Showing Posts For Dand.8231:

Commander build?

in Warrior

Posted by: Dand.8231

Dand.8231

Im not that keen on cleric gear

but yeah might use empower instead, altho i dont think it would do that much

The extra healing on clerics gear combined with shouts adds a lot of staying power in long fights and extended. Your soldiers setup adds a little more burst survival, 4k HP, but then again you’ve also got Endure AND Defy. You dont need more burst. The extra clerics gear will add 1k to your L3 Surge, and an extra 1~.5k to your healing shout total. So you’re now only 2.5k lower than full soldier, and the longer the fight continues, the more clerics gear pulls ahead.

Empowered adds up quickly in a Zerg. Leg specialist helps in 1v1 duels.

By the way, I see you run Axe/WH. I’d suggest you switch to Sword/WH instead. Why? Cause Savage Leap (mobility), and Flurry (immob).

When you have a group of teammates, Flurry does WAY more damage than Eviscerate. Evis does a decent burst of damage, but Flurry immobs your foe, which in the middle of a Zerg, is the equivalent of saying “Bend Over.” XD

A favorite strategy of mine is to pinpoint suspected enemy commanders, CTRL-T them so my party can focus, then Savage Leap+Flurry. Bye bye enemy Dorito.

Commander build?

in Warrior

Posted by: Dand.8231

Dand.8231

http://gw2skills.net/editor/?fIAQJASTncO08YyDSBhDZAB9QD5itQVAOSPID0INA-jECB4hBiEAiQAI7pIasVWFRjVNjIqWZDzeuIa1SBwkyI-w

Here’s my self-made, favorite “Commander” build.

Hammer for charging into battle.
Longbow for Sieges/Siege Breaks/Zerg Standoffs.

Shouts + Soldier Runes. Provides buffs, condi removal, and heals to yourself and your zerg. On my mark could be swapped out for Zerker Stance or Balanced Stance depending on what you feel you need.
2k Power/Toughness, 26k health, 1k healing.

You should be tough enough to Charge Headlong into most fights, and have enough staying power to see it through to the end. Longbow brings your ranged option, with combustive and arcing shot being immensely useful in all situations. I cant picture myself playing a non-roamer Build without a longbow.

Your only real shortcoming is a lack of swiftness. Leading a zerg however, you should easily be able to maintain 100% with symbols, and lines everywhere.

Some Ideas to Improve Banners

in Warrior

Posted by: Dand.8231

Dand.8231

The warrior banners are already movable. It simply requires someone to…..(quick horror movie gasp) pick them up. I know, that’s an awful lot of trouble to go through for such a meaningless buff. Yes you did just detect sarcasm. You see warrior players are largely lazy. Not all of them, there are some gems around here. They will pick up their banners, and they will move them, and they will even use them. I know, terrifying.

Well captain sarcasm, you are missing a rather obvious piece of the puzzle.

Shouts.

Compare the Cast Time of Shouts to Banners.

Banners: 1 Second to Summon, 1 Second to Pickup, 1 Second Cast Time. You can then quick drop with ~ which will bug your weapon swap or slam with #5 which is an additional 1 second.

Want to go grab your banner again during battle? 1-2 seconds to run over, 1 Second to Pickup, 1 Second Cast Time.

Any smart opponent will lure you away from your banner, forcing you to leave it in the dust… or he’ll demolish you during that 3 second period where you’re standing still, completely defenseless trying to use your banner.

Now Shouts…..

Shouts: 0 CT, Can be used even when stunned or knocked down or mid-swing. Short cooldowns, meaning they’e effectively mobile.

All I want to see is banners brought up and made more mobile to be on par with Shouts. Wearable banners is one solution.

(edited by Dand.8231)

Shouts getting buffed!

in Warrior

Posted by: Dand.8231

Dand.8231

I dont feel the existing Warrior shouts really NEED a buff, except MAYBE “On my mark”

However, I WOULD love to see new shouts and an elite shout.

And our tactics minors sorta suck XD

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

Your punishment for failing to kill me is that you have to flee, effortlessly.

The skill level involved in using escape abilities is on par with some other easy styles of play, such as perma-stealth, guard-bunker, etc.

And what happens when a thief fails to deal a killing blow? They typically vanish and re-engage on their terms. And they probably sacrificed some of their option and power to do so. Exactly like a warrior mobility build.

I personally like my build, the sacrifices for such mobility are more than im willing to make. As a result, im not nearly as good at escaping, but im better during the actual fight. Again….something is given up in exchange for that mobility.

And even mobility warriors are not instant free escape classes. It’s not exactly a high skill cap, but it’s not 100% like you seem to make it out to be either. There are ways to catch and stop a fleeing warrior.

Dont bother replying however, I wont be following this thread any longer, it’s a waste of time talking to you. “Warrior mobility is perfect in every way and I dont have it as a ranger! Waah!” just about sums up your thought process in this thread.

I shouldnt be surprised. You can’t even figure out where to put the (quote) (/quote) in a simple forum post, without any time restrictions. I suppose I cant expect you to successfully press the correct buttons in real time to actually react to opposing players strategies.

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

Good job screwing up the quotes, as well as completely missing the point. You’re 0/2 so far.

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

Wow you are clearly missing the point…

…said the pot to the kettle.

You’re the one missing the obvious points.

Rampage As One isn’t designed as a mobility elite skill. Not all classes will get one. Tough luck. Necros dont get a swiftness elite at all. Nor do Eles. Or even thieves! Shall I continue?

You can pick other skills and weapons to get your mobility. It may not be as potent as another classes mobility, that’s what makes classes unique. Warriors, for example, cannot bunker nearly as well as Guards. Warriors cannot evade spam like Thieves.

