills. I guess Anet doesn’t understand that having the ability to cycle through 4 sets of powerful 20-40 second cooldown skills in comparison to everyone else’s 2 (sometimes only 1) may be just a little OP.
How powerful would warriors be with the ability to bring, say, Greatsword, Hammer, Axe+, and Rifle to every fight with the ability to choose between them individually?
I guess you’re trying to talk to me as if you’re some Warrior sage?
Just because there are traits for having Adrenaline doesn’t mean they are the only traits nor that you give up anything for using your skills so you really miss the point I was even trying to make.
And then you try to tell me about elementalist? Ppssh, 4 sets of powerful skills? Whatever…dismiss that those 4 sets of skills have individually different purposes so it’s not like having 2-3 Hundred Blade type of skills. Try going to the elementalists and asking exactly how their rotations work rather than figuring they have 4 sets of OP skills.
Hundred Blades is nice, but its probably going to be replaced for a much better ability. Its only good in PvE and its the reason we arn’t getting buffs because of PvE.
Its going to be nerfed by atleast 50% damage and made mobile.
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all.
Each BURST skill has a 10 second cool-down…
And you have 2 of them on separate cooldowns which are divided by a 5 second weapon swap.
The reason Fast Hands is a boon to this particular tactic is because you can only store 2 dodges at a time. The sooner you can swap to the other unused burst skill, the less danger you’re in for burning 2 dodges in a row.
It sounds clunky for one reason alone, you give up your burst skills on times you may or may not need it.
Its exactly like the traits “Gain Vigor when you heal.” and or “Get Swiftness when you dodge.” You waste something precious to get a bad trade of what you may or may not need.
No, it’s just a playstyle you don’t like.
Some people build to utilize their bursts when they come up and they can often use them more than every 10 seconds. In essence, you can build so that there is no reason not to use your bursts.
In that case, you’re not wasting something for the potential of something else, you’re gaining extra for what you already do normally.
Yes, I dislike saving my Eviserate till when my enemy is about downed so I can quickly finish them before they heal, or use my Earthshaker as an interrupt to stop my enemy from doing a move or healing and stunning them.
Its not a playstyle I enjoy, I much rather use my burst skills to actually help me actively instead of just spamming them mindlessly.
Thanks for admitting you don’t understand that mode of play. That’s all you really had to do.
Yeah, I don’t understand how people could save there skills when they needed to use them instead of spamming them mindlessly.
And elementalists spam their attunements mindlessly, eh?
I would assume they use some kind of rotation. However I also assume they use there skills when they need to, they use RTL to get away or get to the enemy.
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all.
Each BURST skill has a 10 second cool-down…
And you have 2 of them on separate cooldowns which are divided by a 5 second weapon swap.
The reason Fast Hands is a boon to this particular tactic is because you can only store 2 dodges at a time. The sooner you can swap to the other unused burst skill, the less danger you’re in for burning 2 dodges in a row.
It sounds clunky for one reason alone, you give up your burst skills on times you may or may not need it.
Its exactly like the traits “Gain Vigor when you heal.” and or “Get Swiftness when you dodge.” You waste something precious to get a bad trade of what you may or may not need.
No, it’s just a playstyle you don’t like.
Some people build to utilize their bursts when they come up and they can often use them more than every 10 seconds. In essence, you can build so that there is no reason not to use your bursts.
In that case, you’re not wasting something for the potential of something else, you’re gaining extra for what you already do normally.
Yes, I dislike saving my Eviserate till when my enemy is about downed so I can quickly finish them before they heal, or use my Earthshaker as an interrupt to stop my enemy from doing a move or healing and stunning them.
Its not a playstyle I enjoy, I much rather use my burst skills to actually help me actively instead of just spamming them mindlessly.
Thanks for admitting you don’t understand that mode of play. That’s all you really had to do.
Yeah, I don’t understand how people could save there skills when they needed to use them instead of spamming them mindlessly.
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all.
Each BURST skill has a 10 second cool-down…
And you have 2 of them on separate cooldowns which are divided by a 5 second weapon swap.
The reason Fast Hands is a boon to this particular tactic is because you can only store 2 dodges at a time. The sooner you can swap to the other unused burst skill, the less danger you’re in for burning 2 dodges in a row.
It sounds clunky for one reason alone, you give up your burst skills on times you may or may not need it.
Its exactly like the traits “Gain Vigor when you heal.” and or “Get Swiftness when you dodge.” You waste something precious to get a bad trade of what you may or may not need.
No, it’s just a playstyle you don’t like.
Some people build to utilize their bursts when they come up and they can often use them more than every 10 seconds. In essence, you can build so that there is no reason not to use your bursts.
In that case, you’re not wasting something for the potential of something else, you’re gaining extra for what you already do normally.
Yes, I dislike saving my Eviserate till when my enemy is about downed so I can quickly finish them before they heal, or use my Earthshaker as an interrupt to stop my enemy from doing a move or healing and stunning them.
