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So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

however we need more sustain.

Well at least we agree on something.

I think even more frustrating than not having sustain, is the wealth of great ideas on this forum that could potentially provide meaningful improvements… being unused and wasted.

I’m sure others have said this, but the Warrior class is a class that seems to have been designed primarily with PvE in mind.

Lots of long cast time/animations, easily telegraphed moves, our most powerful attack (100b) is a self root, lousy condition clear (before cleansing ire, though some would argue even after), and lousy sustain.

None of this really comes into play, when fighting PvE mobs All that matters is DPS and having enough brainpower to press dodge when you’re standing in a ring.

POST PATCH BUGS

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Posted by: Dand.8231

Dand.8231

Rush (GS #5)
…….
Do I even need to say anything else?

Deep Strikes (Arms Adept)
Inconsistent. Often times On one of my builds, I’ll look and see my crit chance is below normal, about 50%. Unequipping and then re-equipping Signet of Rage and Sig Might resolves the issue, boosting the crit chance up to the 54% I’m used to seeing. Seem’s to randomly come and go.

Burst Skill Revamp

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Dand.8231

I feel like we need more cool abilities to utilize our Adrenaline directly. Thus, I propose, we be given a series of new F buttons to do exactly that!

F2 Burst skills, based on offhand weapon – https://forum-en.gw2archive.eu/forum/professions/warrior/Incoming-Burst-Revamp

F3/F4 – Adrenal based transformation skills, unlocked by Grandmaster traits.
There is no initial cost to transform, but remaining transformed consumes 5 adrenaline every 3 seconds. Only one transformation can be active at a time. The 60 second cooldown begins once the transformation ends, and is shared between both transformations, should the warrior choose to unlock 2.

Grandmaster Strength: Unlocks “Unstoppable Force”. In this form, you have stability, and gain 1 additional stack of might every time you would gain might. All damage dealt is increased by 10%.

Grandmaster Arms: Unlocks “Avatar of Fury.” In this form, you have fury, and every critical strike has a 10% chance to add quickness 2 seconds.

Grandmaster Defense: “Unbreakable Knight.” In this form, you have protection, and all incoming conditions have their duration reduced by 25%.

Grandmaster Tactics: “Warlord.” In this form, you have swiftness, and every attack you make has a 25% chance to grant all nearby allies a random boon for 5 seconds.

Fellow warriors, what do you guys think? Love it? Hate it?

Rampage cooldown reduction wasn't enough.

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Posted by: Dand.8231

Dand.8231

I’ve got a few ideas to make rampage more fun!

1. Allow all skills while in Rampage form (Currently it locks 6-9, wtf?)
2. Change Rampage to consume Adrenaline instead of having a set duration. Every second in rampage consumes 1 strike of adrenaline.
3. Gain Stability and Protection while in Rampage form.
4. Add in a Burst skill that produces a powerful effect (which would use adren, and end the transform)
5. 60 Second CD, which begins after the transformation ends.

(edited by Dand.8231)

So... about s/tPvP greatsword.

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Posted by: Dand.8231

Dand.8231

I love GS, but Sword/Warhorn is much better for PvP/WvW.

Sword provides pretty respectable DPS, a gap closer that snares, and a burst that immob’s. WH provides swiftness and removal of slows on one button, and vigor weakness on the other.

GS provides a self root move that will never hit anyone decent, and a buggy gap closer.

Tough decision, right?

Hammeroids (Fun/Silly PvP Build)

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Posted by: Dand.8231

Dand.8231

Hello, here for your viewing pleasure is a somewhat absurd build. I was messing around with this in hotjoin (it’ll never stand up in tpvp) and having a grand ol time!

Thats right, its Hammeroids! The berserker hammer build!

http://www.intothemists.com/calc/?build=-ss-s;1RKVP0d4F2-60M4cLFP0;0kG;4EJT-42;053-189;4U-k6;2KJG4KJG45BP

The concept is as follows: You should always be either dodging, or stunning/controlling your enemy.

