https://twitter.com/TalathionEQ2
(edited by Daecollo.9578)
Change Necrotic Grasp to be a “Spectral Beam.” type attack.
Send out a spectral beam that damages foes in a line and grants you life force.
Damage (3x): 246
Burning: 1 s (328 damage)
Life force: 1% per hit.
Combo Finisher: Physical Projectile (20% chance)
Range: 1,200
Not only would it be very pretty, since that green is very nice and pretty, but it would probably sound more pleasing.
Why Burning? “Spectral Burns.”, ever heard of the burns people get when they go see those scary haunted houses? this kind of applies to this.
(edited by Daecollo.9578)
I took the liberty of improving the stealth traits for after the changes.
Last Refuge
Create a “Combo Field: Dark” for 5 seconds and gain Invulnerability for 3 seconds when your health reaches 25%. (Cooldown: 90s)
Instinctual Response
Gain Protection, Regeneration, Vigor for 10 seconds when you are hit for more than 10% of your health. (Cooldown: 60s)
Slippery Thief (Changed from, Hidden Thief)
Stealing grants Vigor, Protection, Regeneration for 10 seconds when you use steal.
These are hilariously OP, but i’m just reacting to the changes.
It’s already probably the best S/D tank heal in the game. Traited, it’s cooldown is only 12 seconds and it gives you a 5 stack of might. Combined with sword’s cleave proccing it up to 3x per attack makes it just perfect. We already have 2 good large castable heals, these changes would only pigeon-hole our class further.
Any smart player would realize that it has a hilariously long cast-time, making it prone to almost all CC, which is why nobody in tournament play would ever use it as such. Withdraw is almost 100x better then it is atm for that.
I agree, but it makes me pretty sad that not only does 30 points in the Vitality Tree give more sustain, it also gives more group support and damage as well.
In that sense, the defense tree is not balanced and pretty much weaker then every other Warrior tree. It needs an improvement, badly.
Zerker builds would be going all offensive, if your dipping points into those other traits, he would no longer be a zerker or glass cannon.
It would also be 15 points, and they would need to pick up the other traits to make more adrenal strikes on critical as well, this would mean giving up a lot of DPS.
Your looking at a 30-40% DPS loss from traits alone.
You “could” get survivability like you had before, but to be fair, your not going to be a zerker OR a glass cannon. Its impossible.
http://www.guildhead.com/skill-calc#mcR9wpp9MG9mo
This is the typical Greatsword Zerker Warrior build.
http://www.guildhead.com/skill-calc#mcR9ixf9mq
This is pretty much what you need to get “half the benefit.” of what Omnom’s used to give. You have 25 points left, either way your giving up a crapload of DPS, because your going to have to be constantly be draining your adrenaline, and your missing traits from not having slashing power, OR your missing perma fury/swiftness/might from not having signet -20% duration.
(edited by Daecollo.9578)
Tactics is garbage that only really works for pre-frac30 Warriors.
And it’s totally wrong that Tactics gives more survivability than Defense.
300 toughness alone from the tree equals to 14% damage reduction (4k eHealth, 1k more than tactics).
Stance duration means EP will nullify even more damage. DP is 4 seconds of no damage too.
Turning 10k dmg into 0 damage is the best form of sustain, and especially the best form of staying power (which equals more DPS).
120hp/s is just the cherry on top.But honestly nor Tactics nor Defense will increase your survivability by a lot.
Warriors need to survive by dodges/Endure Pain, our options for passive defense/healing are non-factors in endgame.All your threads are about you wanting more passive defense.
Now I get it that Warriors aren’t good in that sector, but that’s how the class plays.
If you want passive sustain roll a Guardian, Anet does not care of giving us the “sturdy body” we were supposed to get.
300 toughness, 14% DR does it not give.
50% = 2600 toughness
33% = 1300 toughness (Protection)
25% = 867 toughness
20% = 650 toughness
15% = 459 toughness (Signet of Judgement with perfect insriptions)
10% = 289 toughness (Signet of Judgement)
5% = 137 toughness
Vitality Tree also gives +30% Boon Duration, which applies to “Fury” which is one of the best DPS buffs in the game.
(edited by Daecollo.9578)
I think the OP won’t stop creating warrior suggestion threads until they can have 30k HP, 4000 armor, 1000 hp/sec regen with 150% crit damage and 1 shot every other class.
Aside from a few bugs, some useless skills and concepts that don’t really make sense trait wise that could be tweaked (not totally reworked) the warriors are in a good place WvW, PvE wise. But then again, most classes have their issues.
sPvP it is a different story, but half of the issue can be solved if they would allow you to have different stats on armor and trinkets instead of choosing 1 trinket which forces you into all-and-nothing type builds.
Perhaps, but I just think the OP is focused on the hole that Omnomberry Pies left and is trying to fill it. It’s a fruitless (PUN!!) endeavor but I can see the need for more varied builds for the profession. I mean, go look at the Mesmer subforums. So many threads patting each other on the back, scouring unique builds and alternative tricks to beat other classes and such. Few have what Mesmers have but I feel that should change.