Its not a playstyle I enjoy, I much rather use my burst skills to actually help me actively instead of just spamming them mindlessly.
@Devs reported a warrior has to few options to cleans conditions yes. This is true, because there is only 1 viable build to deal with a lot of conditions. But adding protection wont solve this and they wont do it either. Our tankyness ain’t the problem.
It clears up to 4 conditions AND takes a rune set to do so. NO OTHER CLASS HAS THIS CRUTCH, and your relying on gear to do your dirty work, NO CLASS SHOULD BE BALANCED AROUND GEAR. ALSO you need 30 points in vitality tree to do so, Our Defense tree offers less protection then the vitality tree. Does this even make sense? No.
There is no “build” that warriors have that removes conditions, its a rune set. Its as much of a “build” as Omnomberry Pies were.
(edited by Daecollo.9578)
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all.
Each BURST skill has a 10 second cool-down…
And you have 2 of them on separate cooldowns which are divided by a 5 second weapon swap.
The reason Fast Hands is a boon to this particular tactic is because you can only store 2 dodges at a time. The sooner you can swap to the other unused burst skill, the less danger you’re in for burning 2 dodges in a row.
It sounds clunky for one reason alone, you give up your burst skills on times you may or may not need it.
Its exactly like the traits “Gain Vigor when you heal.” and or “Get Swiftness when you dodge.” You waste something precious to get a bad trade of what you may or may not need.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
I can pretty much go through every sentence and prove how wrong you are.
WARRIOR SHOULD NOT BE BALANCED AROUND NON-WARRIOR SKILLS.
Weird, you find warriors lacking and in a need of a buff. You don’t like the tanky build nor the shouts. I think warriors are awesome, can tank tons of damage, be the locomotive of the pain train and still dish out tons of damage. And I love to play tanky and shouts.
Who is wrong here? People try to force the warrior into something he just ain’t fit for anymore. And people going 3.5k thoughness are dumb, you got to balance the thoughness and the vitality. I feel vulnerable if I don’t have 28k+ health. Which is double of what most classes have. Heck, if the enemy really is competent and I am running with the guild I can go up to 32k+ health. If the skill is available for a warrior than it is a warrior skill… deal with it.
Thank you for prooving my point.
@ I feel vulnerable if I don’t have 28k+ health.
Warriors with 28k health do little to no damage. And they need twice or three times the health to survive due to having no boons and little to no condition removal and crappy heals and defense lines.@Heck, if the enemy really is competent and I am running with the guild
Warriors need a team to help them survive or do anything, point proved.@Weird, you find warriors lacking and in a need of a buff. You don’t like the tanky build nor the shouts.
Warriors need Shouts and Runes to survive conditions, basicly “gear” instead of there regular skills. Sounds like you proved my “Must have 30 points in Vitality to be any good” Theory, what other class has such a crutch?@Who is wrong here? People try to force the warrior into something he just ain’t fit for anymore.
Warrior is fit for one role, Damage. point proved.Let’s start in points, points are pretty and I like them:
1. 2-4k damage is enough, you don’t need more or it will be overkill or your guild just sucks.2. Warriors should be the backbone (together with guardians) of the raid. You feel it if you don’t have 4-5 hammer warriors running next to you. You do need the same amount of guardians too ofcourse. Why? You need their stability and the condition removal of the warriors shouts
3. I solo roam on my warrior too, taking camps is no biggy. Killing people in 1on1 fights ain’t hard either. And I am not talking about the zerg build.
4. Can I help it that other classes don’t have such a good tree, healing shouts + condition removal is just way to good. You get 3k health and 30% boon duration too. I love it and will never run a build without the 30 into vitality.
5. Warriors are fit for 1 role: disrupting and breaking the enemy zerg. You don’t need oh my gosh!?é@! damage in a zerg/raid/GvsG fight. 1 nub zerk warrior dies 5 enemy players rally. That is how you should think. Warrior can deal a lot of damage, but it doesn’t mean you have to maximize that. You can take advantage of it by going really tanky without gimping your damage to unsignificant.
The last thing happens to bunker eles, they just annoying but wont kill you.
Yes, this is why Warriors are so good in TPvP/SPvP, because they are so tanky and good against conditions!
Shout warriors are absolute trash compared to the Utility of Guardians, I apologize but its true.
I do not understand this need of everyone on the forums thinking warriors need protection. NO, we do not.
In case you guys haven’t noticed, protection is a defensive boon. Guess what else is a defensive boon? WEAKNESS.
Weakness is the warriors form of protection. When applied, it basically serves the same role as protection. It’s 50% reduction to non-crit damage and endurance. So not only are they not doing a lot of damage when they are not criting, but they are also not gonna be dodging as much. Making it easier to you to land your attacks (earthshakers and what nots)
Assuming someone has 50% crit chance and 1/2 of their hits are crits and the other half regular hits, you will pretty much have reduced their damage by 25% for the duration of the weakness debuff. And last i checked, warriors can keep that condition up pretty much 100% of the time.