And as I said, anyway warriors that mobile… thats what their build is. Mobility. Whats wrong with being able to build for mobility on a class with that capability?

I guess I can try one last time to explain it to you. Just because a skill does something specific, for example you said TOA is a damage skill. Thats true but at the same time if I wanted a skill to use for mobility I would go for TOA.

And thats fine, but dont expect it to be equal in mobility to other skills such as SoR. In fact, my original point was it’s pretty on-par with it’s cousin, Rampage, in many regards including the mobility you get during those 20 seconds.

And yet again you miss the point of this thread,

Wrong.
I think what you’re TRYING to say here is “And yet again you disagree with me.” Well, tough luck again.

I’m not saying mobility is entirely a bad thing but it should also be punishable if you mess up and use your skills incorrectly. So if a theif uses to much initiative or a skill to early and when he needs it to escape, its not ready then he is dead. If a guard heals too fast and has plenty of HP, he has put himself in a bad spot. If a necro uses his conditions on me yet he didn’t wait to push me to use my condition removal first then he put himself in a bad spot. You can spot a weakness in these builds and vice versa and when they mess up you go in and kill them, that is where they get punished. Where is the punishment in a warriors current mobility? If i push you to go defensive you are going to flee with almost 100% guarantee that you will live. If I use my Magnetic pull or my Tangle you will be remove it and be immune to it anways and you will continue to flee at a high rate that trying to catch you is pointless. The punishment for other classes messing up is high if you pay attention, but the punishment for a warrior is very low with this build.

And if a DPS burst build does too much damage too suddenly, he… oh wait he wins with some overkill. Thats the point of a burst build.

And if a Condi build overspams his conditions he will… oh, well he ends up melting his opponent even faster.

If a burst mobility build uses too much burst mobility he escapes more easily.

Wow, those scenarios all sound very much the same. Could it be that MAYBE not
every situation is identical? Lets examine whats different.

In the situations you’re mentioning about over extending initiative/healing/etc, theres a level of control involved. Bunker Guardians must stay above 0 Health to remain alive. But theres a maximum HP so they dont want to waste heals needlessly. Thieves must manage initiative to perform moves, but there’s a maximum init so it’s pointless to over-save. Even warriors have adrenaline, which they can store only so much of. Those are moderation situations.

On the other hand you have DPS. Too much DPS isnt a bad thing, you kill your opponent faster, giving them less time to react. For example, see literally any glass cannon build.

You also have conditions, more is better. You get cover condis, deal more damage and melt opponents faster. The goal is to layer as many as possible, with no moderation or upper limit.

Then there’s mobility, the further you get the better, so run run run, you cant OVER runaway. It’s exactly the same.

See, over-healing, init, adrenaline, lifeforce, etc… these are all affairs of moderation.

DPS, Conditions, Mobility… these are all-or-nothing affairs.

Your examples make sense in your head, im sure, but you’ve missed some pieces of the puzzle.

And by the way… the RISK for warriors mobility is paid in full AHEAD of the fight, by taking the few weapon sets that offer said mobility, which often make us less likely to win during the fight itself.

(edited by Dand.8231)

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

Wow you are clearly missing the point…

…said the pot to the kettle.

You’re the one missing the obvious points.

Rampage As One isn’t designed as a mobility elite skill. Not all classes will get one. Tough luck. Necros dont get a swiftness elite at all. Nor do Eles. Or even thieves! Shall I continue?

You can pick other skills and weapons to get your mobility. It may not be as potent as another classes mobility, that’s what makes classes unique. Warriors, for example, cannot bunker nearly as well as Guards. Warriors cannot evade spam like Thieves.

And as I said, anyway warriors that mobile… thats what their build is. Mobility. Whats wrong with being able to build for mobility on a class with that capability?

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

You arn’t comparing similiar skills, you are talking about a transformation (you have no access to your Weapons skills so you wont use it to flee), so if you wanna get technical then compare it to my leopard form transformation. Furthermore you are comparing those two skills side to side, completely ignoring the situation. So if a warrior uses his Elite, as a ranger my best option would be TOA cause of the 20 sec swiftness, so stop bringing Rampage into this as it has no business in the convo. Also you fail to mention that TOA is supposed to give my pet Might as he attacks you but he cant reach you lol….

Yeah, let’s compare the Warrior Elite skill,to the Snow Leopord Norn Racial. That’s a MUCH better idea.

Again, dude….
Warrior Rampage: 20 seconds of Swiftness, Stability, and increased Damage. Cooldown 150.
Ranger Rampage as One: 20 seconds of Swiftness, Stability, and increased Damage. Cooldown 120.

Look at the buffs provides, and the purpose of the two skills. They both fit the exact same role, they’re designed to enhance your mobility slightly (swiftness), protect themselves from being neutered by cc (stability), and cause pain to your foes (ranger gets might, warrior gets an increase in power which is functionally the same as might).

But you think its better to compare Rampage As One to Signet of Rage, because you would rather use Rampage to try and chase down pure-mobility opponents instead of using it for what it’s clearly intended to do: Cause Pain.

You also think its better to compare the Warrior Elite Rampage, to the Snow Leopord Norn Racial, because they both contain the form “transform.”

This is the THIRD time I’m now saying this…. high mobility is a BUILD, not free superpowers warriors get for rolling the class.

High Mobility Build = High Mobility
Zerkers Damage Build = High Damage
Clerics Support Build = High Healing
Perma Stealth Build = Perma Stealth

Clearly we need to nerf every build ever, for doing what they’re designed to do.

Stance Mastery needs a -20%.

in Warrior

Posted by: Dand.8231

Dand.8231

You don’t make ideas that are balanced.

Go look at the responses to your suggestions, and the responses to my suggestions. A rather glaring disparity becomes apparent.