“Double hammer, wtf?!” yes, I know. The idea however, is to be swapping every 9 seconds, regardless of the situation. Essentially you’re giving up weapon swapping and turning your ~ key into a free 5 adrenaline/50% endurance button. Take note that you can swap mid hammer chain, and keep on swinging with your new hammer to complete the auto chain. You can also swap mid-dodge roll.

You will need to lock down your opponent. Go in hard, be relentless, do not let up. Your best defense is offense. Dodge often, you will have signet of stamina, vigor, free +50% from bursts, and free 50% from ~

Stamina is there as a condition reset button as much as it is for extra dodges. If you get locked down and controlled by the opponent, YOU WILL DIE. VERY fast. Should you screw up, and get caught, you can, as an emergency, pop Stamina and Balanced stance together to try and break out and give yourself a chance to retake control of the fight. Clearing all condis, while gaining swift/stab/vigor is quite often enough for me to do exactly. Earthshaker spam with cleansing ire can actually be quite potent as long as you remember to auto-swing off blinds, just make sure you’re in melee range. You have Sig of Rage for it’s obvious purposes, but it’s also a second condi clear now as well.

You must stick on your target. It’s crucial. This build would appear to have an inherent weakness to immob but I’ve found the reverse to be true. The moment you get immob’d, drop and earthshaker. If you’re in melee like you should be, you’ll still land it, and cleansing ire will toss your immob. And if you’re not in melee, you’ve got issues already. I find that once I latch onto someone, they have a difficult time losing me, and I can dish out enough damage that it’s dangerous to try and play defensive to prolong a fight.

Try it out, you can dish out some rather impressive damage while keeping yourself alive.

So what does everyone think about Hammeroids?

[Warrior] Look to GW1 for help balancing

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Posted by: Dand.8231

Dand.8231

bumppppppppppppppppp

It’s all true, and I agree, but i think warriors are just so burned out talking about this topic.

I know I’ve been banging my head against the wall, screaming at the top of my lungs for warrior sustain… only to get ZERO this patch.

Being a warrior - work as intended ?

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Dand.8231

He sorta walked into that death. Nothing survives that.

<insert daecollo comment about how a guardian could have solo’d that zerg while simultaneously juggling chainsaws and curing cancer>

The Topic that will fix the warriors:

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Dand.8231

The part that most shocks me, is the fact that the dev’s have done so little in regards to the warrior class.

Look on the warrior forums, and then check any other classes forums. The other classes have threads discussing great fights they had, different builds, utility skills and uses, requesting and dispensing advice, etc.

Now look at our forum. It’s got 2 threads on legit builds, 3 threads asking how to make warriors sustainable and being replied to with “delete war, make guard”, and then a dozen threads complaining/suggesting fixes for the class.

Yes, sometimes forums can represent a vocal minority but, cant they also be an indication of class health?

So where is that sustain we were promised?

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Dand.8231

To this above few posters: Your posts are not helping as well, you offer no feedback besides complains about my feedback telling me I don’t play the best so my opinions do not matter. Your elitism won’t get in the way of my helping this class.

My feedback, was simply that you exaggerate to absurd extremes, and that’s why no one takes you seriously.

Do you have a persecution complex?

Warriors, how are we meant to survive?

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Posted by: Dand.8231

Dand.8231

Warrior is extremely mobile OUTSIDE OF COMBAT, using Sword/Warhorn + GS.

Hammer, Mace, Shield, Rifle, Longbow, Shield, Axe? No mobility.

And in combat? Your mobility drops to slightly above average, which is still solid but not super incredible OP like everyone claims.

You’re not going to catch that thief.
Or get away from him, for that matter.

Warriors, how are we meant to survive?

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Dand.8231

Warrior isn’t THE BEST CLASS EVAR but it’s not the pile of kitten you guys like to claim it is.