Where Daecollo sees the need for Warriors to be able to sustain for long duration fights, the problem I see with Warrior is how predictable they can be. Once you know what weapons they’re using, you can begin to anticipate their tactics. If you’re able to put them on the defensive, the Warrior is left with their wit and raw survival. That’s why I still think the key might be in diversifying the burst skills.
Whether it goes into the defence tree or the discipline tree doesnt really effect me personally since I use a 0/20/30/0/20 build. I just feel like putting it in the discipline tree would also fix it’s problem with the burst damage attribute being completely useless.
I get what you’re saying though since discipline is more of an offensive tree but its also a burst based tree so it might fit :/
-Shrug-
Yeah it has its logic, but I feel it’s going down the same road as Omnomberry Pie, rewarding zerker crit builds rather than builds that actually aimed to be survivable. Just my opinion…
Its not really rewarding critical builds because the variety for it just isn’t there, the problem with it is the strikes and the fact you lose so much damage and critical from not having full adrenaline, it actually hurts crit builds.
Your losing “Berserker’s Power/Heightened Focus.”
For hardcore zerker warriors, thats life/death.
(edited by Daecollo.9578)
D/P thieves don’t really do damage…
Then why roll one? To troll? Guess the party’s over…
Trolling is the reason I rolled the class, it would make dozens of stupid people follow you all over Tyria and waste there time :/ …
The lower health amounts —> a glass ranger has about 14k hp. is that extra 2k hp going to save you when thieves can do 15k in 2 hits as evidenced by the SS above?
the single target nature of those builds —> a 1v1 is a 1v1. ikittenerg they just run around 2 shotting and stealth stomping. such a downside!
the loss of other forms of defenses to utilize these —> you have invis every few seconds. that’s the best defense in the game. i’d love to see other classes run around 15 people all day.
the fact that the main defense many of them need isn’t actually a defense against competent players (read: not you). —> how is it an issue of competence when a class lacks any skill to counter it and has 30% of their dps coming from an AI that is braindead?
You do not roll a ranger and expect to tank like a guardian so why do you think you can roll a ranger and expect to damage like a thief? —> dumb because a guard does no dmg in a full tank build (400h on guard so don’t tell me i’m wrong) while a thief has more defense than a guard ever could by virtue of being invisible every few seconds and still having insane dps vs the tank.
a class should not have the best burst in the game and the best defense. sure a warrior can do a big killshot… but it takes a long kitten time to cast and they are totally out in the open while doing it. nothing can stop a 5k steal + 8k backstab + 7k heartseeker from stealth except a lucky dodge (and dodges don’t stop heartseeker spam).
edit: oh did i mention the pet is also a free invis in addition to its inability to hit a moving target and total confusion vs a stealth class? it can’t even start to run towards the target before it is gone again.
Rangers have protection and bark-skin (30% DR while under 30% health.)
its not that big of a deal, you just have to know when to get out now cant really stay inside 2-3 people etc and CnD.
Just think for a second stop panicking people rofl.
If reveal buff is applied once you come out of stealth you just have to now be a bit more careful when you decide to come out. That doesnt mean you can’t still stack it (see d/p) if you let your stealth wear off then that means you decided to attack or back off a bit. This is hardly game breaking lol.
This hurts off hand dagger builds more than it hurts D/P thieves.
EXITING STEALTH DOESN’T MEAN WE CAN’T STILL STACK IT
Dat caps for the over reactors lol.
D/P thieves don’t really do damage…
With the new changes i’ve heard comming to Warrior, it feels like almost all specs, Pvp+Pve, the warrior will be forced to either be a shout Warrior, or banner Warrior.
I thought the idea was to offer more builds into other trees, this sounds like the opposite of what seems to be intended. We really need to focus more on the underpowered weapon sets like hammer and mace. We should also build more sustain and variety to the defense tree, it makes no sense that the utility tree offers more damage AND survivability then the defense tree?
Destroying the two classes only builds with one change, great suggestions. Now nobody will have a reason to roll thief and we can all make Guardians/Eles/Mesmers.
And warriors
Warriors are only good for CoF Path 1 and DPS (If you have a Guardian in your group.)
In PvP Warriors are “meh.” they are pretty much all the same.
With the changes that are coming, they are going to be pretty much “forced” into 30 vitality, since that is the only good builds it has.
Destroying the two classes only builds with one change, great suggestions. Now nobody will have a reason to roll thief and we can all make Guardians/Eles/Mesmers.
What does this have to do with Warriors?
Whats the point of having Adrenal Strike traits as master-grandmaster traits when we don’t even use them?
There are many many skills and traits that grant “Adrenaline Strikes.” and there isn’t a single thing we benefit from it.
Having Adrenaline Strikes heal, or deal direct damage would come a long way to improving the Warrior over-all.
This playstyle of keeping your adrenaline full is fun some times, but I wish warrior had other-more active playstyles.
I don’t want to touch the play-styles we have now, just add more!
Currently, there is no real reason to use Adrenaline strike traits, we can pretty much gain full adrenaline with utility slots/heal skills.