Daecollo, just realize and accept that you have no ability to properly evaluate and balance suggestions to the point of them being numerically viable. Everyone in this sub-forum will be better for it.

It’s not a sin to be lousy at implementing game balance. Stick with something you’re good at.

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

You can’t compare Rampage with TOA.

So it’s okay for you to compare two completely different skills, but it’s NOT okay for me to compare two extremely similar skills?

NOPE. You can’t have it both ways. Either both are legit comparisons or neither are.

Ele and theifs are high mobility and its pointless because theres no point if you can keep breaking CC’s placed on you (warhorn skill breaks 3 conditions on a 15 sec CD just that ALONE). Speed does not mean your going to catch that person if he can have a high HP pool and CC removals.

So the guys you’re chasing are LOADED UP on mobility and stunbreaks.

In other words, the build that’s designed to have high mobility and has devoted their weapon and utility and elite slots and gear to that end, is good at escaping.

Allow me to quote myself here…

I guess next you’ll tell us that Zerkers builds need to do low damage?

Stance Mastery needs a -20%.

in Warrior

Posted by: Dand.8231

Dand.8231

i wouldn’t worry about replying to Daecollo’s threads, he’s fairly well known for posting suggestions to the warriors forum about ideas that would break any semblance of balance.

How is this fair?

in Warrior

Posted by: Dand.8231

Dand.8231

So I wanted to hear from you warriors how you think being able to escape almost all your fights is considered fair?

Warriors that can run away are the ones built to do so easily. They’ll often run Sword/WH, which is a mobility set. Thieves can build for perma-stealth and escape even easier. Rangers have a really high mobility build as well.

REGARDLESS of class, if you’re chasing a HIGH Mobility build, with a LOW-Mobility build, guess what? They’re probably going to escape.

Working as intended.

warriors with their low CD’s (TAO ranger elite is 120 secs CD with 20 sec duration compared to Warrior 60 Sec CD Elite with Swiftness buff that lasts 33 secs…)

Rampage As One is 20 seconds of Swiftness, Fury, STABILITY. You’re comparing that to Signet of Rage. Apples and Oranges.

If you’re going to compare Rampage As One to Warriors, you need to compare it to our Rampage.

Warrior Rampage: 20 seconds of Swiftness, Stability, and increased Damage. Cooldown 150.
Ranger Rampage as One: 20 seconds of Swiftness, Stability, and increased Damage. Cooldown 120.

Ranger Rampage actually has a SHORTER cooldown than Warrior.

At first I ignored it because I know in the past Warriors had some issues but this is just getting out of hand. It does not matter if I am on my Guardian, Ele, Ranger because I will still run into these warriors that drop all their weapon skills and if they notice I didn’t die and about to kill them they just run away and break any CC’s i put on them, making it impossible to catch up to them at times.

Many warriors including myself, will run DOUBLE stun breaks, and extra stability. In fact, most warriors feel like we’re pushed into bring all defensive utilities, to compensate for the things other classes will often throw at us.

Check out the popular builds: Zerker Stance (condition immunity), Balanced Stance (stunbreak/stability), Endure Pain (stunbreak/invul), Doly Sig (stunbreak/stability)….

This thing you’re whining about is called meta.

this warrior was just running around in circles taunting us.

Again, the HIGH-Mobility build is not catchable by LOW-Mobility builds? And this is unfair somehow? I guess next you’ll tell us that Zerkers builds need to do low damage?

warrior immune to cc abilitys?

in Warrior

Posted by: Dand.8231

Dand.8231

thanx for all the answers, know i understand better why you guys give me such a hard time^^

I’ve been known to run Doly Sig and Balance Stance together when needed.

Stunbreaks + Stability? Yespls!

Keep in mind, that’s also 2 of my 3 utility slots

Battle Frenzy: New Trait Ideas!

in Warrior

Posted by: Dand.8231

Dand.8231

Battle Frenzy (Arms or Defense.)
Heals per strike of adrenaline.
125 (0.045 Healing Power)

I liked this concept (in fact I championed it for a while) as a REPLACEMENT to Adrenal Health, or as an ALTERNATE to the badly needed Healing buffs warriors got.

But combined with Adrenal Health and the Buffed Heals? Sounds overpowered.

Evasive Bursts (Discipline.)
Burst skills Evade.
2 s (Evade all attacks.)

Okay, I kind of actually like this idea, though 2s might be sorta powerful, especially if you’re a Disc Burst Spamming Build with a 7s cooldown. Maybe 0.75 seconds of evade frames DURING the animation of Melee based bursts, like evis, flurry, etc

Shield Mastery (Defense.)
Gain +90 toughness while using a shield. Shield skills recharge 20% faster. Gain Protection for 3 seconds after using a shield skill.

Not a bad idea, but I’d rather see block reflect rolled into shield master. Neither is likely to happen really.

Thick Skin (Defense.)
Reduces all damage taken by 5% by all sources. (Seriously, its worthless right now, or give us perma-vigor like other classes!)

Yeah Thick Skin is fairly useless right now. A static 5% damage decrease might work. I like my own idea I previously posted, where it adds more toughness, as your health goes down. (ie +30 toughness at 90% health, +60 toughness at 80%).

Spiked Armor
Gain 5 seconds of retaliation and protection when struck by a critical hit. Cannot trigger more than once every 15 seconds.

Huh. This is the first REASONABLE suggestion I’ve seen you make regarding Spiked Armor. Ya know, one that doesn’t involve 97% uptime on protection.

On a side note, I’d personally rather see it changed to a chance when struck (~25%?), instead of on critical hits, so it’s more consistent.

