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Heal Math and Chat (Copy/Pasted for Ease)

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Posted by: Dand.8231

Dand.8231

The three heals actually seem to not only be well balanced with one another, but they each have their own purpose now.

Sig for over time sustained, Surge for burst heals, and Mend for condis.

Granted I wont actually be able to play till tonight to test, but on paper it looks promising.

Yay warrior buffs

in Warrior

Posted by: Dand.8231

Dand.8231

Torment?

Rework of Jug?!

Rush/Bull?!?

Healing Buffs?!?!?!

Apparently I’ve been sucked into parallel dimension where ANet actually <3’s warriors!

Ready to quit

in Warrior

Posted by: Dand.8231

Dand.8231

All of the things you just listed are things I’ve been pushing for for a long time.
….
I’d rather try my best and fail, than get upset over the state of the class and quit / reroll / take a break.

My apologies. I dont actually follow you (or anyone else, nothing personal), so I didn’t know you thought the same way. My opinions are generally based on my personal experience in the trenches.

I don’t get upset over the state of the class, so much as I get frustrated over the continuing state of the class. People screw up all the time, balance devs are no different. It’s when said screw ups go unresolved for prolonged periods of time that I get irritated. Despite that, I’ve tried to remain constructive as opposed to whining for it’s own sake.

For example, I feel Mending should be made to function like Consume Conditions. I’m not always a fan of “cloning” abilities but in this case it fits.
-Healing Surge: Heal value normalized. Reduce CD by 2 seconds every time you fill an adrenal bar (except fury sig/zerker stance).
-Healing Signet: Small buff to the passive HP/s, and the active CT.
-Cleansing Ire triggers when you gain a bar of adrenaline.
-Baseline Adrenaline Passive: Gain 1 tick of regen for each strike of adrenaline you earn.
-Defense, Adrenal Health: Increases baseline Adrenal Regen by a small amount
-Defense, Thick Skin: Toughness increases, as health decreases.
-Defensive Bursts, Defense Grandmaster: Burst skills grants you protection for 1.5 seconds per bar of adrenaline spent.

I have a lot more ideas (which I’ve posted) but those are a few.

Warrior Community: Thoughts and Concerns

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Posted by: Dand.8231

Dand.8231

..Cleansing Ire…

Is a rare exception.
I recall a period leading up to last months patch where all you could see on page 1 of the War forum, were posts about sustain. Which never happened.

Warrior Community: Thoughts and Concerns

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Posted by: Dand.8231

Dand.8231

I think thats theres no point bringing feedback to AN

Sadly, I’m starting to think this is the case too. All the feedback I’ve seen on the forums here seems to go unnoticed. I dont expect a dev to reply to every, or even any threads, but the actions taken come balance-patch time speak volumes.

And its a vicious cycle, the lack of response from feedback, in turn discourages warriors from making future feedback posts (“why should I even bother?”), leaving nothing but the most persistent of players, and raging trolls.

And yet we wonder why our community has gone the tubes…

Ready to quit

in Warrior

Posted by: Dand.8231

Dand.8231

Defektive, I think it’s great you have a tourny viable build+team. Congrats, keep on trucking. But there are plenty of issues with the class, regardless of how successful you are in tPvP.

Yes, many of the issues can be “played around” using certain builds, teams, and comps. I liken it to that huge pothole down my street. I know it’s there, and I veer to avoid it, so I can get to work every day without issue. But the fact remains that there’s a giant friggan gaping hole in the road that should have been fixed long ago.

Some moves are over-telegraphed (ex: earthshaker, final thrust). Others are buggy (ex: rush, staggering blow). We lack any real self-sustain without speccing and gearing for shout heals.

It wouldn’t hurt to have some deeper mechanics either, a revamp and expansion of the Adrenal system. I’d love to see more complexity, an F2 based on offhand for example.

So yeah... Developers.

in Warrior

Posted by: Dand.8231

Dand.8231

I never disputed that other classes have access to methods that are easier to enhance with traits, as well as being better enhanced by traits. But that laundry list of “baseline sustain” other classes have was simply incorrect.

My apologies for any incorrect info. Contrary to popular belief, I’m not perfect! XD

Mistakes aside, the point remains valid, all other classes have modest baseline sustain aside from #6, which can be enhanced via trait lines. Warriors lack this baseline sustain, and must spec heavily just to get access to it.

Again, the result is:
Warrior Zerker builds are fine Lack of sustain means little.
Warrior Bunker builds are do-able but somewhat weak, as the traited self-sustain is still a bit low; the healing is there, but still lacking protection.
Warrior Hybrid builds just plain flop, a slightly more survivable, but much lower damage version of zerker.

So yeah... Developers.

in Warrior

Posted by: Dand.8231

Dand.8231

Ranger does too, such as pets that cast AOE heals and signets that give secondary passive regen, etc.

Ah. Thanks. Ranger is the class I’m least experienced in.

Still, that just means warrior really is the only class with no alternate healing outside of #6, at 0/0/0/0/0.

So yeah... Developers.

in Warrior

Posted by: Dand.8231

Dand.8231

In the same effect a guardian spends 5 points in getting what we get spending 40 points. They don’t even have to waste there time refreshing it either it does it for them

I’d kill to get Vigorous Precision (Guardian 5 pt), instead of Thick Skin (Warrior 5 pt).

So yeah... Developers.

in Warrior

Posted by: Dand.8231

Dand.8231

It’s already there, with things like Dogged March, Cleansing Ire, Quick Breathing and Vigorous Shouts. It just needs tweaking.

Dogged march is 3 seconds of regen. It makes for a great adept trait for the 33% reduction, but it isnt going to help sustain much of anything.

Cleansing Ire works great with longbow, but otherwise I find that the very conditions it’s mean to clear, prevent you from using/landing it (blind, cripple, immob).

And shout healing is exactly what I’m talking about. You have to spec JUST TO GET alternate sustain. It’s all or nothing. Every other class (except perhaps rangers) gets alternate forms of sustain outside of the #6 button, baseline, with 0/0/0/0/0. Check above for my list of examples.

So yeah... Developers.

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Posted by: Dand.8231

Dand.8231

Oh and also, if it’s the combination of low heals and lack of utility on those heals to compensate, you better say that. Because that’s very different from claiming that we have the kittentiest heals.

As for Renegeration, we already get that from traiting into banners. And before you refute banners and/or the Tactics line as useless, that’s a whole different issue.

Our heals are actually solid in my opinion. Most classes #6 skills are actually pretty balanced.

The problem, IMO, isnt the #6 itself, it’s that Warrior is also the only class that needs to spec just to GET ACCESS to alternate means of sustain (IE shout/banner). Every other class gets BASELINE access to some moderate sustain, and can spec to ENHANCE these already existent sustain methods.