(edited by Daecollo.9578)
To get 600 HPS you need atleast 1000+ healing power, that means you have to sacrifice a lot of critical bonus, you also have to sacrifice a lot of traits, sacrificing even more damage. Guardian does not have to do that, most of there healing is just built in or on trees that have damage around them.
And please don’t mention shouts, it will just add so much confusion due to the fact nobody is going to just use them for just the healing, you have to use them when you need to use them.
Sigil of Life = 25 stacks = 250 Healing Power
Banner of Tactics = 90 Healing
30 points in Tactics = Regen Banners
15 points in Defense = Adrenal Health = 120HP/s
Signet of Healing = Stackable Regen
Food = Something like Omnomberry pie for something in the ballpark of 200HP/s averaged to even the simple Mango pie for 88HP/sIt adds up to over 600HP/s.
My regen banner warrior doesn’t even have equipment dedicated to healing (just the sigil really) and can get around 550HP/s without even touching Defense trait line, the rest of his points being in Discipline and Strength. Using healing power to augment regen is flawed because of how much it requires to get decent returns, that’s why any armor or gear sacrificed for it hurts…so don’t use gear. Use traits, utilities and food.
It’s not about what Guardian can do compared, it’s what you can do as a Warrior along with the other stuff you have equipped.
If thats the case, (since you added gear/food to this.) a Guardian can do 900-1200 HPS without sacrificing anything, not even a utility slot.
A warrior has to sacrifice 30 points in a utility tree, and a utility slot, and a sigil.
If you give up all your damage and get 600 HPS, you might as well just reroll guardian.
They can get that with no healing power and no sacrifice to damage.This is why its badly designed, nothing should be designed around a stat, it should be balanced around any build, and the stats just improve that over all.
But I don’t ‘give up all of my damage’. I can still get plenty of damage and outsurvive the mobs. While I can agree sacrifices are made and how it currently is set-up isn’t optimal, don’t speak in absolutes. Not when people will translate it literally.
To get 600 HPS you need atleast 1000+ healing power, that means you have to sacrifice a lot of critical bonus, you also have to sacrifice a lot of traits, sacrificing even more damage. Guardian does not have to do that, most of there healing is just built in or on trees that have damage around them.
And please don’t mention shouts, it will just add so much confusion due to the fact nobody is going to just use them for just the healing, you have to use them when you need to use them.
I wouldn’t mind some buffs to Healing Signet. I think it’s alright currently though. As a passive heal, it synergizes with other passive healing. You can get yourself up to 600HP/s with traits and regen pretty easy and higher than that when you’re specc’ed for healing.
If it were improved, perhaps a bit more of a curve in how it heals or utility for certain builds?
Some ideas:
-Healing Signet provides more passive healing when under 33% health (basically 2 healing tics per second). And/or the active healing of this skill is improved when under 33% health. Basically function better in emergency. As a heal, that is all this skill does so should be pretty good at it. The others give adrenaline or remove conditions so yeah…
-Passive provides a stacking buff to healing power every time you take damage (1sec cooldown). So this becomes the “healer’s heal” in that, if you have healing shouts or regen banners, you use this skill to boost your heals for those skills as well.
-Alternatively to the one above, simply add a passive effect that converts a % of vitality to Healing Power or somehow makes Warrior heals influenced by vitality instead of just healing power.
Regardless of how much healing this skill does, unless it can replace burst healing (or somehow prevent damage) it will never heal enough for it to be a considered a viable alternative…unless you overpower it like it used to be in low levels.
So that’s my thought…make it a better heal by scaling it based on your HP or build it for utility wherein it improves other burst/passive heals.
If you give up all your damage and get 600 HPS, you might as well just reroll guardian.
They can get that with no healing power and no sacrifice to damage, and without even using there ‘6’ healing ability.
This is why its badly designed, nothing should be designed around a stat, it should be balanced around any build, and the stats just improve that over all.
Please add more hair and faces please. ty.
Next I think our skills damage should be increased but have cooldowns on them instead of using initiative.
No this is just bad, its bad enough that the on crit/hit food was somewhat nerfed for thieves and that most on hit things aren’t as effective on us as they really could/should be.
The signet is fine how it is, it works just how its supposed to, if you want bigger on use heals you use the big on use heals, if you want constant healing while you attack rapidly or small burst healing while keeping a burst of healing ready you use signet.
And theres no RNG about it, you heal for every hit you land, landing hits is not a matter of RNG
The RNG is relying on your opponents stupidity for healing. Thats the RNG. If you fight anyone smart, SoM becomes immediately worthless.
Malices strength is in hit volume. It’s meh on an individual level, however the thing is unlike Withdraw and HIS, it gets stronger the more foes you hit.
Meaning Pistol whip goes from 900, to 1700, to 2500 health per hit assuming the 100 heal per hit. Healing 300 health per sword swing. In contrast against two foes even balled up, Unload only heals 800. Trick shot hitting 300 per health from range (no ini involved) is also very significant. Vs Vital shots 1.
The usage with caltrops and Dagger storm is well known.But it should be rather clear at this time, Signet of Malice, is a heal for groups.