Healing Surge (Healing Skill.)
Heal yourself and regain all adrenaline. Gain protection based on your current adrenaline level.
Heal: 8820 (1.50)?
Stage 0: Protection: 1 s
Stage 1: Protection: 2 s
Stage 2: Protection: 3 s
Stage 3: Protection: 4 s
Adrenaline: 30

I don’t think Warriors really need protection anymore. We’ve always had alternate survival tools, the only thing that was really hurting us was the lack of long term sustain. Protection would have solved that then (effectively swaying things by 33% x uptime %) but thats no longer needed.

You know what is hilarious? Most classes compare our HEALING Skills to simple traits and CLASS passives.. OMG! MY VIRTUE OF RESOLVE DOESN’T HEAL AS MUCH AS HEALING SIGNET MUST BE OP.

Despite a few isolated (but very noisy) people complaining about Healing Signet, I dont see any QQ about it.

Props to the devs on that major warrior path a few months back, all 3 of our heals are in a great state: Useful, Unique, and Balanced. I dont see a need to change any of them anytime soon.

R-R-R-R-Rampage!

in Warrior

Posted by: Dand.8231

Dand.8231

What if you went into Rampage when activating Vengeance?

That might be fun.

Seriously though I think rampage needs to be more accessible and consistently usable. It just doesn’t do enough and takes too much away and only for a short duration on a long cooldown.

I think making it a toggle(cooldown on toggle off) with an adrenaline per second cost might be cool, or as I said earlier an alternate F1.

I feel the same way. It’s a really fun skill. It’s just not powerful enough to justify the sort of cooldown attached to it. If it were made toggle (like an engi kit) or had its duration based on Adrenaline it might see a lot more play, instead of everyone using SoR when selfish, and battle standard in groups.

R-R-R-R-Rampage!

in Warrior

Posted by: Dand.8231

Dand.8231

Is it just me, or does anyone else really want the Rampage 1-5 skills as a regular weapon set? It could be some sort of Battle Gloves.

I mean, I really like the Rampage skill, it’s just so short lived that I find it hard to justify using it. The locked 6-9 skills dont help, boon duration means very little, adrenaline is not involved at all, and it’s especially frustrating when 20 seconds of stability gets stripped or stolen.

I think it could either be changed to have an extended duration (yes I know the CD was reduced already), some kind of toggle on/off duration, or a new weapon that uses its 1-5 skills. What does everyone think?

New Stealth Mechanic - "Stalk"

in Thief

Posted by: Dand.8231

Dand.8231

Actually, this could work, not as a REPLACEMENT to stealth, but as an ALTERNATE to it.

Every class is getting new skills, right? Maybe one of the new skills provides a new form of stealth.

Burglars Signet:
Passive: When not in combat, automatically enter stalking mode. While Stalking, you remain stealthed, but move 25% slower, and will get the revealed debuff for 6 seconds if you take damage.

Active: Gain swiftness 8s. If you’re stealthed/stalking, also gain revealed and quickness for 3 seconds. CT 1/2, CD 75s

How we can bring back the rifle.

in Warrior

Posted by: Dand.8231

Dand.8231

I’m more or less of the same school of thought as Burr.

I feel like Crack Shot should be moved to the Strength tree. It makes more sense there anyway, +Power and Condi duration.

1. Bleeding Shot has its bleed removed, and replaced with Vul, or something else that makes more sense.
2. Aimed Shot is fine. People call it boring but I think its great.
3. Volley is fine.
4. Brutal Shot is mostly fine. It could stand for a slight CT reduction but it’s hardly bad.
5. Rifle Butt is more or less okay

NEW F1: Power Shot: Inflicts damage based on how long the shot is charged up, by holding down F1. Power shot can cause knockback, knockdown, or launch.

For example:
Charge Time: 0s to 1s, Damage equal to 1 Adren Bar Killshot, Knockback 240
Charge Time: 1s -1 3/4s, Damage equal to 2 Adren Bar Killshot, Knockdown 1/4s
Charge Time: 1 3/4s and up, Damage equal to 3 Adren Bar Killshot, Launch 240

dont forget to nerf healing signet

in Warrior

Posted by: Dand.8231

Dand.8231

Healing Signet is fine.

Lets compare Healing Signet…

Pros
High Regen Healing (~400/second)
Passive has no Cast Time or interrupt
Starts healing immediately upon damage

Cons
Low Spike Healing (~3.3k) which disables regen
Active has a long Cast Time (1.25 seconds), easy to interrupt
Poison cancels and cripples the entire signet

….to Healing Surge……

Pros
Good HP/S (~333)
High Spike Healing (~10k)
Can be used to provide adrenaline instead

Cons
Moderately long CD
Poison can cripple if not removed first
Need to manage adrenaline to maximize effect

….and Mending

Pros
Removes 3 Conditions
Short cooldown (20s)
Effectively immune to Poison

Cons
Lowest HP/S value (~280)

It looks pretty well balanced, doesnt it? One regen heal, one spike heal, one condition heal. What’s the issue?

Mace/Shield-GS: How to properly nerf it.

in Warrior

Posted by: Dand.8231

Dand.8231

Why do we have to Crowd Control someone to deal damage where every other class does not?

I actually cant help but agree a little bit.

Think about it, why is Mace/GS so popular? The answers pretty obvious.

Cause it works better than the alternatives.

Not that you actually need to to know the outcome, they should be pretty obvious… but go run Greatsword + Axe/Axe. Or Mace/Shield + Sword/WH. Hell, try Rifle + Longbow.

The final damage output of any of those unusual weapon combos are vastly lower. People will use what works.

If other choices were brought up to a viable point, and Mace/GS brought down just slightly, we’d see a lot more build diversity out there, and less complaints about stunlocked 100bs.