Examples:
Guard: Virtue of Resolve, Protection/Regen utilities
Ele: Water attune regen. Some water weapon skills and water fields. Protection utilities.
Necro: Deathshroud/Lifesteal
Thief/Mesmer: Sustain is more complicated here, but essentially comes from evasion via clones/stealth, blinds, dazes, stuns, etc. Far more difficult to quantify, but no less effective in practice.
Engy: F1, Protection/Regen utilities.

So at the risk of repeating myself, the problem isnt that #6 heal is bad, it’s that ALL we have baseline is #6 heal.

(edited by Dand.8231)

So yeah... Developers.

in Warrior

Posted by: Dand.8231

Dand.8231

Why should we be just as tanky as guardians?

Warrior was pretty much advertised and sold as a Tanky class. It wears heavy armor.

Not enough? Well what about the “play it your way” which, under that school of thought, you should be able to build to be tank, supporty, DPSy, hybridy, with any class?

Um, I’m pretty sure that Consume Conditions is worse than Healing Surge.

Consume conditions is better compared to Mending (comparing to healing surge makes no sense). And in that contest, Consume is far superior.

Honestly, to me it looks like you want Warriors to get high uptime on Protection and Vigor, along with passive condition removal and great heals. Well let me ask you: How the kitten would you do that without making Warriors OP or nerfing our damage to ridiculously low levels?

I cant speak for Daecollo, but I’ll tell you exactly what I want, and why it wouldn’t be OP.

I want Warriors to have some baseline sustain on the same level as the other classes, primarily Guardian. Why always Guardian? Because guardian is a no-gimmicks (stealth/invis/clones/gadgets), heavy armor, melee orientated, frontline trooper. Sound familiar? It’s cause Guardian is pretty much our brother class.

I feel this baseline sustain would be best accomplished by linking some form of healing to gaining adrenaline, and by giving us some baseline access to protection and/or regen.

I then want our Tactics and/or Defense tree to actually enhance this already existing sustain.

Here’s the end result, and why it would not be OP:

Zerker warriors would get a tiny increase to sustain. It would have a minimal impact because they A) Didnt spec for Defense/Tactics to enhance it, and Will die extremely fast when targeted, too fast for the baseline sustain to meaningfully prolong their life. This is as it should be, glass cannons are glass.

Support, Melee, CC, and Hybrid Warriors would see a notable increase to sustain, since they’re specced half for survival and half for an alternate role, be it DPS, control, or support. This is also as it should be, just look at the hybrid guardian builds floating around.

Bunker Warriors could become an actual viable build, on par with Bunker Guardians, Eles, and Engys. With their baseline sustain fully enhanced by speccing into both Defense and Tactics, they’ll be a pain to kill…. while putting out low damage and pressure.

So yeah... Developers.

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Posted by: Dand.8231

Dand.8231

Daecollo, what have I and countless others on the forums told you about exaggerating to make your point? It’s true that we lack baseline sustain (which includes damage reduction), but we have solid vigor.

Also, if you want to gain protection; just run Runes of the Forge or Runes of Earth. Warriors have really good access to weakness so they didn’t give them protection for that reason I’m assuming.

Seriously? Runes (or food) that anyone can use, is not a solution to a class lacking something. And even if it WAS, like how wars used to run all “lifesteal on crit” food/runes to make up for poor sustain, it means we’re pigeon holed into always needing to use it like a bandaid, to make up for a lacking of the core class.

About Warrior Sustain. Trying to give everyone everything in one build is something you could possibly point out as the reason why Necros are the way they are right now. Warrior can spec into good sustain through Shouts and/or Regen so I don’t believe there’s any need to give them more than what they have already.

Warrior is also the only class that needs to spec just to GET ACCESS to alternate healing (shout/banner). Every other class gets BASELINE access to some moderate sustain, and can spec to ENHANCE these already existent sustain methods.

How exactly do you feel that’s a fair scenario?

The Warrior Downed State Thread--Again

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Posted by: Dand.8231

Dand.8231

Vengeance should return us back to downed state when time expires, and rally when we kill someone, cd dropped a bit to have at least chance to use that. Sweet vengeance alone is a joke.

Part 1: vs Vengeance

As a war, I’ve been singling out other wars in hotjoin and wvw. Then, I down them, and tool around for a few seconds (auto instead of stomp) to LET them vengeance.

Over the past week, NONE of the vengeance’d warriors have been able to kill me and rally themselves (I’m assuming they all have sweet vengeance, which turned out to be a futile assumption).

Half, I’ve simply kited, dodged, and avoided till they dropped dead, barely taking any damage in the process. About a quarter I’ve outright killed again. The remaining quarter were actually able to pressure me and get me low before they dropped, with a few rare ones actually able to down me.

But not a single one was able to finish me off in time, and when they drop dead from veng running out, I rally back up and can waltz off.

Part 2: Getting Revenge!

Reversing things, I’ve made an effort to get myself downed in situations where I believe I can vengeance more often than not, IE knocked down outside of melee, making sure they dont have stability/mist/shrink available, etc.

The vast majority of the time, I was able to down my opponent but was unable to finish them off.
Vengeance vs Guardians/Eles: Most switched to defensive play, invul/block/heals/dodges, and just waited for me to run outta gas. When I did get a Guard down, I could stability stomp him.

Vengeance vs Eles: Same as guard, but worse. I was never able to successfully rally off of an ele, due to mistforming while they’re downed.

Vengeance vs Thieves: Many would simply vanish, never to be seen again during my short lifespan (or half a mile away by the time they unstealth). The bad ones who stuck around, would get downed, but can simply stealth, and shadow step. I was never able to successfully rally off of a thief.

Vengeance vs Mesmers: Ugh. Clones, invis, dazes, knockbacks, moa. Even when downed, they were worse than thieves. I was never able to successfully rally off of a mes.

Vengeance vs Warriors: How ironic, that warriors were the easiest class for me to rally off of. Most warriors were still badly hurt from the battle with me, and since I’d forced them to burn their stability, a little distance + hammer could delay their stomp long enough to vengeance every single time. On top of that, I had the best success rate at downing them, and about 90% finishing them off if I downed them, even without stability of my own, IE meleespike/takehammer/respike just in time, or fake spike/dodgerollhammer/respike.

Vengeance vs Engis: Since most engies keep me at arms length, the trouble was DPSing them in time, not getting vengeance off. Most would turn and leg it, or cripple/net/glue, or rocket boots, shrink, etc. The few I were able to get down I had minimal difficulty spiking however, just watch for the bomb, but getting them down in the first place was nearly impossible.

Vengeance vs Ranger: Rangers like engis, would mostly keep me at arms length. Downed rangers were also easy to spike but it was extremely difficult to close the gap, down them, and spike in time. Most auto-rallied when I dropped dead less than a second after downing them, or some even mid-spike.

PS: Why do we throw rocks, and not axes, or some other kind of throwing weapon?!

An Idea for Warrior Sustain

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Posted by: Dand.8231

Dand.8231

This is not directed at anyone specific in this thread, but a general explaination/counter to why having High Armor and Base HP does not equal sustain.

