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Current Condi-Meta, and Stat Inconsistencies

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Dand.8231

One major reason I feel the meta has shifted so largely towards Condi builds, is the inconsistencies in the GW2 Attribute System

There are two primary ways to inflict damage….

Direct Damage: Influenced by Power and Critical, mitigated by Toughness (and invul skills)
Condition Damage: Influenced by Condition and +Duration, mitigated by -Duration (and removal skills)

Power and Critical are both available on Gear. Toughness is available on gear.

Condition Damage is available on gear, and Duration, while not available on gear, can be easily gained from the stat lines, traits, and runes.

-Duration, however, is only available from runes.

I didn’t include WvW food, nor do I feel the need to, as it is neither available in PvP, nor does it have any relevant impact seeing as there is both +40% and -40% food, which cancel one another out

Thus, the source of Condi-meta woes would seem to be the abundance of +Duration and a lack of -Duration.

But what about Condi_Removal?
Here’s the thing: Passive condi removals can help reduce the number of condis slightly, but are a far cry away from being able to hold back a condi spammer. A lot of times, the effect is either too small, removes a useless layered condi (ie cripple with 2s left, instead of a bleed stacked to 15), or just gets reapplied.

Active Removals suffer from long cooldowns relative to the spammable condis that can be stacked up in just a few seconds.

So what’s the solution?
There are a few options that I feel might come into play, helping to mitigate the current effects of the condi-meta, without making condi builds useless. Remember, the goal is NOT to kill off condi builds, or try to FORCE a meta shift, the goal is to bring them more in line with other builds

1. Toughness also reduces Condition damage or Duration by a small amount.

2. Vitality also reduces Condition Duration by a small amount.

I feel like both vitality and toughness are currently not as valuable as many of the other stats, this might help to bring them up in usefulness

3. Condition -Duration available on a stat line

How to turn off Sig of Rage Fart Graphic?

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Dand.8231

Necro thread….

BTW I have never ever seen this graphic, and been playing a war with SoR for ages. No, really. It doesn’t show up for me. Anyone got a screenshot?

Thick Skin

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Dand.8231

I’d love to see it do something like: Gain +40 toughness (1/2 your level) for every 10% health you’re missing. Thus +0 at 100%, +40 at 90%, +80 at 80%, etc….. all the way down to +360 at 10% health.

The worse shape you’re in, the more useful it is. It goes well with the defense line IMO.

Yeah, +360 toughness is strong… but you’re also at 10% health and on deaths doorstep.

If that’s too complicated, how about just +200 toughness below 50% health?

Skills for kills!

in Warrior

Posted by: Dand.8231

Dand.8231

So, as many of you know, all professions are getting new unlockable skills in an as-of-yet undetermined future patch. So brainstorm up ideas, new skills, elites, traits, etc and post them here! Lets turn this into a constructive thread, that we can use as a driving force for positive change.

F2 Burst Skills based on offhand/2hnd weapon

Elite Shout(s)!

New Banners that can be worn on ones back!

Alternative minors to Reckless Dodge, Thick Skin, Revivers Might, and other largely useless abilities.

New Grandmaster Traits, such as Protective Bursts, gaining protection upon Adrenal bar usage.

New weapons, traits, and utility skills, that provide warriors some better access to things such as Combo Fields, Protection, and Regeneration.

Just Remove Rampage now...

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Dand.8231

I used rampage pretty much because of the distance. I love the crazy mobility it offered and you felt like the hulk for a quick amount of time. I tried the new version now and it pretty much lost the appeal for me. I was able to live with the long cooldown because of the mobility but now I will get back to signet/banner like 90% of the warrior. Great job at encouraging diversity…

Yeah… I pretty much lost interest in the ability. It was fun because I could pretty much rush into a bunch of people. However now they just see me coming and my moves are so telegraphed I can’t do anything.

Well what do you both say to my idea, a toggle on/off with the 1-5 slots?

WvW: Golem Mastery

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Dand.8231

1. Stabilized Actuators: Golems you pilot can now move while using #1 Punch/Rocket Punch

2. Enhanced Servos: Golems you pilot gain quickness during #2 Whirling Assault/Whirling Inferno

3. Armored kittenpit: Golems that explode eject the pilot to safety instead of leaving them downed (launch 900 in a random direction), and also damage and cripple nearby foes with shrapnel

4. Overcharged Actuators: Golems you pilot are no longer immune to Swiftness

5. Defensive Matrix: Your Golems Shield Bubble also grants Protection to your Golem and nearby allies for 8 seconds.

Healing Signet not scaling correctly with HP?

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Dand.8231

“working as intended”

You should read the patch notes where a dev briefly lists the base regen and with 1500 healing power.
Solid base regen, poor scaling with healing power.
Working as intended.

Just Remove Rampage now...

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Dand.8231

used it on the first time it got buffed, but that was it. ahaha, returned to battle standard and signet of rage after. Still, it’s a good elite skill.

Being in rampage feels more like an Engineer using a Kit, than an elite transform.

It doesn’t feel more powerful (except the stability portion, but I always run doly sig or balanced anyway, so meh) just different. It’s kind fun, but too short lived to be truly useful. I really appreciate the fact that they tried to buff it and make it see more play, I just think it may have fallen a bit short.

Maybe change the duration from a timer to consuming adrenaline?

Maybe we could get it to work like an Engy kit? Remove stability and the bonuses, and just have the 1-5 get replaced, and make it a toggle on/off ability? That’d be pretty awesome, no?