It really shouldn’t be holding it’s own in a 1v1 sense, Unless you’re traiting it to give you effects in line with your build/game plan. It’s strength is being the best Heal out of the three in situations where you’re hitting more than one person at a time.In that respect it is plenty strong already. A mixture of Caltrops + PW for instance, will heal someone plenty if 3 enemies are hit. In exchange for 1v1 fashion you can trait it to give you 5s of might, 2 ini on use, and 12s RC which will give it marginally better performance when you need a burst heal.
It relies way too much on RNG and how stupid your opponent is, and they won’t improve the heal amount without improving how much it heals for or putting a GCD on it.
Yes, if you have the perfect perfect world where everyone stands still and your not dieing it can heal for a lot. In that perfect world however only exists a few places and most of them are just farming areas for content you don’t even need it for.
In PVP, such situations are rare if not impossible to find. In PvE if your fighting a boss you would still only benefit from one target.
The latest patch nerfed Healing Signet.
I doubt they will flipflop and buff it now…
I agree, it did heal for far too much at low levels, it was healing for like almost half your life.
For high levels though, when its heals are so poor…
Before it was good at lower levels, but lost all power at higher levels.
Now it is just bad at any stage.
Urgh.
That’s all true, but the nerf doesn’t necessarily mean that they won’t buff it, in fact it makes it a little more likely, oddly enough. Before, if they had buffed Healing Signet at all, it would have been grossly overpowered at lower levels to a ludicrous degree (it was already clearly the best option by miles up until the 60s, due to the way it scaled). Now, having nerfed it at lower levels, they can take a more serious look at it, and potentially improve it, particularly at higher levels.
However, I rather suspect it will stay how it is, simply because of the popularity of the 5-signet-GS warrior build.
Lately, shout warriors/banner warriors are becomming a lot more common, especially after the Omnom nerf, a lot of warriors don’t use signets as much anymore.
As I said in another thread, yeah i’m wrong, I was tired and misread it both in game and out of game, it just sounded proper because I would have no idea they made a trait that seems so terrible.
Well originally I thought it would be good if it was: At level 80, the amount healed per adrenaline strike is 69 + 0.01 * Healing Power. The same as altruistic healing, but the problem is once your full adrenaline you no longer get any healing from it, so if you burst and you miss, your stuck at full adrenaline and the trait can’t heal you, whereas altruistic healing is just constantly healing you regardless, not to mention the other 80 heals guardian gets.
Yes you can trait up to heal rather quickly (if your not CCed and you trait for stability so you don’t get knocked down a lot.)… but the problem is theres a cap to how much you can heal before you can burst, and if you miss the burst skill. Kittened. It mostly favors hammer warriors the most, since there burst is easiest to land.
Balancing a healing ability for a stat really isn’t a good design.
Well, I guess since you have 600+ hours you must be right~
I’m always right, even when i’m wrong.
Need more of a reason to use burst skills and more reason to have all these adrenaline traits.
Balancing a healing ability for a stat really isn’t a good design.
Problem is, even high hit rate attacks have several weaknesses, and the thing is, HHR attacks like Pistol Whip would heal about the same, because you would still get 2 procs from the attacks, same with Unload.
So its kind of a nerf, except not really because its healing for about the same.
Then why do it at all? It just makes the skill unnecessarily confusing / restricted and destroys the ‘hit as quickly and frequently as possible’ goal.
How is it confusing or restrictive?
It makes all things pretty much viable instead of limiting it to one or two weapon skills.
Punishing you for using other buttons besides ’3-on-two-weapon-combo-skills" and relying on perfect situations in perfect worlds where people stand still is a bad mechanic anyways.
This way, other skills are opened up besides ‘3-on-two-weapon-combo-skills’ and ‘3’ heals for a little less, but almost about the same.
(edited by Daecollo.9578)
Problem is, even high hit rate attacks have several weaknesses, and the thing is, HHR attacks like Pistol Whip would heal about the same, because you would still get 2 procs from the attacks, same with Unload.
So its kind of a nerf, except not really because its healing for about the same.
Please improve the Signet of Malice’s Heal and add a global cool-down.
Passive: Heals when you attack. (Cooldown: 1s)
Active: Gain health.
Healing: 463 + (0.18 * Healing Power)
Healing: 3,275
the stealth is ridiculous, but add in the damage and it’s just a total joke.
the fact that any class can dish 7k dmg by pushing 1 button ( which can be pushed multiple times) just shows what a joke pvp in this game is.
Get some toughness, I hear it reduces damage.
I’m sorry, but your response does not make sense, and I will break it up for you.
I’ve been playing Warrior for 600+ hours, I have played and specced it to death.
@ Have you ever played invested in the defense line? Yes I have.
@ You don’t go into defense for adrenal health, it simply is not worth it. It isn’t, thats why I made this post.
@ I personally invest 20 for shield mastery. Adrenal health is a nice benefit on the side. Yes it is, however its really not enough.
@ By making adrenal health require adrenaline gain, I am not benefiting from it while using #5 shield. Also, this is making not only defense users but ALL warriors burst. Now this is the most kitten… You said you played a warrior and you don’t even know what traits they have? http://wiki.guildwars2.com/wiki/Short_Temper – If you gained a strike of adrenaline each time you were blocked, that would really stack up the healing, especially in a situation where you block a lot of attacks.