Also, I’m copy pasting my prior posts at this point, sick to death of repeating myself.

Sustain as it applies to GW2, is the ability to mitigate, evade, heal, or otherwise avoid and recover from damage at a constant rate during battle.

What Warriors have is a high HP pool. This provides BURST SURVIVAL but NOT LONG TERM SUSTAIN. Having high HP but low recovery means that Warriors have a finite lifespan in battle.

To rephrase, their HP can absorb some heavy damage, which is advantage early on. But with low recovery, once that damage is taken, that burst advantage is lost. Classes with sustain, continue to benefit from the sustain advantage throughout the duration of the fight, regardless of length.

The high-hp advantage is a one time thing at the start of a battle. The sustain-advantage is a constant effect that provides its benefit from start to finish.

Do you see now why so many warriors go full-glass-dps-zerker? And why hybrid-builds are far less effective than they should be? It’s because the longer the fights go on, the less the warriors high-hp-advantage comes into play, and the more our foes sustain-advantage begins to overwhelm us.

Think about this, Warrior is also the only class that needs to spec just to GET ACCESS to alternate healing (shout/banner). Every other class gets BASELINE access to some moderate sustain, and can spec to ENHANCE these already existent sustain methods.

Examples? Lets look at who has healing outside their #6 button, with a 0/0/0/0/0.

Guard: Virtue of Resolve is the big one here. Regen passive, Heal active. The Aegis Virtue plays a tiny role here as well. Many weapon attacks and utility skills provide healing, regen, and protection. They can spec for healing symbols, altruistic healing, attack-heals on greatsword, improved virtues, etc, to enhance their healing.

Ele: Water attune regen is similar to guards virtue of resolve. Some water weapon skills such as staff, provide powerful heals which are also water fields (blasts cause additional healing). Utility skills can provide protection and regen. They can spec to boost the healing of their water skills, provide more regen, remove condis, etc.

Necro: The Death shroud effectively functions as a form of sustain. They can also leech life in small amounts. They can spec to enhance shroud and life stealing.

Thief/Mesmer: Sustain is more complicated here, but essentially comes from evasion via clones/stealth, blinds, dazes, stuns, etc. Far more difficult to quantify, but no less effective in practice.

Ranger: Ranger is a bit worse off baseline, getting less sustain than the rest (though still not as bad as war), but a spirit ranger is so tough to kill, many pvp teams use them as homepoints.

The Rebirth of Warriors (Long Read/Rant)

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Posted by: Dand.8231

Dand.8231

Couldn’t have said it better ArtemisEntreri. I think we only have two ways to gain regen, dogged march for 3 seconds and an ability shrouded behind the horribly clunky ground item that is the tactics banner.

I’m not against warriors who want to pay glass zerker or sniper builds. But hybrid and tanky builds should both be viable alternatives too.

Lifesteal Internal CDs

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Posted by: Dand.8231

Dand.8231

It was a crutch that allowed people to play sloppily, deal good dps, and be as tanky as their non-dps tank counterparts. It needed to get nerfed, and tanky dps builds have been much more on par with other builds now.

The only problem is it was also a crutch warriors needed to have any kind of sustain. I made a tanky knight-hybrid build. With old style crit food/sigils, I actually had some modest sustain. I was doing slightly more damage and had slightly less sustain than my friend: An equal gear, equal skill, knight-hybrid guard. It was actually extremely balanced in that case.

Nowadays, my knights-hybrid warrior still deals slightly more damage than my friends guard…. but my sustain is non existent. He actually respecced into the Guard trait that provides AOE Virtue of Resolve out of pity, since we duo often.

What I’m saying is it was fine to take away sustain for glass builds, but it also kicked the sustain ladder out from underneath hybrid and tanky builds as well.

So many weapons, and so many traits...

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Posted by: Dand.8231

Dand.8231

I like the concept of combing weapon traits… in act I posted that very concept a few days ago! https://forum-en.gw2archive.eu/forum/professions/warrior/The-Rebirth-of-Warriors-Long-Read-Rant/

Topic deleted, there is a better one.

in Elementalist

Posted by: Dand.8231

Dand.8231

Maybe…. Conjure Weapon could be condensed into one elite skill, which summons a weapon in your hand and on the ground, based on attunement at the time? And the weapon (only the one in your hand) switches to match the attunment along with you?

PS: You want a real kick in the nuts using ground item based skills? Roll a banner warrior! XD

The Rebirth of Warriors (Long Read/Rant)

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Posted by: Dand.8231

Dand.8231

@Amins
As I have said MANY MANY TIMES the issues with warriors is they need to spec and gear for sustain. All the other classes get some baseline sustain, and can spec/gear to enhance it.

Signet of Regen is a #6 skill. You cant compare that to Guardian Resolve, because they get resolve AND their #6 skill. Everyone gets a #6 skill. And resolve is a perfect example of a class that has a baseline sustain besides the #6 skill.

And FYI, Signet of Regen actually scales worse with healing power than the Regen boon, and worse than resolve does. Go into HotM and try it out.

Assuming 800 healing power, #6 Signet of Regen will heal for 232 HP/s for Warrior. Virtue of Resolve will tick for 132 HP/s, and #6 Signet of Resolve for 9148 every 40 seconds (AKA 229 HPs). Guard 361 vs War 232. Guardian can also get easy access to protection and has a few additional heals WITHOUT speccing for them.

Add another 300 healing power, and Warriors signet of Regen goes up by roughly 12 HP/s, while Resolve goes up by 20 HP/s.

Moving along, Yes, Mobile Strikes is a solid trait. I don’t see anyone complaining about it so im not sure why you brought it up. Are you saying that having a few good traits is reason to have multiple lousy/bugged traits elsewhere?

Cleansing ire is okay, but it suffers from the catch 22 that the more you need it to work, the less likely it will, IE when you’re laden with condis and being blind/immob spammed.

And yes, Bunker guards do poor DPS. Bunker warriors also do poor DPS. But both doing the same low DPS, bunker guardians are FAR more survivable than bunker warriors. When was the last time you saw 3 people chasing a WVW bunker guardian, having difficulty killing him as he runs across a field towards his tower despite everyone hitting him, stunning him, etc? Now when was the last time you saw a warrior accomplish the same feat?

Finally, anyone can use runes and lemongrass, to make condis fall off. I dont see why you would bring that up.

PvP banner warrior bunker build?

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Posted by: Dand.8231

Dand.8231

War’s cannot effectively bunker.

We’ve all seen a dozen Ele/Guard/Engy bunkers. They’re uncommon but I’ve run across Bunker Thieves and Mes’s who are amazingly resilient and elusive. I’ve seen Necro bunkers, though they’re not quite as amazing as the rest of the classes. And some Rangers can spec for insane evasion which I guess is sorta like bunkering?