Not the entire class no, there are legit and playable builds. But some builds that should be viable are a pile of kitten.

I think that is part of the issue, people want to be able to play a certain build or playstyle, and many of them are simply useless, whereas a similar style build on another class might still be semi-viable.

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

A Full Hybrid-DPS Guardian has better sustain then a full bunker warrior.

But a full bunker warrior only has 1/5 the damage of a Hybrid-DPS and 1/2 the survivability.

This is why i’m concerned, we simply don’t have the boons or the damage reduction. Toughness goes on diminishing returns and becomes bad.

1/5th the damage? 1/2 survival? No.

Your points are valid but not to such extremes. This is why no one takes you seriously.

Stop exaggerating. You’re not helping yourself or your cause.

So where is that sustain we were promised?

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Dand.8231

Thank you. That explanation actually answers a lot for me. No sarcasm I’m being honest. Kinda had sustain confused with a classic tank style.

My set up wouldn’t be half a glass cannon, more about 2/3 of the damage but with much more survivability.

But would warhorn still bee viable to add some sustain to a build or is the trait too far out of the way to be worth it?

Glad to help.

Warhorn can add a TINY amount of sustain. #5 adds weakness which can reduce damage, vigor improve dodge frequency, and with the trait you can convert conditions. But overall, the effects will be quite small.

But currently there’s only 1 way for a warrior to notably improve their sustain, and that’s by going 30 points into Tactics and Defense, while stacking +healing power.

You can go shout healing using Shake it Off, On my Mark, FGJ, or you can go Banner/Regen build. Both will add roughly ~350 HP/s if you run full clerics build, along with a more potent #6 heal.

But you give up so much for sustain, it becomes pointless to have it. And there’s no real middle ground where you can give up SOME damage for SOME sustain, it’s pretty much all or nothing.

So while there is a means to get warrior sustain, relative to the other classes, the warrior has to give up far too much to get some sustain. You’ll probably never be able to kill anyone.

A “bunker” (pure defense+sustain) ele, or guardian has much better sustain than a “bunker” warrior. And they all output about the same damage.

A hybrid ele or guardian has the same damage as a hybrid warrior, but far better sustain. And other class hybrid builds have the same sustain, but better damage.

However our Glass builds are great. A Zerker warrior can wreck faces just as hard as, and some would argue even harder, than any other zerker class. And since all zerker builds regardless of class, have poor sustain and thus a finite lifespan when taking damage, the lack of warrior sustain is not a big deal, and the bonus of high base HP helps extend that finite lifespan.

And that’s why you see such a huge number or Zerker warriors running around, whereas with our fellow heavy armor class Guardian, you see a wider variety of builds, from bunkers, to hybrids, supports, and zerkers.

Adrenaline:A dream of how it should have been

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Posted by: Dand.8231

Dand.8231

My ideas from a different thread of mine: https://forum-en.gw2archive.eu/forum/professions/warrior/More-Ideas-for-Improved-War-Sustain

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

Healing Surge
Whenever you fill a bar of adrenaline, the Cooldown on Healing Surge is reduced by 2 seconds. Can only trigger once every 4 seconds.

Mending
Removes all conditions. Each condition removed heals for a small amount and grants 1 strike of adrenaline.

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

Also see this link for my old thread on F2 skills: https://forum-en.gw2archive.eu/forum/professions/warrior/Warriors-Just-F-it

Dogger march+Thick skin

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Posted by: Dand.8231

Dand.8231

Current thick skin is completely useless – 100 toughness more while health is above 90%? Whats that? 1 hit by anything and boom, extra armor is lost.

Thick Skin is fairly useless. I’d rather see it changed to “Take 1% less damage for every 10-15% health you’re missing”

Dogged march I rather like as is, it’s a good trait.

Cleansing Ire is actually trolling

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Posted by: Dand.8231

Dand.8231

Grow up kiddies, Cleansing Ire was one of the best additions to this god-forsaken patch.