If A-net caved in and gave warriors protection, it would make sense to attach it to the defensive weapons (Hammer, Maces, Shields). However, those weapons already have weakness on it. Shield has a block for 3 secs which is 100% reduction in damage.
Protection belongs with guardians because they do not have as readily available source of weakness. Spirit shield and the signet i think are the only two (i might be wrong). Also, protection is a more defensive boon (akin to guardians). You can apply it to yourself and await the enemy. Weakness is a condition that you have to attack to apply…making it a more offensive form of protection (akin to warriors).
Of course some of you are going to make the argument that you can get wayyy above 50% crit chance…but if you have such a high crit chance…odds are you are squishy and will be hit just as hard as you are hitting the defensive warrior.
Please consider all aspects of the class before asking for more. It makes us seem like crybabies. And yes, I too am a warrior.
Weakness does NOTHING in PvP, most glasses have 70-100% Critical Chance.
Guardians don’t have weakness? http://wiki.guildwars2.com/wiki/Command_.
(edited by Daecollo.9578)
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all.
Each BURST skill has a 10 second cool-down, Fast hands won’t make that any faster, you could gain the same benefit from not having that trait.
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Who said anything about bad?
But faster weapon swaps = more adrenaline = more access to burst skills = more endurance. You can go from zero to full in 2 simple button presses and you can do this more often on Warrior…
…and if you want Vigor, there’s Warhorn. Easy Vigor for your whole team.
The only thing I’d qualify as bad is Warrior hasn’t many useful effects with their dodge…if reckless dodge had a chance of a leap and/or blast finisher, that might make them particularly better with dodge than Guardian. I’d say they’re about equal; Guardian has heal on dodge while Warrior has more on-demand dodges.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
Because faster swapping means more adrenaline on weapons swap and more access to your burst skills which can replenish your endurance by 50%. Your burst skills also have a 10sec cooldown like the sigil but you have 2 of them. That’s a potential dodge every weapon swap.
Get it? You swap weapon once: 50%. You swap again 5 seconds later and use a burst: 50%. You swap 5 seconds later: 50%. etc. etc.
With vigor ontop of that, you can dodge 1 additional time per 5 seconds, more if you actually use both burst skills and not just one. Vigor only gives you 1 dodge every 5.
“9 Second INTERNAL COOLDOWN.”
It doesn’t matter if its every 5 seconds, if you don’t wait 9 seconds between switching you won’t get endurance. Which means “Fast Hands.” does not matter at all. (infact, it messes with it moreso, because I could easily miscount how long I take to switch weapons and switch at 8.9 seconds, and not gain endurance at all!)
(edited by Daecollo.9578)
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
I can pretty much go through every sentence and prove how wrong you are.
WARRIOR SHOULD NOT BE BALANCED AROUND NON-WARRIOR SKILLS.
Weird, you find warriors lacking and in a need of a buff. You don’t like the tanky build nor the shouts. I think warriors are awesome, can tank tons of damage, be the locomotive of the pain train and still dish out tons of damage. And I love to play tanky and shouts.
Who is wrong here? People try to force the warrior into something he just ain’t fit for anymore. And people going 3.5k thoughness are dumb, you got to balance the thoughness and the vitality. I feel vulnerable if I don’t have 28k+ health. Which is double of what most classes have. Heck, if the enemy really is competent and I am running with the guild I can go up to 32k+ health. If the skill is available for a warrior than it is a warrior skill… deal with it.
Thank you for prooving my point.
@ I feel vulnerable if I don’t have 28k+ health.
Warriors with 28k health do little to no damage. And they need twice or three times the health to survive due to having no boons and little to no condition removal and crappy heals and defense lines.
@Heck, if the enemy really is competent and I am running with the guild
Warriors need a team to help them survive or do anything, point proved.
@Weird, you find warriors lacking and in a need of a buff. You don’t like the tanky build nor the shouts.
Warriors need Shouts and Runes to survive conditions, basicly “gear” instead of there regular skills. Sounds like you proved my “Must have 30 points in Vitality to be any good” Theory, what other class has such a crutch?
@Who is wrong here? People try to force the warrior into something he just ain’t fit for anymore.
Warrior is fit for one role, Damage. point proved.
Everyone here knows how meteor shower works.
.then tell me how people can be concerned of Meteor Shower (so many posts) if they remove cap…..
I read everywhere…MS would be OP.Btw they should change caps on skills…some should have cap other should not or have more targets….
I’m concerned stacking 10 meteor showers on top of each other would be powerful without an AE cap, but I’m least concerned with that skill. I’m morce concerned with 10 Elementalists using RTL to dart into a zerg at the same time or rolling 10 norn ele’s to stealth into a zerg and fire grabbing. Or the oft mention ranger scenario.