For example… Mace stun? Ok, it’s not really a problem, except the Para sigil bug extending it’s duration by 33% instead of 15%. It ONLY becomes an issue when you mix in GS #2. No other ability is nearly as bad during that stun.

I still feel the correct thing to do is change 100b to allow normal movement during the ability, but reducing the damage overall.

Suggestion for Banners

in Warrior

Posted by: Dand.8231

Dand.8231

Small detail: something like a 170 precision (8% crit chance) and 15% crit damage boost to all party members within 600 range in not useless. Banners are, in fact, one of the best tools for dungeon speedcearing, because they provide huge buffs that can stack with boons (except for Battle Standard of course, which is on a completely different scale of awesomeness).

Not to mention that they have 75% uptime (100% when traited) and can give perma-regen if traited.

Banners are not designed as engineer kits, CC utilities, stunbreaks etc. They’re a way of providing long-lasting, irremovable buffs for your team. And that’s awesome……

…..in PvE.

In WvW, your banner gets left behind or stolen. Or you carry it everywhere and you’re a glorified buffbot. In PvP, it’s even worse.

Shouts are overall better due to their mobility. All I’d like to see is banners brought up to the same level of usefulness as other utility skills we already have available.

These are mechanics I’ve gotten used to, though, and changing them may be a noticeable reformat.

My suggestion is leave the current banners as is, and create a second copy of each banner skill when they come out with all the new skills and traits. The old versions would remain for those who like them, droppable, pickups, etc… and the new versions would be 1-active-at-a-time, worn on the back.

Hell, you could even mix and match, drop 2, wear 1.

The old banners remain, so the people who like them as is are happy. New wearable banners are available for the people who hate them.

Tell me, where’s the downside?

Suggestion for Banners

in Warrior

Posted by: Dand.8231

Dand.8231

Personally, I want banners that are wearable on my back, and can be brought to/removed from my hands by pressing the banners utility button.

Do they infringe on engi kits a little? Probably. Meh.

Survey: Which Warrior healing skill?

in Warrior

Posted by: Dand.8231

Dand.8231

I’d say what build you are matters as much as where you are.

For example, a Soldier is already highly resistant to spike damage, and may have shout/condi removal. Signets throughput wins easily.

Zerker? Hah. Good luck with Signet there, when people 3 shot you in 7 seconds, you’ll wish you had a 9k surge instead of a 2.8k regen.

If you’re build allows for poor condi removal? Mending is fantastic, the removal more than makes up for the slightly lower healing, when you toss a burning, poison, and bleed out the window in one shot.

Hammer Perma-Stun in Need of Imm. Adjustment

in Warrior

Posted by: Dand.8231

Dand.8231

Hammers are incredibly easy to telegraph.

This isn’t a balance issue; it’s a L2P thing.

Agreed.

It’s actually sort of funny how OP hammer is against bad players who dont stunbreak, stability, or dodge the super obvious moves….

But at the same time, it’s extremely UP against a decent opponent who can read and dodge all it’s moves. It’s incredibly frustrating to play against a good (or evade spamming) Thief, because you’ll literally miss with 90% of the time with F1, 2, 4, and 5.
Good luck winning that fight by mashing the auto button.

Maybe hammer COULD use some tweaking, actually, to even out the skill gap a bit…

F1 Faster animation, no random delay bug, shorter stun
#2/4 Faster animation

  1. Faster animation, lower cooldown, shorter knockdown duration

Downed State and Vengeance

in Warrior

Posted by: Dand.8231

Dand.8231

Vengeance is fine, as you said it’s both UP and OP at the same time. Situational is fine.

I’d disagree, not due to the fact that it’s situational, but due to the circumstances surrounding that situation. Namely that, Vengeance’s usefulness scales inversely with opponent skill.

To put it bluntly, it’s extremely UP when facing a good opponent. He will never let you vengeance. Even if by some miracle you do, you’ll almost never down him, and then stomp him in the time allowed. In my testing, I allowed enemy warriors to vengeance against me several dozen times… only a few were able to even down me, and none were able to down AND stomp me. I just kited them around till they dropped.

It becomes OP in a down vs down fight (extremely rare but it happens), almost an insta win. It also feels OP against new and bad players, since they’re unlikely to counter hammer toss and stomp you in a timely fashion.

PvE isn’t a major balancing factor, but it’s also fairly useless vs boss encounters, since you are unlikely to kill anything you can rally off of in that time.

That’s why I suggest a shorter duration, but allowing you to return to a downed state. The shorter duration would help slightly reduce the rare situations where it is OP, while returning to downed state would make it more usable in situations where you have virtually 0 chance of rallying.

Every profession’s #2 needs to be able to prevent stomping from multiple foes. Countered by Stability is fine, I’m not asking for something that straight up interrupts anything (a la Vapor Form)

The way I see it, there are 3 standard methods of stomping a downed player. IMHO, all balanced #2 skills should have 1 weakness, and 2 strengths. Observe….

Guardian: AoE Knockback
Strong vs: Multiple Stomps, Stealth Stomps
Weak vs: Stability Stomps

Now, necro and warrior downed #2…

Necro: Single Target Fear
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps

Warrior: Single Target Knockdown
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps

Engineer: Single Target Pull
Strong vs: None
Weak vs: Stability Stomps, Multiple Stomps, Stealth Stomps

And now Ele/Thief…

Elementalist: Vapor Form
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: None

Thief: Shadow Teleport
Strong vs: Stability Stomps, Multiple Stomps, Stealth Stomps
Weak vs: None

Downed State and Vengeance

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Posted by: Dand.8231

Dand.8231

I think the engineer one that pulls the stomper to the stompee needs attention first.

Yeah, I always lol at that one, engi down state really is the worst. I dont like how they throw junk either…. they should get a holdout pistol, or at least toss grenades. But since, ya know, Warrior forum and all, I limited the scope to said class.