Short version, Delete Warrior, Reroll Guardian.

I’m not even trolling. I seriously wish I was. /sigh

New F ability idea

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Posted by: Dand.8231

Dand.8231

I think I’d rather see an F2 ability added that’s based on your offhand weapon, and providing Warriors with a meaningful sustain ability via F3.

Can you make us 15k HP?

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Dand.8231

Good question.
Many people seem to think, that a healskill must heal xx% from the max hp.
No wonder, that they say the warriorhealskills are weak.

Which class heals more with her first healskill?

Warrior: Healing Surge heals 5,240 till 8,440 from 18k BH = 29,11% till 46,889%
or
Thief : Hide in Shadows heals 5,760 from 10k BH =57,6%

The problem is that a Warrior will take more damage than a Thief will. More damage than most classes will actually.

Lets compare a Warrior to a Thief, assuming identical skill level, and gear.
Warrior has slightly more armor, resulting in about 4% more damage redux, which is being generous. Thief has their stealth mechanic, plus easy access to blind spamming. It’s hard to put a % damage reduction on that, but I’d say it easily weighs in up in the 30% range. So a warrior will take 4% less damage as a result of their heavy armor, while a thief will take ~30% less due to vanishing and blinding.

Lets compare Warrior to Ele. Again, Heavy vs Light, probably a 6% difference in favor of Warrior. Ele has solid access to protection for 33% with high uptime, and really powerful water skills to heal, supplementing their #6.

Warrior vs Guardian. Both have heavy armor. Warrior has no bonus there. Guard has the same as ele, high protection uptime, powerful healing abilities to supplement #6.

Sustain is the ability to mitigate, evade, heal, or otherwise avoid and recover from damage at a constant rate.

What Warriors have is a HIGH HP POOL. This provides BURST SURVIVAL but NOT LONG TERM SUSTAIN. Having high HP but low recovery means that Warriors have a finite lifespan in battle.

Warrior is also the only class that needs to spec just to GET ACCESS to alternate healing (shout/banner). Every other class can spec to ENHANCE their already existent sustain methods.

Examples? Lets look at who has healing outside their #6, with a 0/0/0/0/0.

Guard: Virtues, some weapon attacks and utility skills provide healing, regen, and protection. They can spec for healing symbols, altruistic healing, attack-heals on greatsword, etc, to enhance their healing.

Ele: Water attune regen, water weapon skills such as staff, providing two heals which are also water fields (blasts cause additional healing), utility skills providing protection and regen. They can spec to boost the healing of their water skills, provide more regen, remove condis, etc.

Necro: The Death shroud bar can be built up, used to provide extra health, and built back up again, effectively making it both a powerful DPS tool and form of healing. They can also leech life in small amounts. They can spec to enhance shroud and life stealing.

Warrior: Some skills provide vigor in short bursts… yeah that’s pretty much it. Can spec for shout healing, or banner healing.

The Rebirth of Warriors (Long Read/Rant)

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Dand.8231

Erm, double post? Anyway…

Warriors are quite dead right now… R.I.P.

I wouldnt say dead, just that there are far fewer viable warrior builds, and many builds require incredible skill and effort to get just mediocre results.

They don’t need any form of protection since that actually doesnt fall in line with the warriors core style of play

Every other class has protection available in some form. Why is it that you feel a heavily armed and armored melee class deserves protection any less than an Ele (light, caster), Engy (med, ranged), Guardian (heavy, melee)?

The Rebirth of Warriors (Long Read/Rant)

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Posted by: Dand.8231

Dand.8231

‘ey you dern kids! Stop hijackin’ mah thread!

In all seriousness, what does everyone think?

The Rebirth of Warriors (Long Read/Rant)

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Posted by: Dand.8231

Dand.8231

Axe

  1. It’s not a bad move, it’s just a bit lackluster. It’s damage is a good bit lower than auto and it only adds a little vulnerability, meaning you’d probably do the same damage just auto-attacking.
  2. Also lackluster
  3. Lower damage than auto attack, and while really cool looking, it’s simply not useful in PvP where targets can simply dodge away and used ranged attacks for a few seconds.

Possible Fixes
The axe is a somewhat immobile weapon, with a fairly tame #2 skill. That could really open the door for Axe to get a gap-closer on #2 not unlike savage leap.

  1. can block, or maybe even reflect projectiles

Sword
F1: Flurry is a good move on paper. It self roots but your opponent is immobilized. However, in practice, I find that HALF the PvP opponents I use this on, get immob’d JUST outside the melee range. The first strike of flurry hits, consumes all adrenaline, but the target ends up walking another half second, THEN immob applies and they get rooted. Just outside range of the rest of the flurry, which whiffs in a spectacular display of fail.

  1. Final Thrust: Hilariously slow and telegraphed, which also causes it to look lame

Possible Fixes
Speed up final thrusts animation.
Change Flurry so it “sticks” to your target, sort of how the underwater #5 Tsunami slash does.

Hammer Primarily, hammers main issue is it’s extremely SLOW. The better your opponent, the more he can exploit this weakness by simply dodging or interrupting key attacks.
F1: Earthshaker is an excellent move, but it’s glitchy when hitting targets on a higher/lower ground, and has a random 0.5-2 second delay on EVERY use. The fixes here are obvious.
#1. Auto attack has nothing attached to it.

  1. is highly telegraphed and slow
  2. is a perfect example of a great skill IMO. It’s responsive, and does exactly whakittens supposed to.
  3. is slow, with a huge telegraph, and roots you before (intended) and after (bug).
  4. is slow, with a huge telegraph, and an excessive cooldown. Especially compared to other class skills which often have either a faster cooldown, faster cast time, or AOE instead of single target.

Possible Fixes
Adding a blast finisher or a boon such as protection to the last hit of the #1 auto-chain.
Slightly increase cast time of #2
Allow movement during #4 casting, and fix the self-root bug
Slightly decrease the cooldown of #5

Longbow
Moving the base range from 900 to 1000 was a step in the right direction. But base range should be 1200, same as rifle.

  1. Cooldown is too long

Adrenaline System Core
Part of the issue is that our adrenal system isn’t fleshed out properly. I feel part of the issue is that some of our instant adrenal fillers, and bonuses from sitting on full adrenaline are actually holding us back.

Reduce each bar from 10 strikes, to 5 strikes of adrenaline. This will effectively cause adrenaline to be generated at double the current rate, but from attacking only.

-Berserkers Power: Reworked: Provides 3/6/9 stacks of might for 10 seconds, whenever a burst skill is used. This bonus applies to the burst skill itself.

-Heightened Focus: Provides 3/6/9 seconds of fury, whenever a burst skill is used. This bonus applies to the burst skill itself.

-Defensive Bursts: New Trait, Defense Grandmaster: Provides 1.5/3/4.5 seconds of protection, whenever a burst skill is used.

-Weapon Swap Adrenaline: Reduced to 2 or 3 strikes, to compensate.