Oh god, could you possible like… Move out of the way of the aoes?
Meteor Storm is SLOW AS HECK… and long too, and the caster has a precise animation when he starts it.
Its one of the easiest abilities in the game to avoid, and to be honest, the ability actually sucks, even with uncapped AEs.
How is faster weapon switching more endurance?
It has a 9 second cool-down on the sigil.
Warriors are NOT tanky, no amount of toughness will save you.
I can pretty much go through every sentence and prove how wrong you are.
WARRIOR SHOULD NOT BE BALANCED AROUND NON-WARRIOR SKILLS.
(edited by Daecollo.9578)
Have fun with low damage, no protection and blinds :<
Actually we do. (I play a Guardian) we can have 100% vigor up time pretty easily.
Vigor is an option yes, but Fast Hands + Sigil of Energy…coupled with vigor and other traits is greater than Vigor alone.
Vigor gives you DOUBLE The endurance regeneration and your saying that is bad… ?
Superior Sigil of Energy
Superior Sigil of Energy
Type Sigil RarityExotic Req. level 60 Value 2 16
Double-click to apply to a weapon.
Gain 50% of your endurance when you swap to this weapon while in combat.(Cooldown: 9 seconds)
It has an internal cooldown of 9 seconds, meaning “FAST HANDS.” will not matter…
They already are an Alpha class xD!
IkR.
They should make the orbs deal 2-3x the damage of regular autoattack but still retain its slowness!
It actually wouldn’t change HS Spam.
However I would like that thief skills CANNOT BE QUED… I can’t stand using my skills over/over because of the que system like other classes, we don’t have cool-downs if we waste 1 point of int it screws up everything.
As long as they all have a 10-20 second internal cool-down on there proc buffs.
Frost Spirit
– Increases Critical Damage by 10%.
– 35% chance to cause weakness and vulnerability 3 seconds on hit. (No internal cool-down.)
Stone Spirit
– 35% chance to grant Protection, 3 seconds on hit. (10 second internal cool-down.)
– 35% chance to grant Stability, 3 seconds on hit. (10 second internal cool-down.)
Storm Spirit
– 35% chance to grant swiftness, 8 seconds on hit. (10 second internal cool-down.)
– 35% chance to cause stun, 1 second on hit. (20 second internal cool-down.)
Sun Spirit
– 35% chance to cause burning, 1 seconds on hit. (No internal cool-down.)
– Increases Critical Chance by 10%.
(edited by Daecollo.9578)
They should remove all traits instead. Only base skills allowed.
In real life too.
If a warrior had easy access to protection, the bunker ones would be way to tanky. Nobody would even be able scratch them in 1on1 fights.
So guardians, then.
Well, Guardians have much more condition removal. Also the ability to turns bad conditions into boons. Also passive condition removal. Also amazing low level traits. Also much more healing. Also better boons. Also more dodges.
They also have a lot more combat movement in there attacks too, that is always important, they are much more mobile when it comes to there damage. They also have access to a lot of blinds as well.
I would like to see a play mode in tournament games in which teams can ban trait lines before the game. Each team gets to ban two trait lines which must not be from the same profession. If an enemy player has invested trait points in a banned trait line he can redistrubute them to other trait lines (or he can choose to play another profession).
I believe this could add a new dimension of strategy to tournament games since teams would try to disrupt an enemy’s strategy and they would have to be more flexible when it comes to their own strategy. It would encourage players to learn different roles and professions because their original set-up might get banned.
This might also effect game balance since a character build which is considered to be to strong by the community will get banned often.
Or just add a whole ’nother set of trait lines and buff the weak ones to add more customization to the game.
If a warrior had easy access to protection, the bunker ones would be way to tanky. Nobody would even be able scratch them in 1on1 fights. I sometimes stand still ikittenerg fight just swinging my hammer everwhere, I don’t care about the damage because I have protection and regen. Give us those and you start kitten parties solo.
Yes because we have lots of condition removal! This game was totally made for 1on1 fights
(edited by Daecollo.9578)
Cool-down reductions wouldn’t qualm the issues, but it would make them a lot more “usable.” and fun to play and a lot more practical.
The issues are always going to be there, regardless of what we do unless the skills are completely revamped.
I’m still convinced a passive/active mix would fix the issues without a complete revamp. Sans any traits, your reducing Venoms current major weakness (being very easily cleansable in Spider venoms case, stacking issues with devourers) with the passive triggers. Your leaving the power level of most traits in place (on activation and CD related traits are 100% unaffected), and making Leeching venoms an actual choice for some builds, rather than just being run by Venom Share specs. Same goes for my residual venoms trait change suggestion.
Ice Drake and Skale venoms will likely still need some tweaking, but that’s an issue with their effect being subpar – some useful effects would fix their issues (in combination with the Passive/Active mix).