Can we get some Leaps/Pulls?

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Dand.8231

Okay, so say they implement “Chain o’ Pain” Daecollo’s still gonna complain that it’s two telegraphed.

the only time a GS Warrior hits F1 is by accident.

Yeah, but I still like his idea. Even a blind squirrel finds an acorn every now and again.

And yeah, we all know F1 is a very odd skill.
It sounds like it should have synergy with forceful greatsword, but in practice, the majority of GS users are running Zerkers Might and have 100% fury uptime, so they neither need more fury, nor care to use their adrenaline due to the 15% damage loss. There have been a thousand threads on redoing it, and yet here we are…..
I still favor it being an “uppercut” as the description states, with a launch instead of fury.

Warrior Banners vs other classes

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Dand.8231

Spirits give stuff till they get overloaded with bleeds/burn and die.
Minions do stuff till their ai bugs out and they stare at some wall while you get slaughtered.

Banners don’t die, but they do get left behind. Being a mostly melee class means anyone can easily force you away from your banners AOE radius in PvP. Spirits and Minions may not have 100% uptime due to death, or bugs, but smart players can reduce your banner uptime to almost 0%.

It raises the morale of the troop, can be used in pairs to give permanent swiftness to an entire party, can be used as a double blast finisher and got some nice other gimmicks(like dealing enough autoattack damage to outdps a ranger greatsword).
Some also heal or give fury, heck, the elite banner rezzes and can give stability.

How many tPvP teams do you see running double banner warriors for the perma swiftness?? Or double warriors of any kind for that matter?

That double blast finisher is not as cushy as it sounds. The banner summon blast finisher is a 120 CD. The #5 Plant is only a 10 second cooldown, but it has NO other effect, it’s only purpose is a blast finisher, with a 1 second CT, AND you have to spend 2-3 seconds getting to, and then picking up your banner. And then when you drop it, there’s a 50% chance it will bug out your weapon swap, leaving you with the wrong weapon, and a swap CD. Lovely.

The healing banner ability is fairly weak too, it heals for 600, and then gives a few seconds of regen. Woohoo. Again, 1 second CT, 1 second picking up the banner, 1-2 seconds to physically get over to it.

How much damage do you think a player can do to you during the 1 second run time, 1 second pickup time, and 1 second cast time, during which you’re completely defenseless, and putting out 0 pressure?

Is it worth the 600 healing + 5 seconds of regen (~700hp)…. lets see, a heal worth 1300 health with an effective cast time of 3 seconds? Go try it, and tell me how viable that is in hotjoin PvP, much less tPvP.

The elite banner is kitten solid though, being able to rez several people.

Everything I’ve said above was mostly aimed towards PvP. If you want to talk PvE or WvW, well…

In PvE, banners are fairly solid. Most mobs are content to sit stupidly inside your banner radius, where it’s passive effects can tick away, buffing your whole party.

In WvW Zerging, banners are fairly useless, as they often get left behind whenever the Zerg moves. You could carry it all day, but then you’re a buffbot, who cant attack. And you’ll never see a WvW roamer using a banner.

So while banners are usable in PvE, this is more a function of mob immobility, rather than banner viability. Shouts are basically a superior version of Banners for any situation where you need to more more than 15 feet in the next few minutes.

How to fix
Easy. I see 3 options here.

Option 1: Banners function line engineer kits. Toggle on/off. On means the banner is in the warriors hands providing the usual bonuses, and off means it’s stowed away somewhere. If 5 is used to plant, the banner remains on the ground, till it is picked up and stowed. Or the ability can be used again to “summon” the planted banner to the warriors feet, with a short, 10s CD.

Option 2: Banners are ‘leashed’ to the warrior, and will be ‘dragged along’ when the warrior moves.

Option 3: One banner can be worn on the Warriors back. Using the banner utility skill places the banner in question on the Warriors back, providing the usual bonuses. While on his back, the Warrior also gains an F2, F3, and F4 button, which corresponds to the #2 #3 and #4 banner skills respectively. Skill #1 and #5 are removed.

Can we get some Leaps/Pulls?

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Posted by: Dand.8231

Dand.8231

It would be cool for example, if Greatsword ‘4’ pulled out a chain and used the greatsword to pull the target back.

I cant believe I’m saying this but…. I’m with Daecollo on this one.

Several of our weapon sets seem to have buttons which, IMO of course, could stand to be looked at for retweaking. For example:
Axe 2, Hammer 2, GS 2+4

I actually love the idea of getting a mid range pull on GS4 in exchange for the clunky, awkward, and largely useless GS Toss we’ve got there now. Better still, it means that #2 now gets a niche use in PvP, immobing foes and getting 2-3 whacks of hundo blades before they can dodge away. Also means you wont need Mace/Shield as a ‘babysitter’ weapon for GS PvP.

Greatsword #4: Chain o’ Pain
“Throws your Greatsword with a Chain attached to the hilt. Upon striking a foe, they are instantly reeled in, and immobilized for 1 second. Range 600, Pull Distance 600. CT 1/2, CD 20.”

Edit: Daecollo I’m stealing this idea for my master list of stuff warriors need

Hundred Blades

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Dand.8231

What do you guys think?

I think we’ve had more 100b threads than any other topic in all of gw2.
.
..
….
Except maybe “nerf thief!”

Protective Burst

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Posted by: Dand.8231

Dand.8231

I wouldn’t mind if it was 1.5% to all damage, but 1% to just physical seems very weak when you consider what other classes can get for ‘5’ point traits.