New F2 Burst Skills
Based on your 2 handed, or offhanded weapon, new burst skills would provide more options for a warrior to play with, without directly increasing his raw power.

Here are some example F2 skills
Shatter (Warhorn): Shockwave that daze all nearby opponents for 0.5/1/1.5 seconds, instant CT.
Shield Wall: Block for 1/2/3 seconds, and adds 1/2/3 seconds to all active boons
Cover Fire (Rifle): Rapid fire volley, in a tight cone AOE, causing bleed and chance of cripple
Dustbowl (Mace): Slams your weapon into the ground, dealing damage to nearby foes, and kicking up a cloud of dust, sand, ice, or dirt, blinding and confusing nearby foes for 1/2/3 seconds. Combo Field Smoke, 1/2/3 seconds

Utility Skills and other Misc Stuff
Banners are still clunky in WvW/PvP. Let them attach to our backs already, and toggle like the engineer toolkits, or work like the toolbelt.

Rampage is a funny but largely useless skill. Needs a hefty rework.

The Rebirth of Warriors (Long Read/Rant)

in Warrior

Posted by: Dand.8231

Dand.8231

Like many, I dream of a warrior that is not a hassle to play, or a joke to bring to PvP unless you’re running one of three semi-viable builds, and more skilled than all your opponents combined. No friends, I dream of a warrior that fits the vision of what was presented on the GW2 page, in the gameplay videos, and befitting of the lore!

A rock solid battle hardened vet who is a master of combat, destroying his foes by channeling and directing his anger and rage to fuel his boundless strength!

Below, is a long rant about what I see as being wrong with the class, and how I feel it could be fixed. Some ideas are bufff, some nerfs, and others neutral changes. Obviously everything listed is my own opinion. It is neither right, nor wrong, it simply is. And while I encourage and welcome constructive criticism, trolling, l2ping, and flaming, has no place here.

Lack of Sustain
This is our single, most glaring flaw. Warriors has no baseline sustain. We have the #6. That’s it. Whereas other classes have an alternate form of sustain (heals/evades/protection/clones/deathshroud/etc) and can further enhance this alternate sustain through trait selection and utility skills, warriors must trait just to gain access to any kind of sustain in the first place. IE: 30 in tactics via shout/banner healing.

Possible Fixes
It’s been discusses a million times, plenty of options exist.

Baseline
Mending: Increase healing for each condition removed.

Healing Surge: Heal value normalized, regardless of adrenal level. Whenever you fill a bar of adrenaline, the Cooldown on Healing Surge is reduced by 2 seconds.

Changing Healing signet to a utility skill with a new active, providing protection or vigor boons.

Adding access to protection via warrior utility skills

Traited
Defensive Bursts: New Trait, Defense Grandmaster, Each use of a burst skill grants you protection for 1.5 seconds per bar of adrenaline spent.

Adrenal Health, Rework, Provides 1 tick of regen each time adrenaline is gained

Thick Skin, Rework: Toughness increases, as your health decreases.

Vital Surge: New Tactics 25 pt, Increase your healing power by 5% of your vitality. When you revive someone, nearby allies gain regeneration.

Cleansing Ire: Conditions are now cleared before the burst skill activates.

Traits in General
Many warrior traits are inconsistent, or encourage mix/maxing instead of embracing our “weapon master” philosophy.

Consolidation of various weapon mastery 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, based on mainhand 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 on all 1handed and offhanded melee weapons (axe/sword/mace), and provides a bonus unique to each weapon.
-Rifle/Harpoon: Shots pierce targets
-Longbow: #1 causes burning, and 100% projectile finisher

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

Warrior Weapons and Skills
Greatsword
F1: Arcing slice simply makes no sense.
-It does less damage than an auto attack chain. (Mines about 2k in 1.5 seconds, while auto is a total of about 3k in 1.5 seconds).
-Its slower than its listed 3/4 CT (probably because the animation then takes another 1/2).
-It hits only a single target
-It doesn’t even match its own description, which is a fast upward strike, when clearly many characters do a heavy and slow overhand strike.

  1. 100b is OP for PvE where nothing dodges or move, UP for PvP where everything dodges and moves.
  2. Rush is still bugged and telegraphed as hell. It causes you to run in place, fails to properly track targets, and as a final kick when you’re down, if you DO manage to actually hit, it restarts the cooldown to the untraited cooldown even if you’re traited.

Possible Fixes
F1: Just completely rework this ability.
-Increase the damage, or the speed, so it’s at least equal to autoattacking DPS
-Allow it to his 3 targets, the same as every other melee attack out there
-Change it to an upward strike (use the same animation as the uppercut slice from rush)
-Add a new effect such as a small knockback or launch

Knight - Omnivalent Warrior. (PvE-WvW)

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Posted by: Dand.8231

Dand.8231

Heres my feedback: You’re being overly sensitive and kind of a kitten.

Feed back on your build: It’s spread too thin. You wont be able to do anything very well. This is what everyone else is trying to tell you.

1. If you are putting so much into banners (30 tactics, grandmaster banner regen) you need to support that with a chunk of healing power. If you dont, it’s not worth doing. The same goes for shout healing.

2. You’ve got divinity runes in knights gear.

3. Hobbling sigil on a hammer??

4. Ruby orbs with banner regen

Your build is a mess that does not have any synergy.

Look over this build:
http://gw2skills.net/editor/?fIAQJASTncO08YUQKPwEZAB9QDrCuQVAOSPOD0INA-j0xAotARCgIEAZxioxWZLiGramIqWZjBA-w

It’s made for small group support, running with a few other teammates. You will be shouting a lot. Your shouts will provide healing, might, fury, enemy weakness, and crazy condition removal. For you AND your allies. They’ll also provide you with additional adrenaline.

And with your shouts being instant cast, you can focus on using your hammer or longbow skills to aid in battle. You will not deal incredible damage. What you WILL do is make life miserable for your enemy.

Hammer is a solid control weapon, especially if you have enough adrenaline generation to Earthshaker on cooldown. F1 and 4, can shutdown enemies trying to rez.

Longbow lets you hang back when the battle gets too hot, immob fleeing enemys long enough for you to close and switch to hammer for cripple/stun, and throw down fire fields and AOE might.

A good combo is to drop a Longbow burst, and swap to hammer (generating swap adrenaline) and use shouts (generating shout adrenaline) so you can immediately earthshaker into your own fire field, triggering a blast combo, and stunning them inside the burning field.

Additionally, cleansing ire generates adrenaline when hit IE when you’re being focused. You can spend adrenaline to use Hammer or LB burst to clear condis. Just make sure you shout or swing off blind before you earthshaker. LB can burst to clear condis regardless of blind.

Your damage output will be low. That’s what your allies are for. You are not there to kill, you are there to control your enemies, and support your allies.