I’m not really complaining about Cleansing Ire, per-say, just saying it would be better off proccing just before the burst skills instead of after.

Not to rant, but another weird thing I noticed about earthshaker…. blind causes my attack to miss all 4 opponents in my AOE. Ok, so I guess it’s a single attack. But when I used signet of might to smash a guardian mid-shelter cast, it must have used up my 3 unblockable stacks on the necro and his pets, and the guardian gave me a BLOCK… so…uh… wth?

If it’s a single attack, shouldn’t it have used only a single Signet of Might buff? And if it’s multiple attacks, shouldn’t the first opponent I MISS clear blind and the rest get hit? Whats the deal?!

Cleansing Ire is actually trolling

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Dand.8231

If Cleansing Ire went off just before the attack landed, it’d be a lot better! As it is, my earthshakers have a bad habit of missing, because I get blinded just before or during the painfully long 3/4 cast time.

Actually earthshaker seems to take about 2 seconds from button press, to actually finally making the hit. Anyone else have that issue?

Did the Dev's even try and fix rush??

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Posted by: Dand.8231

Dand.8231

Hey I think I wanna make a change rush to a “leap” animation Topic

I just want it to work without bugging out every 3rd time I use it. If that means making it a leap, then hell yes.

More Ideas for Improved War Sustain

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Dand.8231

Welp, we didn’t get the sustain many of us warriors wanted, so of course here is yet another thread about buffing our baseline sustain:

Healing Signet: Changed to a Utility skill
Active: Grants protection and vigor for 6 seconds, CT 1/2, CD 20
Passive: Regeneration
This allows us to have a regen effect, and still run a healing skill like Surge or Mending. It also gives us some badly needed access to protection and easier access to vigor without a warhorn, and gives us 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, and give us slightly more control over, adrenal health. 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
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.
Combining with discipline grandmaster, full adrenaline still counts as spending 3 bars, same as cleansing ire now does

Thoughts? Flames? Comments?

(edited by Dand.8231)

Did the Dev's even try and fix rush??

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Posted by: Dand.8231

Dand.8231

I saw the patch note line about rush and felt like a giddy schoolgirl.

Logged in, used GS #5 on the nearest mob (a dolyak) and watched my character get just outside melee range, then stop dead and run in place.

Sigh

Dolyak Signet a lesser Balanced Stance?

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Dand.8231

I just wish Dolyaks passive was properly balanced with a Guardians Signet of Judgement.

Judgement reduces incoming damage by 10%
Dolyak adds 180 toughness, which is about 6%?

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

One more hit is one more bit of sustain. I have close to 30k health it all helps

Having high HP is more of a defense versus “burst” survival not sustainability.

Sustain, in this context, is the ability to mitigate/avoid/recover from damage constantly.

For example, if you’re taking 1000 damage per second, but able to evade/mitigate/heal 1200 per second, you’re sustainable. Obviously this isnt quite as “smooth” in an actual fight, but if you average out the DPS and HPS you can establish a general trend.

If you’re taking 1000 damage per second, but only able to evade/mit/heal say, 350 per second, you’re not sustainable. You’ll be losing 650 HP/second, meaning you have a finite lifespan. A 20k HP warrior would last about 30 seconds before his HP pool is depleted. A 30k HP warrior would last about 46 seconds.

This is why so many warriors go berserkers build. See, a 20k hp warrior will last 30 seconds (1000 DPS, with 350 HP/s sustain). By sacrificing what little defense they have zerkers can massively increase damage. Now they may survive only 24 seconds (1000 DPS with 150 HP/s sustain) but the damage they can do during that time is roughly DOUBLE. I am not exaggerating when I say double, either.

Being a berzerker is even more critical versus other classes and builds with powerful sustain. The longer the battle goes on, the more their sustain plays in, and they gain the upper hand. The faster you output DPS and end the battle, the less time they have to recover, and the better your chances are to win.