Looking at other class trees, overall, I think our entire defense tree needs more synergy. Our other trees all have pretty good synergy actually.

So here’s an interesting idea:

5 Pt: Toughness Increases as Health Decreases (+3% Toughness per 10% Health missing).
15 Pt: Adrenal Health, Heals the Warrior every second based on Toughness, not Healing Power. Healing formula is (80 + 0.03*Toughness).
25 Pt: Unchanged: 5% Toughness to Power Conversion

Protective Burst

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Dand.8231

How about 3%?

3% Reduction per 10% Health missing??? So, an average of 13.5% reduction for a 5 pt trait? Yeah that totally sounds fair and not at all horribly broken.

And here I was worried my ~4.5% would be a bit strong.

Daecollo, man, your balance math is complete kitten. Stick to concepts/ideas and leave the numerics to someone else.

Protective Burst

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Dand.8231

Thick Skin is worthless. I’d like to see something like this…
“Reduces damage by 1% for every 10% health you are missing.”

Thus you’d be at 0% reduction at 100% health, and 9% reduction below 10% health.

Hammer should be improved.

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Dand.8231

The problem is that hammer is already one of the most OP weapons in WvW. It would be tough to improve it in PvE or PvP without making it crazy in WvW.

The main reason it’s strong in WvW is because of Earthshaker. Yeah, Earthshaker is fantastic when no one sees it coming during a clusterfrack. Also most WvW battles are in places that dont trigger its glitchy vertical axis issues.

No one here has really suggested buffing Earthshaker (I just suggested fixing its delay/vertical glithes), and not many of the other changes people have asked for would change it’s performance in WvW.

Hammer should be improved.

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Dand.8231

My thoughts are as follows:

2. This attack should be slightly faster.

3. What if this was unblockable/unevadable? Its a shockwave along the GROUND, that hits everything, regardless of you holding a shield at shoulder height or rolling along said ground.

4. Make staggering blow mobile, OR caster much faster, OR increase the radius/knockback. It could probably use a CD reduction from 20 to 16 or so in addition to any of those options.

5. I think it should simply hit/knockdown up to 3 people now. Animation and cooldown can remain high. So many times does it end up “hitting” that downed player, or pet, or turret, or wrong person, because of a cluster/stack, etc.

F1: Can we please, please, please, fix the bugs associated with Earthshaker??
-The vertical axis part really is fail, and I end up slamming the air uselessly instead of the downward sloping ramp im on

-Theres a delay before each use, thats seemingly random. It’s between roughly 1/2 a second to 1 full second of a second. During that time, you cannot move, and you’re left standing still like an idiot. By the time it finally goes off, your target has often simply moved out of the area, blocked, blinded you, or had so much time to dodge that it’ll never land.

-A lot of times (often because of the long random delay, and the leap animation) Earthshaker will get interrupted. When it does, you get the full cooldown.

Warrior Weapon Ideas (Because why not?)

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Posted by: Dand.8231

Dand.8231

Spear.
Spear.
Whip.
Spear.

I don’t really picture Warriors as using whips. I’d think that’d be cooler as a Thief/Mes/Ele sort of weapon.

As for Land Spear (I’d call it Polearm to avoid confusion) I’d like to see that as well, but got mental block trying to keep it distinct from the UW spear.

Warrior Weapon Ideas (Because why not?)

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Posted by: Dand.8231

Dand.8231

Greataxe – Nuff said.
1. Gash, Rend, Dismember: Gash/Rend: Damage and bleed 5s. Dismember: Heavy Damage, Blast Finisher 50%. CT 1/2, 1/2, 3/4

2. Assault: Leap at target foe, bashing it with the hilt of your Greataxe and stunning it for 1 second, range 600, CD 14. Leap Finisher.

3. Broad Sweep: Damage, and knockback, all foes in a cone, Range 300, CT 3/4, CD 8

4. Split the Ranks: Evade and leaps to target location, inflicting AoE damage and fear 1s to all enemies within the radius, Range 600, CT 1/2, CD 18. Leap Finisher.

5. Devastate: Damage and Launch all foes in a short cone in front of you. CD 20, CT 3/4

F1: Ancient Destruction: Gain stability [1/2/3]s, and perform [2/4/6] devastatingly powerful whirling strikes hitting all foes (up to 5) in a radius. Each hit causes immobilize for 1/2s. Channeled [1/2/3] Seconds (thus one strike every 1/2s), can move while channeling. Duration increases with Adrenal level. Whirl Finisher.

Battle Gauntlets – A pair of specially designed metal gauntlets with studs and small sharpened edges for battle, allowing a skilled user to fully utilize his speed and agility, at the expense of raw power.

1. Jab, Cross, Hook, Claw: A speedy 4 hit combo, which applies immobilize 3/4s on the 4th hit. CT 1/4, 1/4, 1/4, 1/2.

2. Spinning Backfist: A lightning fast spinning strike, capable of deflecting incoming attacks in the process. Mobile channel 2s, Block 2s, Knockback 80, AOE radius 80, CT 0, CD 10. Whirl Finisher.

3. Deflecting Kata: Blocks and counters the next attack, causing knockback 80, and granting the warrior protection 4s. CD 12.

4. Dragon Punch: Roll towards your target, evading attacks, and delivering an uppercut that launches foes, and invigorates the warrior (vigor 5s). Leap Finisher.