@ Sorry, but why do we have to play your way?
Axe burst is amazing, but many of us choose not to utilize it simply to continuously benefit from Heightened Focus and Berserker’s Power.Me too, its very lazy I just stay at 100% Adrenaline forever, since all the other traits for Warrior are useless thanks to this lazy mechanic. I mostly play my warrior when I want to face-roll dungeons and not think about anything.
@Btw, Omnomberry food. Ever heard of it?
No point in investing 15 for adrenal health unless you are investing in defense for other reasons. This change would not affect most players, and for the defense users, it would force them into using burst. Sorry, but while that may be your style, it isn’t most of ours.
I agree, it would only affect players who want to play tanky and live longer, and force them to be more active and use there skills and traits as they were probably meant to be used. It would also raise the skill cap of the Warrior a lot and offer tons of new builds and play-styles into the game.However we want everyone to be a Greatsword faceroll Omnom Heightened Power Berserker’s Power Warrior.
Are you arguing simple for the sake of arguing?
Are you even replying to me?Your initial focus of the reply is that you will tell me why my reply does not make sense, and that you would break it up for me.
-Your first few responses are simply answering of questions. Okay.
-You imply that if adrenaline health was better, (100hp per adrenaline gain) they would sacrifice 1.5k effective power to get it. Um……..
-Your last 2 points are agreeing with me….. Um……. thought the point was to show me why my reply did not make sense?Now, the most baffling part of your reply.
You link a trait where you gain might and adrenaline when YOU are blocked.You use this trait to say that I Would gain a large amount of health WHILE blocking.
“Now this is the most kitten… You said you played a warrior and you don’t even know what traits they have? http://wiki.guildwars2.com/wiki/Short_Temper – If you gained a strike of adrenaline each time you were blocked, that would really stack up the healing, especially in a situation where you block a lot of attacks.”
The above is a quotation of what you said.
Try reading it again, particularly your last sentence.Do you know what traits the warrior has?
Sure you played 600+ hours? lol fail.Well, I think it’s sufficient to say that I can walk away from this argument without regret. I was arguing my side and really thinking about yours, but this really sums it up for me.
It would be very nice if you added that little detail when you made your previous post, maybe you should edit it in?
You should see the build I made above.
Here is another one!
http://www.guildhead.com/skill-calc#mcRzcVm9MmarRmmarRmG0G0xmaVszoqSurely someone with 600+ hours should know that Shield #5 = block. Surely.
Well, off to work. Have a good day~
Here is your statement:
Adrenal health is a nice benefit on the side.
By making adrenal health require adrenaline gain, I am not benefiting from it while using #5 shield. Also, this is making not only defense users but ALL warriors burst.
“I am not benefiting from it.” is what you said. Now you are changing your mind?
I’m sorry, but your response does not make sense, and I will break it up for you.
I’ve been playing Warrior for 600+ hours, I have played and specced it to death.
@ Have you ever played invested in the defense line? Yes I have.
@ You don’t go into defense for adrenal health, it simply is not worth it. It isn’t, thats why I made this post.
@ I personally invest 20 for shield mastery. Adrenal health is a nice benefit on the side. Yes it is, however its really not enough.
@ By making adrenal health require adrenaline gain, I am not benefiting from it while using #5 shield. Also, this is making not only defense users but ALL warriors burst. Now this is the most kitten… You said you played a warrior and you don’t even know what traits they have? http://wiki.guildwars2.com/wiki/Short_Temper – If you gained a strike of adrenaline each time you were blocked, that would really stack up the healing, especially in a situation where you block a lot of attacks.
@ Sorry, but why do we have to play your way?
Axe burst is amazing, but many of us choose not to utilize it simply to continuously benefit from Heightened Focus and Berserker’s Power.Me too, its very lazy I just stay at 100% Adrenaline forever, since all the other traits for Warrior are useless thanks to this lazy mechanic. I mostly play my warrior when I want to face-roll dungeons and not think about anything.
@Btw, Omnomberry food. Ever heard of it?
No point in investing 15 for adrenal health unless you are investing in defense for other reasons. This change would not affect most players, and for the defense users, it would force them into using burst. Sorry, but while that may be your style, it isn’t most of ours.
I agree, it would only affect players who want to play tanky and live longer, and force them to be more active and use there skills and traits as they were probably meant to be used. It would also raise the skill cap of the Warrior a lot and offer tons of new builds and play-styles into the game.However we want everyone to be a Greatsword faceroll Omnom Heightened Power Berserker’s Power Warrior.
Are you arguing simple for the sake of arguing?
Are you even replying to me?Your initial focus of the reply is that you will tell me why my reply does not make sense, and that you would break it up for me.
-Your first few responses are simply answering of questions. Okay.
-You imply that if adrenaline health was better, (100hp per adrenaline gain) they would sacrifice 1.5k effective power to get it. Um……..