Using the above (highly fudged) numbers:
30 seconds as a PTV warrior, dealing 1000 DPS, you’ll deal 30k damage in your lifespan, and give the opponent 30 seconds worth of utilizing their sustain.

24 seconds as a Zerk warrior, dealing almost double, say 1800 DPS, you’ll get 43.2k DPS, and give your opponent 24 seconds worth of using sustain.

You’re far more likely to win a 1v1 fight against a sustain class as a Zerker, than a PVT. And against a glass build, you’re on about even terms with either build really, it’ll come down to skill levels and who jumped who.

Now, Sustain does not need to mean OP self heals.
Yes, Guards and Ele’s often mitigate more directly, using protection and powerful self heals. But Thieves accomplish this by being invisible, and difficult to hit often. Mes’s use kiting vs melee, projectile walls, clones, invis, etc.

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

Its more like this. All we can do to get more sustain is get more toughness, which really doesn’t matter after you get 2800…

I disagree with your ratings, esp keeping warrior at 4/10 bunker. You have a bad habit of taking a real problem, serious as it may be, and exaggerating it even more, which has the ironic effect of making people take you less seriously. Truth is, I get decent sustain out of my war when I go pure bunker, IMHO worthy of a 7/10.

It’s the pitiful warrior sustain for any build that does not go banner/shout healing that’s an issue.

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

I didn’t say I was the best, or I was unique. I stated it was possible to use sustain if you specc for it.

Yes, warriors can get their sustain if they sacrifice 30 into Defense, and 30 into Tactics.

All the other classes however, get some moderate sustain baseline, and can enhance that sustain by traiting.

This is somewhat opinion based, but maybe this can help clarify what the issue is…..

Sustain (Balanced Trait Build )
Guard 6/10
Ele 5/10
Engy 5/10
Warrior 2/10

Sustain (Bunker Trait Build)
Guard 10/10
Ele 9/10
Engy 9/10
Warrior 7/10

The issue is not our sustain if we trait it, it’s that we have really poor sustain relative to other classes if we don’t

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

@Skelemiere

Bunkers
Warriors can trait for half-decent sustain, by devoting 30 points to tactics, and 30 to defense. You will make a decent bunker who can probably survive against 2 people, but is unable to kill anything that doesn’t have a white name. Also, you still wont have any protection whatsoever.

A bunker Guardian still hits like a wet noodle the same as the bunker Warrior, but is far more survivable, withstanding 3+ people for long periods of time. Due to this incredibly high sustain, they actually have a solid chance at killing glass opponents.

Hybrid
A Guardian who goes hybrid, can get respectable damage, and solid sustain at the same time, a good middle ground between Bunker and Glass.

Hybrid Warriors on the other hand, end up with respectable damage, but still have lousy sustain; only slightly better defense (higher toughness and vitality) than a zerker warrior and identical self healing.

Glasscannon
Glass Guards and Glass warriors both die fairly easily, but do incredible damage, often killing opponents before their defense (or lackthereof) catches up to them.

Warrior WvW Video - Sustainable God

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Dand.8231

Haha alright guys, I get it. It’s not that great of a build. But at least I’m trying to make things work with the new changes instead of crying about it in the forums.

Props for trying to make it work, but claiming to be a “sustain god” makes me think you’re either:
A: Trolling
B: Ignorant
C: Linking to a Guardian video (See A: Trolling)
D: All of the above

Your other post about Warriors Sprint being superior to Swiftness because Sprint works in combat, and swiftness does not, also leads me to believe you have less than a firm grasp on game mechanics (See B: Ignorant). I also saw a lot of common beginner mistakes in your fight, like using big attacks when your opponent has prot up, along with plenty of little things, like dodges, positioning, etc.

And take note: There is a big difference between crying, and constructive feedback.

Final Thrust is a Bust!