5. Dragon Rush: Quickly charge your target, gaining stability 2s, knocking down any foes hit, and continuing past, trampling them along the way. Leap Finisher.

F1: Ground Strike: An overhand axe handle strike that damages (Adren1), launches all nearby foes (Adren2) , and kicks up a large amount of dirt, ice, dust, sand or debris, creating a smoke field. (Adren3).

Pistol(s)
1. Slug Shot: Damages and bleeds 3s the target, CT 1/2

2. Tracer Round: A brilliantly colored slug that damages and blinds (3s) the target.

3. Cheap Shot: A shot to the foot that dazes and immobilizes foes, Daze 1/2, Immobilize 2s (Range 450).

4. Ice Round: A shot of ammo imbued with frost, damages and chills 4s the target.

5. Power Shot: Damages, knocks back and cripples target foe (Range 450)

F1 Burst: Blazing Volley: A series of shots that damages and burns the target, leaving a line of fire on the ground.

Please feel free to comment, or critique! All feedback is welcome!

Stop ignoring engineers

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Dand.8231

Even if all the bugs get fixed, turrets are problematic. While they can be useful in some spvp/tpvp scenarios, they are nearly useless in dungeons and WvWvW, because of the following reasons:
- turrets are immobile, sometimes combined with high cooldown
- incredibly stupid AI e.g. net turret attacking a door, which is of course immune to its attack
- very low health pool (generally around 7k health)
- huge hit box (any nearby AoE hits them)

Turrets get destroyed literally in 1-2 seconds on a boss fight or high level monster mob or a WvWvW zerg fight.

To ease immobility and long cooldown… “Dismantle Turret” takes apart a turret, reducing the cooldown. Hold down F next to a turret, channeled, 1.5 seconds.

Change Targeting Priority: Hostile Players, Hostile NPCs, Hostile Objects (Doors, siege, other turrets)

For low Health and AOE Issues: New Turret Trait- Armored Turrets: Turrets take 75% less damage from ranged attacks.

Queens Champs: Fellow Warriors, you Jelly?

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Dand.8231

But kitten it, one of them gets to use heavy armor and pistols. That’s cheating if there ever was some.

I know man! I want pistols as a Warrior, just for the awesome factor! It could be an awesome condi weapon….

Pistols (Range 900)
1. Slug Shot: Damages and bleeds the target
2. Tracer Round: A brilliantly colored slug that damages and blinds (3s) the target
3. Cheap Shot: A shot to the foot that dazes and immobilizes foes, Daze 1/2, Immobilize 2s (Range 450)
4. Ice Round: A shot of ammo imbued with frost, damages and chills 4s the target
5. Power Shot: Damages, knocks back and cripples target foe (Range 450)
F1 Burst: Blazing Volley: A series of shots that damages and burns the target, leaving a line of fire on the ground

Queens Champs: Fellow Warriors, you Jelly?

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Dand.8231

Watching the Queens Champions fight is much cooler than watching myself fight.

The Shield champ knocks down people who trigger his block in melee. The Hammer champ has a spin attack that looks like some awesome combination of Greatsword #3 and Hammer #4. And in general, the Champs all seem a lot faster, and more “nimble” in their attack speeds and animations.

You jelly?

I know I am.

Stop ignoring engineers

in Suggestions

Posted by: Dand.8231

Dand.8231

Hundreds of threads on the thief forum about how crappy venoms are. Anet hasn’t done anything about it. We are starting to give up. :|

Dont give up!
Having the bandwidth to reply to every thread is impossible. And oftentimes backlash resulting from said dev reply is worse than if they said nothing at all.

Forum goers see an ANet dev post and they immediately go crazy, it’s like a drop of blood in a shark tank. Next thing you know, people are in a QQ frenzy, the original topic is long forgotten as people demand answers to their individual questions, and any semblance of of a constructive atmosphere is gone.

Were that not the case, I feel like we’d see a lot more ANet posts (or dev posts across all the different mmos for that matter).

Extreme Suggestion: Transformations/Kits

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Dand.8231

and what about the classes that dont have Transformation elites/skills.

It’s not like I’m saying give free buffs to the classes that do, and ignore the classes that dont. I’m suggesting that the new skills getting added to the game potentially follow this toggle on/off model.

In all likelihood, the classes that dont have these sorts of transform skills will be getting some at some future point as well.

Sorry i would have to say a BIG no to this.

Ok…. do you have any reasons why? Constructive feedback? Why you feel it’s a bad idea? Perhaps what parts of the idea you DID like? What could be done to improve upon it? For all I know, “no” could mean you’re simply cranky cause you missed your afternoon coffee

Extreme Suggestion: Transformations/Kits

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Dand.8231

TL;DR – My crazy suggestion is to change many of the transformation skills to function like engineer kits.

Hear me out here.

Playing on my friends engineer recently has gotten me really thinking about how some of the transformations in this game work. Playing with Engy kits is a lot of fun. You can swap into and out of the Kit, and unlock a whole slew of fun abilities. Other races and professions have skills somewhat similar, but none of them quite work out, and I think a big part of the reason why is simple:
Cooldown vs Duration

With the Engy kits, they’re always available, allowing for quick and easy swapping. The rest of these types of skills on other classes are often Duration/Cooldown based.

For example:
Char Racial Charzooka
Guardian Elite Tomes
Even the Engineer Mortar
Ele Conjured Weapons
Warrior Banners

Thus, my crazy suggestion, change how transformations work to function more like engineer kits.