Actually the effects having both active/passive effects like Turrets/Minions would be fun as well. You can use the active effects and still have the passive effects, however the active effects would be as much as just triggering one of the procs immediately.
For example, using a venom applies the venom on yourself for 5 minutes, and then when applied, a second effect is placed on the hotbar that just lets you activate that venom immediately, however depending on which venom it is, it has a shorter or longer cool-down. It has no effect on the active effect at all, the active effect still has a chance to proc.
(edited by Daecollo.9578)
Burning doesn’t fit the necro theme at all. Poison on the other hand…
The first MMO that had Necromancers had burning (everquest). So did diablo 2.
Corpse Fire and Spectral Burns have always been a major part of Necromancers in the past, just not undead summoning ones, mostly ones that dealt with spirits or getting rid of corpses.
If you recall, Necromancers even had an explosion of corpses in diablo 2, which was fire and poison.
http://www.diablowiki.com/Corpse_Explosion_
Damage Type: 50% Physical damage and 50% Fire damage
EQ Original Necromancer: Lifeburn, Special Burn.
You say “Abusive Gameplay” I say the current system is pretty much a “Player Skill Cap.” Removing such will make good players stand out over bads which it is how it is suppost to be. Artificial skill caps are unhealthy and make games more and more boring, old games never had such things, which is why people still play them.
A game should never need different rules for PvE and PvP. Especially a game like this where PvE is nothing more than a distraction to prepare you for PvP. Now as for AE CC and such, I’m very much in favor of this and I was shocked to find no real dispels, purges, controls, and heals in PvP in this game.
There’s just no depth to PvP in this game. And without any depth you limit the number of tactics and strategies players need to succeed. And when players don’t need tactics or strategy to succeed they clump up in a ball and play follow the leader all day.
Adding more depth to this game is never a bad thing. Adding unlimited AE or forcing 2 rulesets (1 for PvE and 1 for PvP) isn’t a solution.
Which game are you playing exactly? GW2 already has different rules for PvE and PvP.
Everybody is saying that AOE without a cap would be OP against the zerg. That’s the point. We’re talking about a way to discourage people bunching up into large groups which results in the uninteresting gameplay you mention. Don’t want to get murdered by AOE? Don’t all stand in the same spot. Be aware of your surroundings. Think and whatnot.
Of course AOE would be OP without a cap against the zerg. You know when it wouldn’t be? If 10 people weren’t standing in the same spot. Then it would be exactly the same as it is now The idea is to encourage people to spread out.
Listen, removing the aoe cap won’t even change the majority of combat situations. The only time it will make a difference is when you have more than 5 people standing in the middle of an aoe which is exactly what we’re trying to discourage. At all other times, there would be no difference in aoe.
Your reasoning is backwards. People don’t ball up into zergs because the game lacks depth and tactics. They ball up into zergs because it is the best tactic. People will always follow the path of least resistance. So until you make it dangerous for everyone to stand in the same spot, people will continue to do so.
The rule differences are subtle. Like not being able to use elite skills and things of that nature (which is ignored for various classes). They aren’t making a spell work entirely different depending on where you choose to play.
Zerging is the best tactic because it’s the only one to choose. I’ve played dozens of mmos and all used zerging. Only a few offered no real solution to it. None of which had limitless AE.
And I’ve already pointed out with the hunter scenario that 30 people in a courtyard spread out will still be covered with AE, aren’t balled up, and would all die without the ability to retaliate.
If you want ‘more AE’ then why not give it to more classes? Why should Rangers need to channel their barrage? Why can’t Guardians have a second ranged AE? Why can’t Warriors have a 1200 yard ranged AE? Why is thief AE travel time so slow? Why aren’t there classes that can drop AE spells that pulse AE knockbacks to dispurse zergs? Why aren’t doesn’t the mesmer spell that reflects spell reflect AE’s back onto the enemy zerg and damage them?
Dozens of better ways to ‘nerf zerging’ than just removing an AE cap that will do nothing but open up the door to even more abuse, further alienate classes, and ultimately not change anything when it comes to zerg play.
If they are spread out, then the 5 aoe limit does not even matter. What point are you trying to make? The current way it is, all 30 of them are balled up because it increases there survivability dramatically.
The 5 AE limit is still important because all 30 of them could still be under barrage’s circle but only 5 could be hit. Whereas without it, all 30 would be hit even though they aren’t balled up.. they’re spread out all over the courtyard to the keep. Only they can’t fire back due to the wall’s lip, the rangers have them all perma snared and bleeding, and barrage has a 100% chance to crit.
Removing the cap is a terrible idea because it opens up the game to this kind of abuse.
Then they should play smarter. Barrage SHOULD do that. If they see a ranger Barraging they can use defensive moves to repel it, like Guardian Sphere or other things as a direct counter.