-Your last 2 points are agreeing with me….. Um……. thought the point was to show me why my reply did not make sense?Now, the most baffling part of your reply.
You link a trait where you gain might and adrenaline when YOU are blocked.You use this trait to say that I Would gain a large amount of health WHILE blocking.
“Now this is the most kitten… You said you played a warrior and you don’t even know what traits they have? http://wiki.guildwars2.com/wiki/Short_Temper – If you gained a strike of adrenaline each time you were blocked, that would really stack up the healing, especially in a situation where you block a lot of attacks.”
The above is a quotation of what you said.
Try reading it again, particularly your last sentence.Do you know what traits the warrior has?
Sure you played 600+ hours? lol fail.Well, I think it’s sufficient to say that I can walk away from this argument without regret. I was arguing my side and really thinking about yours, but this really sums it up for me.
It would be very nice if you added that little detail when you made your previous post, maybe you should edit it in?
You should see the build I made above.
Here is another one!
http://www.guildhead.com/skill-calc#mcRzcVm9MmarRmmarRmG0G0xmaVszoq
(edited by Daecollo.9578)
Here is a build I made pretty quickly to describe how good it could be:
http://www.guildhead.com/skill-calc#mcRzcVm9MmarRmmarRmG0G0Gmazsos
You have access to three blocks: Counterblow, Riposte, Shield Stance, Each time you block since you have the trait “Short Temper” and “Adrenal Health” you gain health from it each time you block, because each time you block you gain a strike of adrenaline.
So your “Shield build.” would not only be a lot better, but it would be a lot more skill-heavy. It would be better while requiring you to use your brain.
I’m sorry, but your response does not make sense, and I will break it up for you.
I’ve been playing Warrior for 600+ hours, I have played and specced it to death.
@ Have you ever played invested in the defense line? Yes I have.
@ You don’t go into defense for adrenal health, it simply is not worth it. It isn’t, thats why I made this post.
@ I personally invest 20 for shield mastery. Adrenal health is a nice benefit on the side. Yes it is, however its really not enough.
@ By making adrenal health require adrenaline gain, I am not benefiting from it while using #5 shield. Also, this is making not only defense users but ALL warriors burst. Now this is the most kitten… You said you played a warrior and you don’t even know what traits they have? http://wiki.guildwars2.com/wiki/Short_Temper – If you gained a strike of adrenaline each time you were blocked, that would really stack up the healing, especially in a situation where you block a lot of attacks.
@ Sorry, but why do we have to play your way?
Axe burst is amazing, but many of us choose not to utilize it simply to continuously benefit from Heightened Focus and Berserker’s Power.
Me too, its very lazy I just stay at 100% Adrenaline forever, since all the other traits for Warrior are useless thanks to this lazy mechanic. I mostly play my warrior when I want to face-roll dungeons and not think about anything.
@Btw, Omnomberry food. Ever heard of it?
No point in investing 15 for adrenal health unless you are investing in defense for other reasons. This change would not affect most players, and for the defense users, it would force them into using burst. Sorry, but while that may be your style, it isn’t most of ours.
I agree, it would only affect players who want to play tanky and live longer, and force them to be more active and use there skills and traits as they were probably meant to be used. It would also raise the skill cap of the Warrior a lot and offer tons of new builds and play-styles into the game.
However we want everyone to be a Greatsword faceroll Omnom Heightened Power Berserker’s Power Warrior.
The latest patch nerfed Healing Signet.
I doubt they will flipflop and buff it now…
I agree, it did heal for far too much at low levels, it was healing for like almost half your life.
For high levels though, when its heals are so poor…
Adrenal Health
Gain health every time you gain a strike of adrenaline.At level 80, the amount healed per strike is 69 + 0.01 * Healing Power.
If you are at full adrenaline, you no longer gain adrenaline, so you need to constantly be using and hitting with your burst skills, this would bring a lot more builds into play and allow new play-styles for the Warrior, and use a lot of its traits.
If a warrior uses skills like “Healing Surge”, “Signet of Fury.” it only counts as one strike and heals for the formula above once, however if they use a skill like “Berserker Stance.” which gives 5 strikes every second, it will heal for every strike, making the stance better for healing. (It is the stance tree after all, and it gives a reason to use Berserker Stance over Signets/Healing Surge.)
This also makes the Warrior defensive play-style a lot more active, because he wants to be at no adrenaline so he can heal.
This also makes traits like “Furious.” and “Sharpened Axes.” and “Berserker’s Might.” and “Sure-Footed.” a lot more useful, especially when they are Master-Grandmaster Traits.
I see that as highly inefficient to almost all warriors. If adrenal health only activates on adrenaline gain, then you need to constantly burst to keep it down. By doing so, you are constantly losing the bonuses of Heightened Focus and Berserker’s Power.
I much rather have Adrenaline Health be increased to 200hp/s or maybe 150hp/s without any reliance on adrenaline.
I’ve converted to Axe/Shield + Long Bow (I love the Legendary Shield skin…) and I would love to have a constant 150hp/s so that I can burst with LBThat is very lazy, this idea would make burst skills actually useful and more active, having a constant 9% Critical Chance/12% damage/Constant Heal without any skill is nice, but isn’t that a bit too nice?