Obviously this would require a little re-balancing. Many of these skills are designed to be powerful enough to justify a 15-20% uptime. Some elements might have to be removed and reworked. But I feel it’s both possible, and plausible, and would really enhance these sorts of skills.

Lets look at Guardian Tomes
Tome of Courage/Wrath, both with 20s Duration, and 180 Cooldown.
Obviously making them able to be toggled on/off would result in every Guardian running around with them out 95% of the time. But what if they were numerically weakened to be more in line with the power available on regular weapons?

Better still, what if there was a second variant version of these skills that were a numerically toned down copy of it, but instead of Duration/CD, it was a toggle? In theory, it should be a balanced alternative, and still leave the original Dur/CD version for those that like the skill as-is.

What about Char Charzooka? The skill is a joke as is, it probably wouldn’t even need to be tweaked very much if it were made toggle on/off.

Human Avatar of Melandru? I have yet to see anyone use this. Ever.

Norn Shapeshifts? Probably just needs some minor tweaking, like increased cooldowns on some of the skills.

Ele Conjured Weapons? Probably only the fire sword needs tweaking, a tiny DPS nerf.

Warrior Banners and Rampage? Rampage would have to lose stability but otherwise would probably be fine as is, banners would likely be fine as is.

I could go on, but I think you get the idea.

PS: It was mentioned that there will be (New Discoverable* skills appearing in the future. Perhaps new toggle-versions of these sorts of skills would be possible?

Survivability as Zerk

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Dand.8231

full zerk what do you do to stay alive? Is it just a matter of simply dodging appropriately? Is there a particular heal that is better than others, utilities that help you stay alive?

…aaaaand is it viable in WvW, or does that require a different spec?

Staying alive in PvE is a matter of knowing what bosses you’re up against and dodging. I like Stamina Signets passive, +50% dodge regen. Use a Greatsword for damage. Some bosses you cant melee, use Rifle. Against trash mobs, Greatsword hundredblade them into oblivion before they can down you.

Staying alive in WvW is a matter of distance and mobility. Zerker Rifle Sniper Warriors, or Longbow AOE Siege Warriors work well. Melee not so much. Most important here is situational awareness, you need to be able to feel the flow of battle (retreat, advances, standoffs, etc). Use your superior mobility to always stay where you need to, at the fringes of enemy zergs and near your allies, right around the 1200 range mark. Anything fast enough to catch your SW/WH with a headsart probably isnt gusty enough to be on the front lines chasing you.

Sword/Warhorn for large battles where being caught means getting insta death zerg steamrolled, and Sword/Shield for small skirmishes.

In both WvW and PvE, your OhShi- button is Endure Pain, 4 second invul. Balanced stance is a different kind of OhShi- button, to break stuns, stability against CC, and swiftness for mobility.

For healing, probably healing surge, it’s the best “burst” heal. You’re too glass for healing signet to be much use, and against condi builds it’s kill or be killed in the first 7 seconds, so mending’s not helpful esp. if you’ve also got stamina signet.

6 Surge
7 Endure Pain
8 Stamina Signet
9 Balance Stance
0 Fury Signet

Dolyak VS Stamina

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Dand.8231

i need more survivability against enemies….more dodges or 180 toughness, so in that case stamina wins?

Just comparing the passives? IMHO, stamina wins bigtime. 180 Toughness is just a little bit of damage reduction, but extra dodges are worth a small fortune in avoiding attacks, especially if you know what to dodge.

Dolyak VS Stamina

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Dand.8231

It’s a tough call, both are good. The 50% endurance regen makes for some nice dodges in a prolonged fight while the clear-all-condis is great when a condi build trys to slam you with a full bar of debuffs in 2 seconds.

Dolyak passive is not really enough toughness to matter, and the active (insta cast, break stun, stability, 60(48) CD) is beaten out by Balanced Stance (insta cast, break stun, stability, swiftness, 40 CD).

Really, what does your build need more? Evades and condi removal? Or Stability stomps and stunbreaks?

Why I hate stealth!

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Dand.8231

I still have trouble sleeping at night after playing my necro.

Working as intended

Thoughts on Rifle and Suggestions

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Dand.8231

Weapon is nigh unuseable in tPvP

If you run Rifle, and want to pump out enough damage to be noticeable, then you have an extremely open weakness to being pressured

The rifle feels pretty solid in PvE, WvW. I cant attest to high level tPvP as I’m not all that good, but it’s rather underwhelming even in hotjoin. So as a tPvPer, what do you propose as a fix then?

See, I’m in a situation where I can see the rifle is under-performing in PvP, but dont want to see it’s core functions changed. 1 Auto Attack bleed for use with a trait. 2 is a cripple, 3 is dps, 4 is vulnerable for group DPS, and 5 is a knockback. I’m quite happy with all those buttons as they are.

Also the problem is any buff you give to rifle baseline, will flow over tenfold into Zerker warrior builds. So what, do we ask Anet to buff the baseline strength of the rifle, but nerf the damage co-efficient? Do we ask for a complete revamp of Killshot?

Looking for best of both worlds (def/off)

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Posted by: Dand.8231

Dand.8231

Paying to retrait costs like 3 silver. Suck it up.

http://gw2skills.net/editor/?fIAQJARSjcOFv9OKPMxBEkCNkLMP+BgoIOKUCmA-e

Made this up in about 30 seconds. Run primarily with Knights gear and splash in some Zerkers gear. You should be able to get your crit up to around 80-90% with fury, and Zerk gear will give you about 50% crit damage bonus. The toughness from Knights will help you facetank PvE better. Against bosses, swap your hammer for rifle.