Well of Power Target area pulses, converting conditions on allies into boons, turning that cripple into swiftness, same duration as barrage. ONE example, this also can heal allies as well.
Your offering “ONLY” the diminishing factor and not the defensive factor.
The players in the keep defending “SHOULD” have an advantage over the ones not defending. Do you know how hard it was back then to take a keep?
The problem I have with x amounts of use per activation is that as a thief I can use up multiple charges rapidly, if those charges happen to apply something that doesn’t stack then any beyond the first application is pointless or if it does stack but applies a condition or limited amounts of condition that don’t make any real difference/easier/better ways to apply them then why would I take that utility?
The first issue can be resolved numerous ways from putting internal cooldowns in (which I doubt anyone would actually want) to giving them a more passive effect (either making em sigil like passive until used or my idea of making first use put the “passive chance on hit” for 30 seconds then second use cancels the passive and gives you instant charges etc)
Second one just simply comes down to deciding whats actually worth putting on a utility skill, just stacking poisons not very good (unless heavily traited into venoms and thus whats good is the traits and amount of charges not the actual skill) nor is 3 stacks of vuln or 2s of immobilize not for a limited utility with a hefty cooldown.
For the most part your idea’s are basically just cooldown reductions with no real effect on any of the other issues plaguing venoms.
Cool-down reductions wouldn’t qualm the issues, but it would make them a lot more “usable.” and fun to play and a lot more practical.
The issues are always going to be there, regardless of what we do unless the skills are completely revamped.
My Minion Necro is usually top player in SPVP. However I have not tested it in TPVP. I don’t use a staff.
Constant Regen is only available if your near the mark when it is used, if you use the mark over 250 range, it does not give you regen.
Being top scorer in Hot Joins does not make your skill selection/build good. It means that you aren’t brain dead, and that you have some semblance of an idea about when/where it is a good idea to engage opponents. Kudos to you.
In tPvP scoring the most glory in a match isn’t even a good indicator of who was the most valuable player on the team for that match, but in Hot Joins the only purpose to play is to score that 300+ glory per match zerging about like a mad man. I suppose I should have been more clear in my original post.
At any rate, Have fun with it, and if it works for you, then great. I suppose I am a bit too much of a math nerd, and mathematically, there are better ways to operate the necro, but your tendencies and style may fit better with whatever you are using and thus make it more effective/fun for you. That said the OP idea of perma-burn on staff #1 is not practical.
Score doesn’t really matter at all, your right. It leaves out way too much and the fact I use my team mates to do most of the work says how much of a player I am. My build was made just to help my teammates, it punishes glass cannons and people who tank too much. (thieves/eles.) However it has problems against mesmers.
Perma-burn on staff was a fun idea I had, it could be changed to bleeding or something along the lines of that, but I figured burning would be better since it just fits the theme of spectral burns you get when you visit scary houses. Most ideas I bring up are fun OP ideas I just throw around forums.
A game should never need different rules for PvE and PvP. Especially a game like this where PvE is nothing more than a distraction to prepare you for PvP. Now as for AE CC and such, I’m very much in favor of this and I was shocked to find no real dispels, purges, controls, and heals in PvP in this game.
There’s just no depth to PvP in this game. And without any depth you limit the number of tactics and strategies players need to succeed. And when players don’t need tactics or strategy to succeed they clump up in a ball and play follow the leader all day.
Adding more depth to this game is never a bad thing. Adding unlimited AE or forcing 2 rulesets (1 for PvE and 1 for PvP) isn’t a solution.
Which game are you playing exactly? GW2 already has different rules for PvE and PvP.
Everybody is saying that AOE without a cap would be OP against the zerg. That’s the point. We’re talking about a way to discourage people bunching up into large groups which results in the uninteresting gameplay you mention. Don’t want to get murdered by AOE? Don’t all stand in the same spot. Be aware of your surroundings. Think and whatnot.
Of course AOE would be OP without a cap against the zerg. You know when it wouldn’t be? If 10 people weren’t standing in the same spot. Then it would be exactly the same as it is now The idea is to encourage people to spread out.
Listen, removing the aoe cap won’t even change the majority of combat situations. The only time it will make a difference is when you have more than 5 people standing in the middle of an aoe which is exactly what we’re trying to discourage. At all other times, there would be no difference in aoe.
Your reasoning is backwards. People don’t ball up into zergs because the game lacks depth and tactics. They ball up into zergs because it is the best tactic. People will always follow the path of least resistance. So until you make it dangerous for everyone to stand in the same spot, people will continue to do so.
The rule differences are subtle. Like not being able to use elite skills and things of that nature (which is ignored for various classes). They aren’t making a spell work entirely different depending on where you choose to play.
Zerging is the best tactic because it’s the only one to choose. I’ve played dozens of mmos and all used zerging. Only a few offered no real solution to it. None of which had limitless AE.
And I’ve already pointed out with the hunter scenario that 30 people in a courtyard spread out will still be covered with AE, aren’t balled up, and would all die without the ability to retaliate.