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Dand.8231

Old chain was 2.5s now its 1.9

Final Thrust has a 1 sec cast time for damage and .7 aftercast for a total of 1.7 delay on the skill.

The old chain had a higher overall DPS, since the final thrust hit was about x2.5 damage, making it as strong as two and a half regular hits. I used to get something like 430/430/1100. So roughly x4.5 damage every 2.5 seconds. Compare that to the new chain, which is x3 damage every 1.9 seconds

Old Chain: 1 hit worth of damage every 0.55 seconds
New Chain: 1 hit worth of damage every 0.63 seconds

It’s not as big a damage nerf as everyone seems to think , but it is there, 10-12% give or take, for a power build.

I actually like the speedier chain, but the overall DPS is lower. I’d like to see the chain sped up even more, maybe something like 1.7, which would bring it up to 0.56.

Also, final thrust #3 is SLOW as anything, it really needs it’s animation sped up quite a bit. Cooldown of 15s is also a bit high.

Reverse the axe change

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Dand.8231

Normal warrior action; We spend pre-patch weeks hoping the next patch will be better then after patch we spend post-patch weeks wishing they would just reverse all the changes.

That’s not true! They gave us the healing sustain we needed and were promised, reliable access to protection, fixed greatsword rush so it never runs-in-place or misses moving targets, and cleaned up the slow delays and aftercasts on hammer skills such as #4.

Oh. Wait.

You want Sustain? Some things to consider.

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Dand.8231

When someone hits you while you’re in Swiftness, you lose the move speed increase whereas Warrior’s Sprint move speed increase stays with you even when you’re in combat.

That’s not accurate at all…

Normal running speed 100%
Warrior Sprint +25%, total 125%
Swiftness +33%, total 133%

Combat speed is about 75% (Not sure the exact number but thats what it feels like)
Warrior Sprint +25%, total 93%
Swiftness +33%, total 99%

Warrior WvW Video - Sustainable God

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Dand.8231

Are you Shimzor? Daecollo? or who? i just cant understand why people reply to my comments when i’m not talking to them…
BTW, yeah, warrior sustain is not good, but adrenal heal is better now and we can remove 3 conditions with a burst attack, i think that a lot of people use a FULL berserk build with something like 20-30-0-0-20 and whine about the sustain, in pvp you can equip a berserk amulet but with 30 points in defense, and see the difference.
PS: I dont want to troll anybody, i’m just tired of the haters that spam in the warrior forum.

Well forgive me for replying to your thread, but I would like to refute some of what you said.

I play a knights geared War.
I’m 30 points in defense, because I like a more tanky build.
I have a little healing power, around 500.
I have 3.3k armor.
My sustain still sucks.

I can tank damage decently enough vs power builds due to my huge armor. With the addition of cleansing ire, I imagine my ability to evade condi damage may improve somewhat too.

But my sustain really sucks. Yes, I can healing surge for about 8.5k, which is nice (I always use at 3 bars). My only other way to regain health is via Adrenal health. It ticks for about 400 hp/3 seconds at 3 bars, but I dont always sit on 3 bars, because sometimes I need to burst to fight back/cleansing ire. It probably averages out to about 200 hp/3 seconds (or 67/hps) over the course of a fight.
Surge 283 + Adrenal 67 = 350 HP/s

My friend has an 80 Guardian, and is also a knights build, tanky sustain. He deals about the same damage as I do, but his sustain is far superior. He heals every second from his virtue for about 120, and uses signet of resolve (8.5k on a 40 sec CD). He also heals per greatsword swing (roughly 50 HPs when auto attacking), and can maintain regen for about 230 HPs (rough estimate) half the time. His symbols also heal about 400 total, and he drops one roughly every 10 seconds.
Signet 213 + 120 + 50 + (230/2) + (400/10) = 538 HP/s.
He also maintains protection, with an uptime of about 33%. He primarily uses it when hes expecting burst (which increases its effectiveness) but for arguments sake, I’ll just average it out. 33% damage reduction 33% of the time, is roughly 11% reduction, which effectively improves his sustain by 11%, to 597 HP/s.