New Class-Based Revival Animations

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Posted by: Dand.8231

Dand.8231

Purely Cosmetic, but I think it would be sorta awesome if everyone had class-specific revival animations….

Guardians: A soft blue light radiating from their hands
Rangers: Pouring a healing salve or applying herbal medicine
Warriors: Applying Bandages (bandages heal everything in anime right?)
Necro: Some sort of blood magic effect
Engineer: Injection or medkit application
Mesmer: Small cosmetic time warp/illusion effect, as if “reversing” the injuries
Ele: Raining healing water down onto the target
Thief: Shanking the downed player and running off with his wallet….. ok so, actually I couldn’t come up with a good one for thief -_-

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

I just don’t think the method he’s using to demonstrate the build is not OP, is effective. I mean it is pretty obvious that player skill matters too. A really good player using a mediocre build could possibly beat a crappy player with an OP build. Does that mean the OP build is balanced? No it just means the crappy player got outplayed.

I know you’re trying to defend your class, but come on.

Along the same vein, I’m still looking to hear some actual counters to this build other than lolStunBreak, lolDodge, lolBlind, lolRange because those are generic counters to melee builds.

One counter is to frack with him, like I started doing. This warrior build is extremely predictable, defensively, you have…. mace block, shield block. Offensively you have skullcrack/100b, and shield bash, which is often just to interrupt a heal or a precursor to skull/100b.

You know what his endgame is the moment you see him.

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

How about my idea from a while back instead?

Defensive Bursts: Gain Protection for 1.5 seconds per adrenal bar whenever you use a burst skill

This opens up new possibilities for bunker builds, without giving it baseline to Warriors.

You’ll see a new bunker build too. Instead of just Defense/Tactics, you’ll see Defense/Discipline builds, going for boon duration and runes, busting often and getting protection uptime around 45%.

Warriors who go only Defense, and then Strength or Arms can probably maintain only about 20% uptime on average.

You’d also be losing out on Defy Pain, which I feel is a fair tradeoff.

Thoughts on Rifle and Suggestions

in Warrior

Posted by: Dand.8231

Dand.8231

the kill shot takes a ludicrous amount of time for setup

Maybe we can do something where Killshot is a “Hold to Charge” attack, using 1 bar of Adrenaline per 3/4th second spent charging, and doing damage to match?

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

Some of us aren’t defending this build because we use it. We’re defending this build because the arguments used against it are vacuous at best.

I ran this build for a while in the past, and again after the july patch. Hated it. Retraited. Effective? Yes. Fun? For me, no, not really.

So…. as someone who has played the build, played against the build. and currently is unbiased towards the build (since I dont play it and have no attachments to it), I think it’s balanced.

I run a much worse (but more fun) build now, and I STILL dont have problems beating these other warriors in WvW or sPvP. Kitten man.

The other day in sPvP I fought a really, really good War running this build. He got me twice, and I was getting frustrated. Then I realized why, because, he wasn’t using this build to beat me.

Confused?

He was using the build as a mere tool, a means to turn his skill into results. The build was not carrying him, the build was allowing him to utilize his own ability to predict my behavior, and react accordingly. And he was good at it, blocking, dodging, stunning perfectly. He had it down.

As soon as I realized this after my 2nd death, I started really fracking with him, hard. I became unpredictable, doing random moves and maneuvers in the fight, turning to run and earthshakering over my shoulder, pausing and standing still like an earthshaker was coming, causing him to blow his block, meanwhile im really typing /dance… suddenly he was the predictable one. His only real win condition was to skullcrack/100b me and that’s all he could really aim for. I bagswapped a GS before one fight, and when he skullcrack me, swapped, and started 100b, I popped endure pain, swapped, and 100b’d him right back. He was so surprised (and 100b takes a second to cancel) he ate nearly the entire thing.

I didn’t lose any more fights to him.

L2Play.
L2Adapt.
L2Win.

Thoughts on Rifle and Suggestions

in Warrior

Posted by: Dand.8231

Dand.8231

I rather like my rifle just the way it is, and here’s why:

1. Bleeding Shot: Yes, the bleed is reverse synergy with a power build, but it is perfect synergy with the +10% damage vs bleeding foes trait, in the arms tree, which is where the rifles weapon trait is, Crack Shot.

2. Aimed Shot: Ah how I love this simple “boring” skill as you call it. It’s a short cooldown, high duration cripple, on a ranged weapon, what’s the issue?
Why is our animation for aimed shot from the hip, while the animation for running around shooting a #3 volley is held up and carefully aimed! through the scope? It’s all backwards!

3. Volley is great in so many ways, from adrenaline building, to burst damage, to tracking stealthed foes.

4. Brutal Shot: 8 stacks of vulnerable isn’t the most “interesting” effect in the world, but if you use it before volley, the cooldowns almost perfectly sync up, and thats +8% damage x 5 party members.

5. Rifle Butt: Again, a fairly short cooldown knockback, on a weapon that is designed to fight opponents at a distance. You can use it to interrupt stomps, heals, catch people in the face as they dodge roll into you to avoid your volley, etc.

Except for maybe reducing the bleed damage and upping the #1 skills damage or fire rate, please dont change my rifle I <3 it just the way it is!

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

I like how you are clinging to unimportant issues in order to back up your argument.

I like how you’re calling my points unimportant to cover up you being wrong.

The warrior build has 20 points in defense and he will have adrenal health, end of kittening story.