If you want ‘more AE’ then why not give it to more classes? Why should Rangers need to channel their barrage? Why can’t Guardians have a second ranged AE? Why can’t Warriors have a 1200 yard ranged AE? Why is thief AE travel time so slow? Why aren’t there classes that can drop AE spells that pulse AE knockbacks to dispurse zergs? Why aren’t doesn’t the mesmer spell that reflects spell reflect AE’s back onto the enemy zerg and damage them?
Dozens of better ways to ‘nerf zerging’ than just removing an AE cap that will do nothing but open up the door to even more abuse, further alienate classes, and ultimately not change anything when it comes to zerg play.
If they are spread out, then the 5 aoe limit does not even matter. What point are you trying to make? The current way it is, all 30 of them are balled up because it increases there survivability dramatically.
I agree, that is why I made my abilities good above without the use of traits, the traits are just enhancements to the abilities.
Why would a minion necromancer use staff over axe?
Minion Necro might use Axe with Staff, or Scepter with Staff depending on how it is built, but it probably shouldn’t go anywhere without staff regardless. I suppose the point is moot as far as I am concerned because Minions are sub optimal in sPvP imho (some might argue this, but I’d prefer not to derail the OP’s discussion on this issue).
My Minion Necro is usually top player in SPVP. However I have not tested it in TPVP. I don’t use a staff.
Constant Regen is only available if your near the mark when it is used, if you use the mark over 250 range, it does not give you regen.
We can meet in SPVP right now if you wish. However I don’t do duels, my builds are not made for 1v1 and are ineffective in 1v1. (It would try to be on the same team.)
(edited by Daecollo.9578)
Is that supposed to be an argument?
It is added to your damage. Just like Power is.
Don’t be simple minded Daecollo it hurts my head.
I am saying that it does insignificant damage as is, pretty much.
1 proc of 1 confusion almost outdamages it.
If it was allowed to critical like other damage effects it would be much better.
(edited by Daecollo.9578)
This is probably a strange concept to most people, but why would them being human corpses suddenly be bad? In the first game, we killed people then blatantly mutilated their corpses to create minions to kill their comrades. People keep saying they wanted to play the dark caster, don’t shy away from the actual dark parts of it :P
There’s some sort of social stigma attached to utilizing unborn children though…
Human corpses is fine.
Unborn human children seems a bit far, especially when you’re going to explode it in an undignified manner (Possibly using parts of it again in another creation…)
It does look like the skull of a child, to be fair.
It does stack higher than 2% if they’re being hit constantly and don’t clear it, though I view the idea of it being useful as opposed to beginning to compensate for the weapon’s flaws with a pretty extreme degree of scepticism. I guess it depends firstly how well you can keep it applied, then if you + your team’s direct damage to that target is amplified enough to cover not having a more damaging weapon, and thirdly whether you wouldn’t be better off using just the focus & well vulnerability (or since he’s talking about tournaments, whether it should be you as a necro applying the vulnerability at all).
/shrug
Not a thing I care enough to find out, but I’m sure someone could experiment and compare.
As for the staff: I don’t really like the idea of a beam aesthetically for necro, much less a beam of fire, but I can’t say the current attack feels amazing or anything. I tend to think of it as a graphical effect that happens between casting marks.
Ahaha I like the way you see staff #1.
I like how slow and imposing it is. OMFG I GOTTA AVOID THAT SCARY HAND that does little to no damage and can be avoided by stepping to the right.
As topic says. Inftract me, ban me, w/e. Remove this kittening trait.
Or replace it with something useful, like…
“Lowers (Revealed.) by one second.” :P
Poison simply stacks duration and can be removed all at once, so would it really be that bad for PvP if they gave [Spider Venom] more applications or a shorter cooldown? We can already EASILY apply continuous ranged AoE poison and weakness through Choking Gas, so would it really change anything in PvP?
Spider venom heals 300 health and does 300 damage per hit with Leeching venoms.
In other words an extra 1500+ dmg (+ is based on scaling with Power) as a result of being 5 hits. It’s not simply about poison.
Of course that damage isn’t effected by anything either except power, it does not critical.
So one utility does less damage then my autoattack, seems fine to me.
Permanent burning on a necro, from an auto attack…
No.
Staff is already in nearly every Necro build regardless of power/condition due to its superior utility. Buffing it in this way would make it wildly OP.
Axe is a big, squishy brown kitten in PvP. Auto attack damage is too low and/or too slow and the channel on 2 is too long. A really well coordinated team can make it “useful” but even then it is suboptimal. D/F coordinated with any other profession provided Vuln stacks for a burst is far superior to anything you can do with an axe.
Why would a minion necromancer use staff over axe?
No Arenas please.
Duels should be all in open world and be away from WvWvW/SPVP.