Warrior Sustain Brainstorming Thread

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Posted by: Dand.8231

Dand.8231

It should remove 1 condition each time you gain a bar of adrenaline, instead of 3 conditions when you burst

Agreed.
15 chars

More than half of a year, still no Balance

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Posted by: Dand.8231

Dand.8231

you’re ignoring the reward if you actually get it off… unless you’re expecting an unpredictable 3s+ AoE stun on a 10s CD to be balance…

If it was going to be such a long cast and aftercast, before actually going off, it should at least reflect that in the tooltip. If you consider it’s current somewhat “laggy” and unresponsive state to be its intended state, then the tooltip should be updated. I personally feel it’s the other way around, not unlike staggering blow.

unless things have changed in the past 30 mins, I think thats how every class works, following a rotation. or when was a last time a mesmer didn’t immobilize/stunned before he shatter? or ele updraft before a burning speed. even thief have a rotation…. press 2,3,3,3,2,2,3,3, stomp

lol. I’m not even saying some of our gimmick builds are bad. I’m just saying that if you stray from the gimmick builds, you end up being severely underpowered and effectively worthless. Whereas other classes have more freedom to stray from “pro” builds and still remain semi viable.

I’m also saying warrior sustain flat out sucks. It’s evident in both PvE as well as PvP. It doesn’t matter much in PvE, as I’ve stated, but it’s still there. Plenty of times I have played a fairly balanced PvE melee/tanky warrior (strength/defense) but the defense portion brings so little as far as actual ongoing defense or survivability, it makes me want to just drop it and go back to pure zerker build. I’d die only a little faster, but I’d kill the NPCs so much quicker I’d actually have better survival.

I dont think zerker warriors should get epic sustain just by being warriors. I think that they should get it by speccing for it. Tactics has some sustain in it, and shout healing isnt bad, but again it requires an extremely gimmicky build to be effective, IE 3 shouts and full clerics gear, and most likely 30 in defense as well.

There’s no way to really make a balanced hybrid build, to spec for SOME sustain. You’re either full sustain by going 30 tactics/defense and running 3 shouts, or you have the baseline warrior sustain which isn’t very potent.

I feel the defense tree should provide some moderate sustain. Adrenal health does not really count in it’s current form, either. It’s mechanically fairly weak, and I know others disagree, but personally I consider the “sit on your adrenaline instead of using your class mechanic” is poor design to begin with.

EDIT: I’m not trying to QQ mindlessly. I just want to see warriors “slow/unresponsive” skills brought up to par, and see warrior sustain be brought up.

(edited by Dand.8231)

Arcing Slice

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Posted by: Dand.8231

Dand.8231

Best source of fury ever

It actually is a good source of fury, but fury isn’t very helpful since it’s got a 100% uptime from signet of rage, and FGJ.

On top of that, Arcing slices animation casttime, and aftercast, is about the same 2 auto attack swings. It does about twice the damage of a single swing, so it would break even, except it will only hit ONE target instead of THREE. So it’s actually a DPS loss to use it.

“Deliver an uppercut to your foe”
Maybe it should be a blowout move instead, and use an uppercut animation like the hit on the rush ability.

More than half of a year, still no Balance

in Warrior

Posted by: Dand.8231

Dand.8231

Also, MAYBE 6k on a glass cannon? You’re exaggerating to try to make a point, I know because I have had Final Thrust hit thieves for 8.8k. Over 7k is not uncommon.

Let’s see… we’ve got really high damage, really obvious telegraph, really long cast, and really long cooldown.

To me, this sounds like the sort of move that’s perfect for killing new and unsuspecting players… and easily avoided by better players and pros

New Player “OMG Final Thrust, Dead, GG.”
Pro Player “LOL Final Thrust, Dodge, GG.”

Remember how OP Bulls/100b was? Even after quickness was nerfed? Then the meta evolved, and 100b became “lulz.”

Sustain Utility Idea

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Posted by: Dand.8231

Dand.8231

I hate it.

I’d much rather see something like I posted earlier:

Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.

Why is Dual Shot so weak?

in Warrior

Posted by: Dand.8231

Dand.8231

I’d actually say the two weapons (Rifle and Longbow) have their auto attacks confused with one another.

Isn’t Rifle all about power, mainly Volley and Killshot?
And isn’t Longbow better off with condition damage, like burning?

Yes LB does have arc tho, that’s a sweet power based move.

Maybe they should swap the two?

PS: Longbow #5 has a crazy long CD. Buff CD time pls!

More than half of a year, still no Balance

in Warrior

Posted by: Dand.8231

Dand.8231

This just in: builds that concentrate on setting up bursts are gimmicky. See: Every burst build that exists. I suppose that means bunker builds that spam boons/prot/blocks/invulns aren’t gimmicky.

Hey if you want to play a one-trick-pony, that’s on you. But it’s not a counter argument to there being other viable builds that dont center around STUN-SWAP-LOL100B. My argument is that we’re being pigeon holed into gimmicky builds cause nothing else but gimmick and zerker builds are effective.

Also, landing a Stun that leads into 100B against players with the appropriate Stability/stun break counters is more than STUN, SWAP, #2. From what I’m gathering, you claim it’s impossible to land because of telegraphing, but landing it means you’re no-skill gimmick, because it’s 3 easy buttons.

You’re right. Sometimes I have to bulls or stun them to make them use their stunbreaker/stab. There is some complexity but compare a warriors skill-cap to the skill-cap of say an elementalist, or a mesmer.

I’m not claiming to be a great player, or even a good player. But the same amount of player skill and effort goes further on almost any other class (in PvP).

Also: I didn’t say EVERY move was long and telegraphed. Some are solid, quick and usable. But there are just as many slow buggy telegraphed moves. Compared Sword #2 Savage Leap to GS #5 Rush, for example. Savage Leap (in my experience) is fairly solid and reliable. If an opponent dodges Savage, it was either cause they’re lucky, or good. Rush on the other hand, leaves me jogging in place (bug), misses entirely (bug), or can be seen coming a mile away and easily dodged (telegraph).

Also, Earthshaker is a 3/4 second cast. Not 2 seconds.

Exactly. That’s why it’s so frustrating when it takes a full 2 seconds to finally go off. There’s the half a second between when you press the move and when it starts to actually cast, 3/4 second cast time, then a confounding “aftercast” delay before the move actually activates, leaps you to your target spot, and performs the stun.

Further, this exact thread probably exists for Warriors in PvE, only it’s the other end of the spectrum, because it’s a godly class.

queue the “game is balanced around PvP” robble robble

You are right that PvE Warriors need no urgent help. Yeah, PvE sustain sorta sucks but… it’s not really a glaring issue. Zerker builds can “skill-dodge” anything truly dangerous while facerolling their way to mad DPS. You dont even need to press much besides GS #2 half the time. And you dont potentially lose a fight because your #5 Rush bugged out on you yet again.

PvP is where the telegraphs, slow cast times, buggy abilities, and lack of sustain really hits hard.