Yes he does, from the defense tree. But he does not get it BASELINE which is what you were claiming in this earlier post…

U have a class with 500+ hps BASELINE which can be stacked on top of the regeneration buff

Also no kitten guardian bunker has a higher sustain, however the warrior build in question has too much sustain and DPS, while also having high mobility, CC immunity and 50% stun uptime.

Again, you’re comparing apples and oranges.

I was saying, that the only way to stack the regen as a warrior on top of adrenal health and healing signet was to go defense/tactics and get regen banners. That means you’re a bunker warrior build, and NOT THIS MACE BUILD you’re complaining about. So that OP regen stacking you mentioned? YOU DONT GET THAT.

Bunker vs Bunker, Guard gets more mileage than Warrior, which is fine. But if warrior healing were really so OP, then it wouldn’t be that way. The reason a high healing value isn’t an issue is because there is more to survival than just raw healing. there’s avoidance (vigor), damage mitigation (protection/aegis), and plenty of other factors.

I also find it amusing how you chastised me for this

Also lol @you for mentioning AH in sPVP. Ways to go, now I know you have no clue what u are talking about

…while also saying this…

I don’t care whether they are due to traits, food, or bad game balance, they need to be adjusted

Since when can food be used in sPvP?

And why is valid for you to cite WvW food, but as soon as I mention WvW Altruistic healing, I “have no clue what [I am] talking about” ?
Hypocritical much?

And seriously man, look at this thread….

It’s literally a long rant about how you’re right, and EVERYONE ELSE is wrong because you know better than the collective GW2 forum community. You’re outright dismissing any and all evidence that counters what you’re saying, and calling anyone that does not agree with your opinion bad or ignorant.

There’s a word for people like you (well actually there are several, but the filter would just replace most of them with that of a juvenile feline.)

Zealot: an immoderate, fanatical, or extreme adherent to a belief, thought, or cause, despite logic or contrary evidence

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

If you offer something, offer a way to improve the skill, not down my way.

First I offered some advice on improving the skill, passive low-key retal.

Then I (not-so) subtly offered you some advice about you going wild with a new buff-warrior thread every other day.

What else do you want here? Fashion advice? Lime green mixed with royal purple. Financial advice? Pyramid Shemes and risky hedge funds. An MVP this upcoming season? Mark Sanchez, of course. Dating advice? Settle for someone with a pulse.

Aaaand I’m all out of sarcasm for today

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

I’m comparing traits, if you don’t like it please don’t post in my thread.

So you dont want any disagreements, critiquing, or alternate suggestions? Just mindless yes-men who agree with you every step of the way?

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

The warrior build in question takes 20 points in the defense line, which kinda makes it baseline. It takes effort to read the OP and understand it I know, but you should try it sometimes.

Baseline == 0/0/0/0/0
Specced =/= 0/0/0/0/0
See the contradiction?
Way to nail me for a lack of comprehension, while in the same breath, failing to properly use even the simplest terminology. You’re clearly correct here.

Its true that bunker guards can reach more mitigation than warriors but show me 1 bunker guard who can put 1/10 the dmg which warrior build in question can. Bunker guards are being used over bunker warriors because they simply have higher sustain but they lack in anything else….they just perform well in 1 aspect and 1 aspect only.

Did you just compare the Survival of a Bunker War to a Bunker guard, and then the DPS of Bunker Guards to this totally different, NON BUNKER War, Mace GS Build?? What??

Also lol @you for mentioning AH in sPVP. Ways to go, now I know you have no clue what u are talking about

Hey, remember that time I listed everything they could do to boost their healing/sustain, and DIDN’T mention, or limit it only to a single realm of gameplay, such as sPvP, WvW, or PvE?

No?

Probably because..

It takes effort to read the OP and understand it I know, but you should try it sometimes.

#TakingOwnAdviceFail.

(edited by Dand.8231)

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

Eh, spike armor sucks, but it’s okay because Defy Pain is good.

Oh, to make spike armor viable? A 100% uptime passive, with a somewhat weaker retal effect.

Other classes had their grandmaster traits improved, its terrible compared to the other ones.

Daecollo, dont get me wrong, spiked armor is fairly underwhelming, and I’d love to see it replaced.

That being said, your ideas are kitten crazy. The concepts not bad, but your numbers are always INSANE! I’m glad you’re not a balance dev, or there’d be only 1 class in this game.

Whats so insane about it? You have to get references or I just won’t believe you. I am comparing its power to a MINOR trait, which has more power to a GRANDMASTER trait.

I gave it the power a GRANDMASTER trait should have, COMPARED to a minor trait.

The guard minor trait lets you easily have 95% VIGOR uptime. Yeah that probably should come down to 5 duration 10 CD or something. It’s not a good reason to start making such powerful PROTECTION traits for a different class. You’re still comparing apples and oranges here. Not even that, you’re comparing cross class and cross boon.

I dont care if you believe me or not, especially since what im saying really is just my opinion, not a hard fact of any kind…. but generally, IMO, your ideas tend to be over the top, numerically.

It probably doesnt help that you’re… ahem…. “overly vocal” about pushing your buff warrior(!) agenda either.

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

Eh, spike armor sucks, but it’s okay because Defy Pain is good.

Oh, to make spike armor viable? A 100% uptime passive, with a somewhat weaker retal effect.

Other classes had their grandmaster traits improved, its terrible compared to the other ones.

Daecollo, dont get me wrong, spiked armor is fairly underwhelming, and I’d love to see it replaced.