The traits that all improve how fast you gain adrenaline are useless because of how fast you gain it, and most warriors just stay at 100% adrenaline and never use there burst skill because its not worth it.
This trait makes it absolutely worth it, but you give up your perma damage/perma critical.
It’s not lazy, it’s efficient. Sorry, but what is the point of having Berserker’s Power and Heightened Focus if you will not even be utilizing it to 50% efficiency? Complete and utter waste.
No it would not. No one bursts with a Great Sword. It’s just not worth it. Even in terms of damage it’s rather pathetic. People who run burst builds with Axe burst regardless…. and they don’t invest in defense regardless. They get the faster adrenaline regen traits and burst quite often.
“This trait makes it absolutely worth it”
Not at all. Who invests 15 points into defense for adrenal health? I have 20 invested simply for shield. It seems nice and all on paper, but your change would only screw over those that use the defense line as most warriors don’t even touch it.
You know there are other weapons besides the greatsword, maybe you should keep that in mind?
How would it "Screw over’ those who use the defense line?
Definition of LAZY
1
a : disinclined to activity or exertion : not energetic or vigorous
b : encouraging inactivity or indolence <a lazy summer day>
Heightened Focus and Berserker’s Power are very very lazy traits.
Adrenal Health
Gain health every time you gain a strike of adrenaline.At level 80, the amount healed per strike is 69 + 0.01 * Healing Power.
If you are at full adrenaline, you no longer gain adrenaline, so you need to constantly be using and hitting with your burst skills, this would bring a lot more builds into play and allow new play-styles for the Warrior, and use a lot of its traits.
If a warrior uses skills like “Healing Surge”, “Signet of Fury.” it only counts as one strike and heals for the formula above once, however if they use a skill like “Berserker Stance.” which gives 5 strikes every second, it will heal for every strike, making the stance better for healing. (It is the stance tree after all, and it gives a reason to use Berserker Stance over Signets/Healing Surge.)
This also makes the Warrior defensive play-style a lot more active, because he wants to be at no adrenaline so he can heal.
This also makes traits like “Furious.” and “Sharpened Axes.” and “Berserker’s Might.” and “Sure-Footed.” a lot more useful, especially when they are Master-Grandmaster Traits.
I see that as highly inefficient to almost all warriors. If adrenal health only activates on adrenaline gain, then you need to constantly burst to keep it down. By doing so, you are constantly losing the bonuses of Heightened Focus and Berserker’s Power.
I much rather have Adrenaline Health be increased to 200hp/s or maybe 150hp/s without any reliance on adrenaline.
I’ve converted to Axe/Shield + Long Bow (I love the Legendary Shield skin…) and I would love to have a constant 150hp/s so that I can burst with LB
That is very lazy, this idea would make burst skills actually useful and more active, having a constant 9% Critical Chance/12% damage/Constant Heal without any skill is nice, but isn’t that a bit too nice?
The traits that all improve how fast you gain adrenaline are useless because of how fast you gain it, and most warriors just stay at 100% adrenaline and never use there burst skill because its not worth it.
This trait makes it absolutely worth it, but you give up your perma damage/perma critical, you would have to… actively use your burst skills!
(edited by Daecollo.9578)
Adrenal Health
Gain health every time you gain a strike of adrenaline.
At level 80, the amount healed per strike is 100+ 0.08 * Healing Power.
If you are at full adrenaline, you no longer gain adrenaline, so you need to constantly be using and hitting with your burst skills, this would bring a lot more builds into play and allow new play-styles for the Warrior, and use a lot of its traits.
If a warrior uses skills like “Healing Surge”, “Signet of Fury.” it only counts as one strike and heals for the formula above once, however if they use a skill like “Berserker Stance.” which gives 5 strikes every second, it will heal for every strike, making the stance better for healing. (It is the stance tree after all, and it gives a reason to use Berserker Stance over Signets/Healing Surge.)
This also makes the Warrior defensive play-style a lot more active, because he wants to be at no adrenaline so he can heal.
This also makes traits like “Furious.” and “Sharpened Axes.” and “Berserker’s Might.” and “Sure-Footed.” a lot more useful, especially when they are Master-Grandmaster Traits.
Infact, there is even more traits… “Short Temper”, “Embrace the Pain.”, so many defensive play-styles it could open up.
“Berserker’s Might as well…”
(edited by Daecollo.9578)
Adrenal Health does need improvement…
Yeah healing signet is a joke in both PvP and PvE.
This heal basically provides less hp/s than surge/healing without any “extra effect” like surge’s adren boost or mending condition removal.
Sure, in theory, if you let it heal you for a lot in between uses the “overall” heal is better than other skills, but in reality this game revolves around burst damage, burst defenses and burst healing.
You cannot possibly sacrifice your heal skill to get 200hp/s.
I tried a setup with 417hp/s but it simply doesn’t work in any endgame content.Ranger’s Troll Unguent is an example of a good regen-based skill, HSignet is a fail.
Actually the other healing skills have higher HPS calculated, so its kind of fail all around. Lol.