There’s a chance for rally without the trait. When using vengeance there are things that don’t qualify for rally like infinite spawn enemies because that would be too easy.

At the very least they need to clean up the skill description.

That vengeance is wayyyyyyyy to overpowered seeing as if your team keeps them off of you for a bit they will have a 2nd chance to rez you but seeing as warriors aren’t making a huge impression in pro games that might be what we need.

I don’t know, Guards can put down that crazy powerful heal symbol if teammates can keep opponents off of them. Thieves, Ele’s and Mes can all move about a little or give a 2nd or sometimes even 3rd chance to rez.

But you may very well be right, it might be OP as I wrote it. In that case, I’d say you could reduce the duration a tad. But number tweaking aside, I feel the concept itself is solid.

Downed State and Vengeance

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Posted by: Dand.8231

Dand.8231

It’s that time again! Downed States in PvP are a bit all over the place. For example, there are ele’s and thieves who can port, stealth, and mist around, meanwhile necros, and warriors (and especially engies) get stomped all day long.

1.“I wanna Rock! ROCK!” Oh… wait, no I dont. Throw Axe. Make it happen.

2. Throw Hammer: All around inferior to Guardians (which is a solid, and balanced ability). Countered by Multiple foes, Pet/Minion body blocks, Stability, Immunity, and Stealth.

Fix: #2 Thrash: Damage and launch all opponents in a small radius, Radius 240, Blowout 240, CD 12 seconds.

3. Vengeance: Ah the heart of the imbalance. Vengeance is both OP and UP at the same time. What a mess this skill is. It’s also buggy; sometimes I rally after a kill even without Sweet Vengeance, and other times I dont rally when I DO have it.

Vengeance Fix: Duration 10s, Cooldown 25s.
-After Vengeance expires, the Warrior simply returns to a downed state, instead of outright dying.
-Sweet Vengeance increases the duration from 10s to 15s, and gives the Warrior 4s of stability when vengeance is activated.

Axe should Bleed and Torment.

in Warrior

Posted by: Dand.8231

Dand.8231

I am however glad I could get all the warrior trolls in one thread.

Well it’s your thread, so you were 50% done in the first post XD

Seriously, Daecollo, you make the most outlandish, head-scratching suggestions ever. I’m really glad you play no role in GW2s development. Nothing personal.

Hammer Perma-Stun in Need of Imm. Adjustment

in Warrior

Posted by: Dand.8231

Dand.8231

Hammer
Speed: Slow
Animation: Highly telegraphed
Damage: Moderate
Control: High

Where exactly is the issue?

If anything the hammer needs to be tweaked a little. Not directly buffed, but it could use some animation and bug cleanup. Worse offenders are the #4 self root (it’s intended but just frustrating and makes the move hard to ever land), and F1 random delay bug.

Is long sword underpowered ?

in Warrior

Posted by: Dand.8231

Dand.8231

So, the longsword is like really bad isn’t it?

1. Switch to Short Sword
2. ???
3. Profit

Longbow F1 Burst - Range Bug

in Warrior

Posted by: Dand.8231

Dand.8231

The maximum range of the skill seems to be calculated based on where you’re standing at the time of shot IMPACT, not when you fired the shot.

Conventional wisdom would seem to be that once the projectile is launched, it no longer matters what the launchee moves to, but that’s not the case with Combustive Shot.

This bug is easily reproduced, pick a fixed point, stand at 1200, fire a combustive shot at said point, while remaining perfectly still. Observe the location of the field. (Use fury sig or zerker stance for easy adrenaline).

Now repeat, except this time, dodge roll backwards twice while your combustive shot is airborne. The firey shot itself will continue to its destination, but notice how the impact and the fire field will be applied at 1200 range from where you’re standing NOW, and NOT where you were standing when you fired, or where the projectile looks to have landed.

Disconnects, Events, and WvW

in Suggestions

Posted by: Dand.8231

Dand.8231

Alright, I’ve been getting EXTREMELY upset lately with how this game handles disconnected players.

It’s very simple: After disconnecting, your character should remain in the game for another few minutes, to give you a chance to reconnect, and resume exactly where you left off.

I’m sick of being disconnected during these huge living story events, and either losing my overflow, or logging back JUST in time to miss out on the end of the event.

For example, I did roughly 44 minutes of the event, which was set to end in failure… but we did our best, and there’s still a reward, not to mention credit for Vorpps quest.

NOPE. At around 30 seconds to the events end, my game disconnected me. I immediately logged back in, but it was seconds after the event was over. This is not the first time this has happened, nor am I the first person it’s happened to.

In WvW it can be even worse! Playing with ones guild in a hotly contested BG, when suddenly.. -poof- disconnected. Log back in, in under a minute, and voila, standing around in Lions Arch. Try to rejoin the BG you were JUST IN LESS THAN 60 SECONDS AGO? You know, there one where ALL your guildmates are, where you spent the last 2 hours fighting for the sake of your servers territory?
NOPE. Enjoy your hour long queue.

Some people even still Alt-F4 to deny loot in WvW.

PLEASE fix this issue, have your avatar stick around in the game world for a minute or 3 after an unexpected disconnect.

Commander Tags (In Depth)

in Suggestions

Posted by: Dand.8231

Dand.8231

I’d love to see something like this:

100g gets you the Default Blue. This tag is only usable in PvE initially.