That being said, your ideas are kitten crazy. The concepts not bad, but your numbers are always INSANE! I’m glad you’re not a balance dev, or there’d be only 1 class in this game.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

It doesn’t really matter whether he was right or wrong about healing on a spirit ranger. They are part of the meta, where as warriors are not. If a spirit ranger comes in here complaining about this build it is pretty lame. He probably confused spirit ranger with BM regen builds.

Yeah, sorry. Spirit rangers make excellent mobile homepoints as part of the current meta, and BM regen builds can easily top 500 HP/s, as can many other builds and classes.

Did everyone already forget what Warriors were like before the healing buff?? You could just wear them down in a fight, and they could either stay and die, or turn and flee for their lives.

You COULD move some of the baseline healing into traited stuff, for the same overall result, but then again…. that’d only pidgeonholes warriors into those very traits because they need them to survive. You’ll see MORE gimmicky builds that way, not less.

The reason his healing seems OP is because he’s also controlling you (and you’re letting him) which means you’re not hitting him all the time.

M/S GS warrior 4 signets outhealing 10 people

in Warrior

Posted by: Dand.8231

Dand.8231

I cant back up a single word of this but a warrior was healing using non-healing skills like stamina, dolyak, berserker stance, and fury signet and somehow staying alive even though I was doing a massive 400 DPS! I took every stun directly to the face like I’m supposed to but somehow I still died! My 9 allies who were totally real and not just 1 semi-afk clone build mes and several ambient mobs, all exploded by being glared at! Every time we got him low, he would use his secret #11 button utility skill for invincibility, and then 8 second shield block while healing back 37 times faster than possible!

I have no idea what he was playing, and I’ve offered nothing about my own character or playstyle for critique either, but I’ve linked a random build that may or may not be related, so this entitles me to be outraged! Obviously I went on the interwebs to find people who agree that warriors are OP and im not bad!

Fixed.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

adrenal health

U have a class with 500+ hps BASELINE which can be stacked on top of the regeneration buff. If you don’t think its OP< you are delusional.

Adrenal health is a Trait, which means that it’s not baseline. It’s specced.

And regen is only accessible through 30 points in Tactics AND then running banners, which means we’re a pure bunker build.

Yeah, you DO realize most other facetanking classes can get an effective 500 HP/s without much difficulty, right? Such as Guardian, Ele, Engi? Have you ever seen a spirit range take hits, their staying power is crazy! And while mes and thief dont “take” hits, they do evade them which is still a form of sustain even if it’s not direct healing. I think necro has some sustain issues though but im hardly an expert.

In addition to #6 and Resolve, Guards can go for AH, or healing symbols, have easy access to regen and protection, can get teeny heals on GS swings. Cmon man, dont make me name everything everyone can do to heal/sustain here. The only difference with Warrior is that the heal comes from a single source, signet, instead of being spread around to several smaller sources

Dont believe that? Tough man, the proof is in the pudding.
If Warrior healing and sustain is so OP now, where are the bunker warriors stepping up to replace Guardians in tPvP?

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

…I actually think that gs should be reworked…Even traits are weird

I sort of feel like we need to do this with Weapon Traits

Two Handed Weapon Mastery: Reduces cooldown on all 2handed melee weapons (greatsword/hammer/uw spear), and provides a bonus unique to each weapon.
-GS/Spear: Might on crit
-Hammer: Bonus damage vs disabled foes

Dual Wield Weapon Mastery
Reduces cooldown on all 1handed and offhanded melee weapons (axe/sword/mace), and provides a bonus unique to each weapon.
-Axe: Bonus damage vs vulnerable foes
-Sword: Chance to inflict burning on crits
-Mace: Bonus damage vs weakened foes

Ranged Weapon Mastery
Reduces cooldown, and provides a bonus unique to each weapon
-Rifle/Harpoon: Shots pierce targets
-Longbow: #1 Causes burning

Offhand Support Mastery
Reduces cooldown on all offhanded support weapons (shield/warhorn) and provides a bonus unique to each weapon.
-Warhorn: converts conditions to boons
-Shield: Reflects projectiles while blocking

Is Longbow just bad?

in Warrior

Posted by: Dand.8231

Dand.8231

Longbow is our only AoE weapon, and it’s a solid weapon overall. I love it for WvW sieges and siege breaks.

Burst is simply fantastic (and our only combo field in the game)

  1. double attacks to build adren faster
  2. is sorta meh
  3. is really strong in a power build
  4. is meh
  5. is good but the CD is a bit too long.

It’ll never be zomgdamage like rifle vs a single target can be, but it can still cause a lot of hurtin’ in the right hands

Spiked Armor, worse Grandmaster.

in Warrior

Posted by: Dand.8231

Dand.8231

Eh, spike armor sucks, but it’s okay because Defy Pain is good.

Oh, to make spike armor viable? A 100% uptime passive, with a somewhat weaker retal effect.

Mace/shield GS build = Overpowered

in Warrior

Posted by: Dand.8231

Dand.8231

The funniest part of that thread is that it’s really 100b that’s causing the issue. Long stuns mean nothing unless you have high crazy burst like 100b.

I seem to recall in the past, there were multiple warriors agreeing 100b is OP but immobile, and asking for a more mobile lower DPS alternative. Largely because of it’s underperformance in PvP/WvW and overperformance in PvE.

The general response to this was “It’s fine L2P.”

Time really does make fools of you all doesn’t it?