How would that work with the traits
Change where it says “On application” to “On use”
how would that work with Venomous Aura?
It’d just spread the activated effect on activation, I.E. Exactly what it does now (Except that it’s more likely that a Thief has gone venomshare)
The traits only work when you “use” them for the most part. Why would anyone use them when they can just have the passive effect up all the time?
Oh a number of reasons…
- To share effects to allies
- To activate traits
- To get guaranteed procs
- Because they have the suggested trait removing downsides from activating them
Problem is, since they are both procs on hit and activate, they would both suffer balance effects and be much weaker because of it.
All venoms would have to be nerfed in both passive and active effects.
The Internal Cool-downs would have to be added to some to make up for it too. Can you imagine getting lucky and landing immobilize over/over. That would be rediculous.
And then after that, you might as well just have active effects with low cooldowns. (15 seconds.) because that is just much better over all, you need to keep up your abilities.
I suggest making them either one thing or the other, completely passive, or completely active and base them on skills.
Why would the active effect need to be nerfed at all? Nothing has changed as far as the active effect is concerned.
Also, I suggested that the passive effect be a neutered version of the activated effect (which feels roughly fair, some playtesting required of course). Aaaaaaaaand I suggested an internal CD to passive venom triggers.
Completely passive would be garbage – if you take the ability to choose exactly when my venoms go off, they instantly become crap IMO. Completely active also has its weaknesses in the current meta (Condition cleansing). I think the mixed approach is best.
If its mixed, then every trait would need to be nerfed to compensate for over-all “good” damage, and if you cept the long CD’s it would just be trash after you activated it and waited awile.
Low CDs however makes it passively active, its still active, you just have to keep up the rotation and still use it when you need it. It would just be a lot harder to play since you actually need to work on it. (basicly, bringing in a faster and more skillful play-style to the game.)
Signets are already in the game to be signets. I think our signets need improved a bit though, however we can’t have venoms to be almost exactly the same, the developers want more active playstyles, not more passive ones.
HOWEVER… Activating the ability to grant a passive overall effect like Minions and Turrets are would add a different and more lazy style. You just can’t have one or the other because you would have to adjust to the power play.
You could have a passive/activating effect like minions/turrets do, activate to use a venom immediately, without messing with the activatable effect.
Like Summon Bone Fiend Bone Fiend Summon a bone fiend that attacks foes at range. Delivers a crippling attack once every ten seconds.
Rigor Mortis Immobilize your bone fiend, and it will immobilize foes.
So you could have the worse weapon in the game, but as long as it give 2 vuln stack it would be good? I don’t see your logic there.
Like I said, I can do better with one attack from grenade kit, at range, and AoE, with more damage.
About staff #1, you remove some damage from the direct damage, when the staff itself is still a better weapon for a condimancer then a powermancer. Other then number #1, most other staff skills are better for condition then powr (#4 been good for both).
Hell, if you trait for faster staff cooldown, the #2 from stats is nearly an auto attack, which produce AoE bleed.
Also, I still don’t think Anet intent to give necromancer burn.
If you want to have a grenade kit, don’t be a necromancer.
Spectral Beam would be both a good power attack and a condition attack.
It apparently fits given the amount this community seems to cry.
I’ve been guilty of it myself at times, but do we really need threads with no other purpose?
Having “Predictable” burst damage as our only power does take its toll, after awile it becomes unfun, especially after the omnomberry pie nerf. We have “no” sustain.
How would that work with the traits
Change where it says “On application” to “On use”
how would that work with Venomous Aura?
It’d just spread the activated effect on activation, I.E. Exactly what it does now (Except that it’s more likely that a Thief has gone venomshare)
The traits only work when you “use” them for the most part. Why would anyone use them when they can just have the passive effect up all the time?
Oh a number of reasons…
- To share effects to allies
- To activate traits
- To get guaranteed procs
- Because they have the suggested trait removing downsides from activating them
Problem is, since they are both procs on hit and activate, they would both suffer balance effects and be much weaker because of it.
All venoms would have to be nerfed in both passive and active effects.
The Internal Cool-downs would have to be added to some to make up for it too. Can you imagine getting lucky and landing immobilize over/over. That would be rediculous.
And then after that, you might as well just have active effects with low cooldowns. (15 seconds.) because that is just much better over all, you need to keep up your abilities.
I suggest making them either one thing or the other, completely passive, or completely active and base them on skills.
(edited by Daecollo.9578)
They can already do everything a Warrior can do, except better. You should nerf Warrior’s HP and buff Guardians HP up to Warriors and make Guardian the alpha class it deserves to be.
But if they do that, they will completely ruin the fact that this game ditches the trinity so that any class can fill out any roll.
Besides, if guardians can “do everything a warrior can do”, why can’t they wield as many weapon types, allowing them to mix and match weapon skills like warriors can?
Please leave game design to the game designers.
And that is why Warriors use Maces and sword all the time in there main hand.
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