Add additional colors for, say, 10g a pop. Other colors include distinct common colors, such as Red, Green, Orange, Yellow, Purple, Black, Pink, etc

WvW Skill: Command Mastery:
Requires: Command Tag Purchased, WvW Rank 20+
Rank 1: Allows you to equip your Commander Tag in WvW
Rank 2: While your Tag is equipped, your name in /map chat shows up with your Colored Tag on either side of it.
Rank 3: Allows you to “draw” on the WvW map so that your whole server can see, not just party members. Ink color matches your tag, and remains for 60 seconds, or till erased. There is a checkbox in the Map window for players to “Show/Hide Commander Map Drawing”

Make warrior burst skills unblockable?

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Posted by: Dand.8231

Dand.8231

If a warrior hits 5 enemys with earthshaker he will use all unblockable attacks in only one attack, because the signet dont count attacks but counts hits instead.

And yet if you use earthshaker with blind (or more likely get blinded during the crazy long delay and then windup leap), you’ll miss ALL targets.

[merged] Warrior's New Meta Unkillable Rematch

in Warrior

Posted by: Dand.8231

Dand.8231

look how fast I can press 1-1-1-1-1-3-3-3-3-1-1-1-1-3-3-3-3-1-1-1-3-3-3-3-1-1-1-1-1-1-3-3-3-3-3….. aw I lost. WARS OP!

Fixed.

hey lol i didn’t post anything like that before… u edited it

But… That… Ok, I’ll explain.

Fixed. = I humorously and intentionally edited your quoted post, using satire to express from my perspective, why I feel your argument is faulty.

I’m saying you lost cause you played poorly (spammed 1 and 3), got upset by said outcome, and instead of trying to improve your play, you blamed game mechanics.

But I did it in a way that was both insulting and humorous. It’s what we call a win/win

Hammer should be improved.

in Warrior

Posted by: Dand.8231

Dand.8231

Lol dont think that dodging F1 and #5 of a hammer make you win the fight against the hammer warrior.

The auto-damage of the hammer isn’t anything amazing. #2 is somewhat easy to evade but not a game changer even when it lands, #3 is fast and fairly decent but its not going to win fights, and #4 is cake to evade.

Well I’ll have to put some vids up when I start up again proper. You clearly have never faced a decent hammer warrior.

By all means, I’d like to see how a pro hammer wielder, handles a zerker build pro, who can evade earthshaker or backbreaker 95% of the time.

Dont get me wrong, F1 and #5 are both good when they land, but they’re easily avoided by good players, and there doesn’t seem to be much you can do to “hide” either one. Backbreaker has a rather obvious animation, and Earthshaker seems to self-root me for about 1-1.5 seconds upon casting, before leaping quite obviously to the target area for an overhead smash.

Like I posted above, I feel like the lag-selfroot-delay part is also a bug of some kind. And half the time my target has unknowingly moved out of the targeted area by the time the skill actually activates.

Just Remove Rampage now...

in Warrior

Posted by: Dand.8231

Dand.8231

The only time I really like rampage is when I have an ele in my guild that drops us a fiery greatsword.

Its a pretty tasty thing to be sporting 50k health, and having a fiery great sword with the might, and stability buffs.

That sounds pretty hax!

[merged] Warrior's New Meta Unkillable Rematch

in Warrior

Posted by: Dand.8231

Dand.8231

look how fast I can press 1-1-1-1-1-3-3-3-3-1-1-1-1-3-3-3-3-1-1-1-3-3-3-3-1-1-1-1-1-1-3-3-3-3-3….. aw I lost. WARS OP!

Fixed.

Hammer should be improved.

in Warrior

Posted by: Dand.8231

Dand.8231

Phaeton+Kazuno: I’m going to have to disagree with you here.

See, the hammer being both heavily telepgraphed , AND slow, means that there is a low skill cap on its use, and a high skill cap to counter it.

Any half decent player who dodges wisely can literally neuter this weapon. There are only two truly dangerous skills, F1 and #5. Dodge those, and that hammer warrior is a free kill. CD for 5 is 30s, and CD for F1 is roughly 10. It can be shortened, but hammer is slow to build up adrenaline which tends to mean its actually more like 15s or so.

Basically dodge a highly telegraphed Earthshaker every 10-15s, and dodge a highly telepgraphed #5 Backbreak every 30s, and you can win without breaking a sweat. And for those times you do screw up, there are teleports, stunbreaks, stability, etc.

I’ll say it again for emphasis: There is a low skill cap on its use, and a high skill cap on its counter

WvW: Golem Mastery

in Suggestions

Posted by: Dand.8231

Dand.8231

3. Armored kittenpit

I just noticed it censored me -_-
kitten filter

WvW: Golem Mastery

in Suggestions

Posted by: Dand.8231

Dand.8231

I think 1 and 3 are reasonable, thats it

How do the rest sound OP?
2. Very few people ever use Whirl in either golem, because it’s so slow and thus serves no purpose. Speeding it up, even drastically, would hardly make it OP.

4. People use the golem swiftness glitch anyway, may as well make it legit. Keep in mind, this is at rank 4 which costs a lot of points.

5. Ok, maybe 8 seconds is too long, it could be toned down to 6 seconds or something maybe. The concept is more important than the exact duration really

Earthshaker

in Warrior

Posted by: Dand.8231

Dand.8231

Try checking “Auto cast groundtarget” or w/e it was called in the the Options. Casts it way faster.

Already tried it, there’s still an odd delay.

Also the green circle is extremely helpful for both Hammer and Longbow.

Rifle/Longbow Build Critique!

in Warrior

Posted by: Dand.8231

Dand.8231

Thanks for the input!
Exactly what other skills would you choose?

I guess Bolas is okay vs a single target because you have no melee weapon. I’d probably run Stamina Sig and Balanced stance.

Stamina is extra dodges which you need, and an extra condi reset if you get immob’ or condi’d heavily right after a mending. Balanced is Stun Break, Swiftness, and Stability to help keep you mobile.