More importantly, fixing these PvP centric issues will not impact PvE in any meaningful sense.
So PvE warriors get a bit more sustain when specced defense for it? Yay. They’re all zerker builds in PvE anyway. And more responsive abilities that work every time, and dont have huge obvious windups? So what, the NPCs stay put for it either way.

More than half of a year, still no Balance

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Posted by: Dand.8231

Dand.8231

but people rather not spend those 20 points on Defense and then come on forums and QQ about how much warriors suck on PvP

Yo. 30 Points into Defense right here, cause I like a tankier build.

So where’s the sustain that this 30 pt defense is supposed to provide? I get a few HP back every 3 seconds from adrenal health, IF I don’t use my defining class feature? Where’s the improved healing, damage avoidance, damage mitigation? WAIT, haha, I get 100 toughness when above 90% HP! GG I win!

Seriously dude, people who go full zerk warrior, do it because going hybid or bunker doesn’t provide any significant sustain or defense.

More importantly, how does my choice of build affect the skill and animation tmes?

Where in the defense tree does it say my earthshaker wont take 2 full seconds to finally cast and go off?
What trait is it that speeds up over-telegraphed and easily dodged moves, eh??

And what good is a high damage move that never hits? The only way to get 100b’s to land is to make a really gimmicky build who’s sole job is to set up for a stunned/immob 100b. Yeah that’s proves you’re a good player, pressing STUN, SWAP, #2.

More than half of a year, still no Balance

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Posted by: Dand.8231

Dand.8231

Warrior balances feel like an afterthought

The entire warrior class seems like it gets different treatment from the other classes.

For example, many warrior moves are crazy SLOW, with long cast times, obvious telegraphs, and are incredibly easy to dodge or interrupt. Sometimes my earthshakers take so long to cast and activate, my target has literally jogged out of the targeted area.

I fought a bunker mes, and he was able to mess around, cloning, going invis, and kiting FOUR PLAYERS for about 10 minutes before they gave up and went somewhere else.

Fought a bunker guardian and he was able to successfully run from briar to bay, again with FOUR people trying to kill him.

I made a bunker warrior the other night again…. and was having a hard time staying alive in ANY 2v1. A good necro was able to solo the crap outta me, in like 15 seconds.

Why Some Won't Share LB Build

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Posted by: Dand.8231

Dand.8231

I use an untraited LB to defend against WvW sieges. F1, #3 and #4 are great. And by defend I mean tag everything so if we win I get lots of bags

LB #1 is great for building up adrenaline since its a x2 shot.

Offensive Banners?

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Posted by: Dand.8231

Dand.8231

I want banners I can wear on my back and use abilities from directly, like the engy toolbelt. Or easily and seamlessly switch to and from during combat, like engy weapon kits.

I’m sick and tired of using slow, clunky ground items that get stolen, left behind, and bug my weapon swapping timer.

Warrior Sustain Brainstorming Thread

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Posted by: Dand.8231

Dand.8231

Not good enough, It needs to have another effect such as.
2 seconds of protection per bar, 2 seconds of regeneration per bar, immunity to blinds for 3 seconds after activating your burst skill. _(This means it would mesh well with cleansing ire.)

I have a bad feeling that’d be OP though.

I’d rather just have 1.5 seconds of prot. And it’d be nice if cleansing ire activated BEFORE the burst skill.

I often run into the issue where I have 2-3 conditions, and “ShakeItOff” removes the bleed or confusion instead of the blind or cripple I need gone to land my burst…. it’s a catch 22.. I need to land my burst to clear condis, and I need to clear condi’s to land my burst. I think I’ll edit my post to include cleansing ire.

Which came first, the condition chicken or the burst egg? :p

Warrior Sustain Brainstorming Thread

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Posted by: Dand.8231

Dand.8231

Healing Signet: Changed to a Utility skill
Active: Grants protection and vigor for 5 seconds, CT 1/2, CD 20
Passive: Regeneration
This allows warriors to have a regen effect, and still run a healing skill like Surge or Mending. It also gives wars some badly needed access to protection and easier access to vigor without a warhorn, and the ability to choose which is more valuable, some protection and evasion for a short time, or a passive regen.

Adrenal Health
Whenever you earn 1 or more strikes of adrenaline, you heal a small amount, the equiv of 1 tick of regen.
This would buff adrenal health slightly, and do away with the “sit in adrenaline” theme it encourages. It would also go along with the motif about warriors being more powerful the longer they fight. Things like signet of fury, etc, would still only trigger 1 heal, not 30

Healing Surge
Heal value normalized, regardless of adrenal level. Whenever you fill a bar of adrenaline, the Cooldown on Healing Surge is reduced by 2 seconds. Can only trigger once every 4 seconds.
Doesn’t this make more sense than the current version?

Mending
Removes all conditions. Each condition removed heals for a small amount and grants 1 strike of adrenaline.
More or less like consume conditions

Defensive Bursts: New Trait, Defense Grandmaster
Each use of a burst skill grants you protection for 1.5 seconds per bar of adrenaline spent.

Thick Skin
Toughness increases, as your health decreases.

Vital Surge: New Tactics 25 pt
Increase your healing power by 5% of your vitality. When you revive someone, nearby allies gain regeneration.

Cleansing Ire
Conditions are now cleared before the burst skill activates.

(edited by Dand.8231)

The " I Give Up On Warrior " thread

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Posted by: Dand.8231

Dand.8231

how about we have an in game summit, see if we can get devs to wake up

Bad idea, a mes or thief might show up and solo us all :/

In all seriousness, I’m extremely frustrated of having no sustain in a balanced warrior build, when its perfectly easy to accomplish as almost every other class.

Warrior Bugs Thread

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Posted by: Dand.8231

Dand.8231

Arms: Deep Strikes +40 Precision per signet

Sometimes it will properly provide the Precision, and other times it wont till you unequip/re-equip signets and/or the trait. Easily reproduced, equip 3+ signets, and zone.

The video that started warriors demise

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Posted by: Dand.8231

Dand.8231

vitality being of whack for points spent compared to anything else in game.

Hmmm. Got me thinking on a new warrior trait…

50% of your Vitality is used in place of the sources Healing Power when receiving a heal.

How long until warrior nerfs?

in Elementalist

Posted by: Dand.8231

Dand.8231

@SilverUniverse: Your reply is a bit too long to quote without wall-o-text mania, so ill just go point by point.

d/d mobility
I’m not a pro ele, but d/d appears to be able to maintain a higher damage output than sword/warhorn. I don’t think this is because it’s skills are inherently more powerful, but rather that the slightly increased range makes your DPS uptime higher. SW/WH having slightly better mobility is offset by the shorter range, when sticking on a target.
SW/WH is 140 range, while most d/d stuff is between 300-600. So yes, warrior mobility will get you somewhere a little faster, but you can “melee” us from 450, while we hit nothing but air and are forced to close.