(edited by Daecollo.9578)
You want bleed on your longbow ? Superior sigil of earth. if you have 5 in arms, this means that every auto attack can potentially crit twice, and those two crits give you 4 potential bleeds.
You’re welcome.
Longbow Warrior
Attack speed is approximately 1.19 seconds per attack.
Sigil of Earth: 2 second cooldown.
This means it can only proc every 3 attacks.
healing signet is just bad.! the slow hp regen and low burst heal can’t save you from certain death when 5+ mobs that has half health depleting hits gunning for you.. or another burst class in wvw that burst you down in seconds..
instead of buffing the signet, howbout giving some of the warrior’s skill an extra 3-5 second stealth ! xD
You implied “Extra” as if we have it… >_>
Yeah, but the reason they don’t raise the 25 cap is because of lag, honestly in big events bleed is useless because its constantly capped, this would make it cap at 625 bleeds instead of 25, but with so much less lag, Open Wounds is basicly just 25 bleed stacks, this way bleeders arn’t losing so much DPS.
Open Wounds =
62 + (12.5 * Level) + (1.25 * Condition Damage) per stack per second
Its equal to roughly 25 Bleeds.
For balance reasons, Open Wounds only affects PvE mobs and not players.
In big events, bleed condition damage is mostly useless, this would make it “not so.” useless.
(edited by Daecollo.9578)
I think Fears are so short, that doing dot damage and with the trait that makes it do more damage, it would still be balanced, just not so… temporary.
Weakness
50% of Non Critical hits are glancing blows (50% damage); Lowers the targets Critical Chance by 20%. stacks duration.
Why? It should be a direct opponent of fury, in PvP if classes have high critical chance, it completely negates weakness.
___________________________________________________
Vulnerability
Increases damage the target takes by 2% for each stack. Vulnerabilty stacks up to 25 times. Characters suffering from vulnerability have a shattering shield appear on themselves when the condition is applied.
Why? Protection grants 33% Damage Reduction, and its not something that stacks, its immeditate, Vulnerability should be a direct counter to protection, and not many classes have access to High Vulnerability.
Crippled
Endurance regeneration decreased by 50%; Movement speed decreased by 50%; stacks duration.
Why? Crippled should decrease endurance and not weakness, if your crippled your not going to be dodging all over the place.
Fear
Involuntary retreat; unable to act; Deals damage every second; stacks duration.
Why? Not many people fear or can fear for very long, it should have something else added to it, however nothing else really fits it besides damage, I mean, being afraid can cause damage to yourself, especially when your trying to get away, just not much.
Blind
Movement is backwards; Next outgoing attack misses; stacks duration.
Why? If your blind, how can you see where your going? The condition needs to apply a lot more melee pressure, and since it goes away immediately after you hit your target its fine.
Bleeding
Can stack in intensity up to 25 times and each stack does one pulse of damage per second. If you get 25 stacks of bleeding, all bleeding is removed and replaced with a new uncurable condition called “Open Wound.” which stacks up to 25 times, this lasts as long as the 25 stacks of bleeding was applied for, and does the same amount of damage as 25 stacks of bleeding.
Why? Because Open Wounds hurt.
I’m done for now!
(edited by Daecollo.9578)
Healing Signet is one of the worst high level heals in the give, with the nerfs to healing, it should be improved greatly some how.
1 Improve the Healing Signet’s Heal by 80% and scale a little higher with HP. (Warriors have NO condition removal less they go 30 into vitality and give up almost every utility slot for it, they deserve some kind of sustain.) [The other heals are better HPS and grant adrenaline or condition removal, there is no reason this heal should be so weak compared to others.]
2 Improve “Adrenal Health’s” heal by 50% and make it scale high with HP (it should be higher then regeneration, because its every 3 seconds and not every second.), its in the tree that gives healing power and it heals you, no excuses… let it scale with it! :<
The ‘1’ abilities for Rifle and Longbow need switched around a bit.
The Longbow should get a bleed, while the rifle should just be damage.
Some classes may beat it but becouse this is largly passive it trumps any casted healing spell.
So its simple
banner regen provides 130 hps
Adrenal health: 120 hps
Healing Signet: 200 hps
So thats 450 hps with no cast time (I guess the banner is)I have all the heals here.
https://docs.google.com/spreadsheet/ccc?key=0AuAXA8GRArcRdHl5UWlZeF9tWVlISjJ2cnZCeHJ6eEEThat removes your main heal skill tho.
Which also means you lose 283hp/s worth of healing from Surge, let alone adrenaline refill.
You actually lose hps by using Healing Signet.I know rookies don’t realize this but not having a heal skill forces you to stay out of melee a lot to wait for health to regen, which means a big DPS loss.
Let alone the DPS loss from tossing a full adren skill and recovering said adren immediately with surge.
Let alone the 60% DPS you lose from traits…
Until the poor minion dies.
I could say the same for the poor warrior. LOL.
Necromancer has the highest HPS in the game.
Necromancer Minion, http://wiki.guildwars2.com/wiki/Summon_Blood_Fiend
463 HPS with just that!
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