You COULD even, say drop 20 in Strength, and take 20 in Defense instead. Dogged march, and Cleansing Ire. You’ll end up with better condi removal than Restorative strength when you longbow burst, which you’ll be able to do more often.

Earthshaker

in Warrior

Posted by: Dand.8231

Dand.8231

Anet, the response time on this skill is kittening garbage. Fix it, I shouldn’t have to spam the skill so it fires off 3 seconds later after the enemy has already move from the target area.

Also, its been brought up before, if you’re using it on elevated ground, it also doesn’t work. It’s a simple game mechanic, fix it.

That is all.

What he said, except in a less obnoxious/demanding tone.

Fix Earthshaker…. pleeeeease?

Attachments:

Warrior Banners vs other classes

in Warrior

Posted by: Dand.8231

Dand.8231

So a stationary source of stats and regen is useless in a node control minigame where the whole point is running along the edges of a circle and outlasting your opponent?
Wtf, just drop it right at the cap point and you can dance around as much as you like.

The scenario you mentioned will never happen in PvP outside of hotjoin. Here’s why…

First off: Bunker warriors are fail in tPvP. A Bunker Guard will easily outshine a Bunker Warrior with a Regen banner.

And since you’re not a point camping Bunker Warrior, you wont have banner regen, because the role you’ll need to fill does not leave trait room for it. Getting it, would make you far less effective at filling your required role.

Second: Warriors dont have room for Banners on their utility bar with their current functionality. In PvP, you need at LEAST 1 stunbreak and stability (doly/balanced), Zerker Stance to counter the condi-meta, and then probably either Endure, or the second Stun/Stab (doly/balanced) depending on circumstances. There’s no room to bring clunky banners in PvP, there are about a dozen skills that would be better than banners, and they still got left off the bar in favor of the game changer skills you really need to have. Thats why Banners use is largely limited to PvE and WvW.

You pointed out the biggest weaknesses of banners yourself: Long , self-rooting animations when attempting to use the banner on-the-fly.
If there was a more fluent way of picking up the banners, they would be absolutely fine, imho.

The biggest weakness isnt the long self rooting animation it’s, the distance between yourself and your planted banner.

Seriously, try this…. go spectate some warriors in even just hotjoin PvP, and count how many use 7-9 banners. You’ll find very very few.

Now go watch in WvW, and see the banner users. You’ll find one or two every so often, they’re out there. But they rarely run more than a single 7-9 banner.

Now check PvE warriors. Notice how almost half of them run a banner, and some run 2-3 banners.

So none in PvP
Ssome in WvW
Lots in PvE

PvP requires constant frantic movement, moving to adjust to your enemies strategy.
WvW requires plenty of non-combat movement across fields, but most battles are long sieges at gates, and stationary battles at keep lords and camps.
PvE requires little to no movement, with mobs gleefully standing still forever.

See the common factor? Banner usage is directly proportionate to how much movement from one location to another takes place, during combat.

Banners should be wearable, following the warrior around, in the same way that shouts “follow” the warrior, minions follow a necro, pets and spirits follow a ranger, mes clones follow their target, thief summons follow their target, even guardian symbols “follow” a guardian in that they’re such short duration/cd they can be recast constantly at a new appropriate location.

(edited by Dand.8231)

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

Its so funny when everyone wants to nerf either healing signet or mace when they gets killed by 100b that coming from gs weapon. Interesing

I know. Where does healing signet even come into play here???

I can see why people complain, I really can. But nerfing the mace stun isnt the answer. We warriors have been making dozens of threads asking 100b’s to be reworked into a more mobile lower DPS ability for the sake of its use in PvP/WvW, LONG before this build ever surfaced.

Additionally, Sigil of Para is supposed to be increasing stun by 15%, From 3s to 3.kitten . I’m hearing that it’s increasing it from 3s to 4s, or 33%, which is DOUBLE what it’s supposed to be doing.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

I think we’ve let Hunter troll us enough, guys.

I vote we either stop replying to this thread so it sinks and dies, or we horribly derail it with the traditional “Cake vs Pie”

Just Remove Rampage now...

in Warrior

Posted by: Dand.8231

Dand.8231

I actually really LIKE rampages 1-5 skills.

That being said…

Rampage gets rid of your adrenaline bar. As far as I see no traits that scale based on the adrenaline bar work while transformed.

Rampage doesn’t get bonuses to physical skill traits, because it’s a transformation and the skills provided are not considered anything specific.

Rampage has a long cooldown and only lasts around 20 seconds.

Rampage has no way to self heal, and you can’t use Adrenal Health to compensate for that because as I said before, the adrenaline bar and benefits from that go away.

Most of the skills that do damage have long cooldowns themselves. Meaning you’ll only use them once or twice per transformation.

The only good things I can think of for rampage is Stability, Swiftness, Running away potential (because that’s what hulk does when he’s rampaging) and the fact it makes you look bigger and you get awesome stompy footsteps.

So as I suggested earlier, what does everyone think about Rampage being a toggle on/off ability then, instead of a cooldown skill?

Remove stability (it gets stripped and overrides your existing stability anyways) and the wacky health bonuses, but continue to allow access to adrenaline, traits, an F1 burst skill, heal 6, and utility 7-9.

Essentially, it becomes a 1-5 skill replacement kit.

Collectibles and Junk inventory filters.

in Suggestions

Posted by: Dand.8231

Dand.8231

… setting items as junk within your inventory to make it easier to …. sell items quickly ….. all White and some blue drops just get sold when I click “sell Junk”

I made the same suggestion a month or 2 ago. I’d love to be able to “mark as junk” an item, so it auto-sells when I click “sell junk.”

Clearing my inventory after a dungeon takes longer than the run itself!*

* may contain exaggerations and/or blatant lies