I find this to be a very common issue when I fighting skilled d/d eles, they have enough mobility to keep me in that magical range of ~450 where my 140 melee attacks are useless, but they can inflict full dps. I’m not crying foul, or screaming nerf, mind you, just trying to explain that mobility is also relative to your range.

Shout healing
The problem, as I have said many times on the forums, isn’t that warriors cant spec for sustain. It’s that they lose EVERYTHING else when they spec sustain, and even then get inferior results. A bunker ele isn’t going to be out DPSing a zerker build obviously. But bunker eles (and other classes) can still deal some respectable damage while being bunker sustain builds. Warriors cannot accomplish this. Going bunker/sustain means you’re effectively a buffbot, with no real ability to launch any kind of offensive. And a hybrid balanced build gains the worst of both worlds.

Dont get me wrong, our mobility builds can be quite fast, and warrior zerker builds are infamous for good reason. And I’m not saying that either of them needs or deserves a sustain buff. I’m saying that when specced for it, warriors should be able to accomplish a level of sustain that rivals an ele, while allowing for a similar damage output level. And when going hybrid, there should be a good balance of damage and sustain. Currently that is not the case.

i would have thought that the additional 291 toughness from armour and 7567 more health would have helped
You thought wrong. 7.6k extra health is nice, but it’s only a one-time buffer. When will people realize that having more health does not provide more sustain. Sustain is accomplished by mitigating damage (using evades and protection) and reversing damage (by heals and regens). Your HP value is the threshold you need to stay within to remain alive. Ele’s have a lower threshold, but more means to remain within that threshold by mitigating and recovering from damage. Warriors low sustain means they have a clearly defined finite lifespan. Thus, why we will often run off to disengage, reset, and re-enter a battle. You’re not mitigating or sustaining jack with 291 toughness, and no amount of HP adds to prolonged survival and sustain.

Endure/Defy pain are good, but they don’t allow mist spikes, and dont protect versus condis. So while foes running power builds are halted, other condi builds are barely even slowed down.

downed mistform
I don’t want to see warriors be given the same treatment, swapping our 2 and 3 skill. Vengeance should not be immediately available upon down, it’d be both OP and unfun. I feel our 2 skill needs to function more like our Stomp utility skill, and vengeance itself needs a complete facelift.

all things said, i’m making a warrior to test the waters. loving the shield so far (reflect projectiles and gain might on block is great for trolling in the middle of zergs), not sure what main-hand to use for my tanky build though
I wish you the best. Warrior tanky builds can be fun to play WvW, you’ll have great survivability versus spike damage due to the high base HP, which certainly does help if you get caught too close to a zerg. I suggest you run Soldiers gear PVT, and splash in some zerker rings or trinkets to add a little ‘oomph’ to your attacks. Also use mango pies, +90 health regen.

How long until warrior nerfs?

in Elementalist

Posted by: Dand.8231

Dand.8231

Eles have to build for mobility too. With traits and weapon choices, just like warriors.

So then what’s the problem? Without directly tackling the question of whether warriors can spec into mobility for better results than eles, lets first consider the following… and I mean this as a general statement, not directed only at Aether McLoud here.

1. Ele’s can spec into bunker/sustain for better results than warriors. Isn’t that just the same as your mobility complaint with the roles reversed? Don’t you agree then, if you’re going to adjust mobility of one or both of these classes, you should adjust the imbalanced sustain as well? IE: Eles gaining mobility but losing sustain, and warriors losing mobility but gaining sustain?

2. Thieves can get better mobility than either warriors or eles simply by spamming heartseeker. So, why are you singling out warriors for a nerf? If your goal is to see balance achieved by bringing down mobility, logically you should be targeting the #1 mobility class, not a runner up (hah). And if your goal is to bring up ele mobility, why would that involve nerfing warriors or anyone else?

So where is that sustain we were promised?

in Warrior

Posted by: Dand.8231

Dand.8231

It doesn’t matter. How many of your suggestions or is were taken by Arena net? They never bother reading the forums -contrary to what they claim- so why bother.

Touchè.

And yet, doesn’t mean we should create anarchy by running around screaming about the sky falling.

Clear concise posts about problems and potential fixes?
vs
Outrageous and overblown claims of class inferiority?

If they do in fact read the forums, which are they more likely to take seriously?

Burst Skill Revamp

in Warrior

Posted by: Dand.8231

Dand.8231

I would suggest we get some kind of penalty to the even when we are CCed or blinded in “Unstoppable Force.”

I really like your Defense suggestion.

In my unstoppable force suggestion, you’d have stability, which means all condi removal could easily be saved for bleeds, blinds, etc. That’s already quite potent.

ANET: Is it just this we warriors need?

in Warrior

Posted by: Dand.8231

Dand.8231

I dont want protection on warriors

I do, as do many of us. Heavy Armor classes are generally meant to sustain through mitigation not evasion.

Self healing and Protection provides synergy with the increased damage reduction from Heavy armor, while evasion provides a hit or miss scenario that does not.

It also makes more sense from a purely flavor/lore perspective. If you want to be mobile and evade attacks completely, do you wear heavy cumbersome platemail, or agile loose fitting leather?

How long until warrior nerfs?

in Elementalist

Posted by: Dand.8231

Dand.8231

It’s true. Warriors using the entire weapon setup for it (Sword/Warhorn+ Greatsword) have excellent mobility. In fact, it’s almost as good as a thief spamming heartseeker, and slightly better than an ele that’s not built mobility.

Wait a second. That warrior built for pure mobility is slightly faster than an "ele not build for pure mobility* and slightly slower than a thief spamming a single button?

Let me give it to you from a Warrior perspective.
I DONT WANT TO USE SWORD/WARHORN. I HAVE TO USE IT.
Warrior sustain is crap, therefore we have to be able to get in, and get out on demand. We get kited like crazy therefore I need a powerful gap closer, and immob just to break even.

I can’t tell you how many Ele’s I’ve stuck on, only to have them heal and shrug off all my damage and heal it all back using their weapon and utility skills.

As a warrior, you have 1 heal button, #6. That’s it. You take damage while that’s on cooldown… tough luck. So if things get hairy, I fall back. Get out of combat, let my health quick-regen, and then re-engage at my discretion.

When fighting on the frontlines, I have to use sword to leap backwards. I need warhorn to break cripple/immob. I dont have a magical mistform utility button to equip.

And when we go down, that’s pretty much it.
We cant down-mistform our way into a tower.
We cant down-mistform back to a line of allies if we overextend.
We get spiked. Our only defense while down is hard countered by stability, not to mention mist-spikes.
Even if we DO knockdown a spike, the enemy has just enough time to stand up and spike a second time, before Vengeance becomes available, due to its long activation CD.

Warriors only do two things well: zerker damage, and mobility.

So you want our mobility served up to you on a silver platter?
It’s all yours, I’ll trade it to you for your sustain.