My ~350 HP/s versus his effective ~597 HP/s.

Edit: I forgot to mention he also heals for about 150 at the end of every dodge roll, which he can do often because he has 75% vigor uptime from vigorous precision.

(edited by Dand.8231)

So where is that sustain we were promised?

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Posted by: Dand.8231

Dand.8231

A. I play multiple classes, and they all require one thing for substain, Healing Gear…Some do it better then others, But if you’re kittening your heal sucks its cause you’re not actually gearing with Healing Gear…

I have an 80 Guard wearing all knights gear. Sustain is really impressive, even though hes mostly specced for damage.

My 80 warrior, also full knights gear, has far worse sustain.

The difference is that a lot of guardian trees and utilities have sustain built right in. You can enhance them by wearing clerics gear obviously but even the baseline is potent. To get any real sustain as a warrior, you need to go with either a banner, or shout build, both of which cost 30 points, and thus detract from your ability to do other things well.

I like the feel and playstyle of the warrior, I really do, it’s just…. frustrating when I have no real way to regain health easily. With a 22k pool, it takes two healing surges to being me from 1% to 100%, that’s 60 seconds. Most other classes have multiple ways to heal themselves without having to heavily devote themselves to it.

Simple 1-10 Happy Warrior Rating

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Dand.8231

3- Yeah, we got cleansing ire, and more reasons to use burst skills, fun, but we got NO sustain added. And thats the #1 thing we really need IMHO.

Healing cool down reductions

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Dand.8231

looking forward to the healing CD reductions

As was I. I thought we were finally going to get some decent sustain this time around. Healing signet regen potency, shorter CD on surge and mend.

Healing cool down reductions

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Posted by: Dand.8231

Dand.8231

The thing we need most of all, is better sustain.

More potent or frequent healing, slightly easier access to vigor, and access to protection on a reliable basis.

We got none of this.

PS: We DID at least get a much needed condition management, cleansing ire. Anyone want to start a pool on how long till it gets nerfed?

Official patch notes

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Dand.8231

They didn’t touch our heals……………

I appreciate some of the other changes. Cleansing Ire will be nice to have…. but all I really wanted was some sustain!

Permanent Free Trial.

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Posted by: Dand.8231

Dand.8231

My Idea for Perma-Free Trial Restrictions
PVE
Max level 15
Cannot send/receive mail to/from players.
Cannot use guild vaults.

sPvP
Can play hot join only.

WvW
Restricted to servers own borderlands.
Can only carry 5 supply.
Will also always be upleveled and missing utilities/elite, side effect of PvE cap level 15.

Why does f1's CD get reset on interrupt

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Posted by: Dand.8231

Dand.8231

It’s true. Any F1 skill with an animation goes on full CD even if you interrupt. Easily tested too. Make a level 1 warrior, enter HotM.

Longbow: Start to fire your F1 skill, then dodge roll. 10 second CD.
Rifle: Start up killshot, and then move to interrupt. Full 10 second CD.

Some F1’s like Axe and Sword are fast so it rarely comes up, but if you interrupt them at the perfect time, they too go full CD.

Survey: Burst Skills Recharge Rate +1%

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Posted by: Dand.8231

Dand.8231

I want sustainability !

Nothing more.

qft

Zerker's power and Heightened Focus

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Posted by: Dand.8231

Dand.8231

@Veritas
Hopefully you’re right. But any trait that rewards you for not using your class mechanic seems to fly in the face of that very mechanic, does it not?

What they should do to the heals:

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Posted by: Dand.8231

Dand.8231

I’ve been mentally toying with the idea of Healing Signet being changed to a Utility skill.

Passive: Unchanged
Active: Grants vigor and protection, 5 seconds.

This change would give us a sustain utility, in the form of passive healing and an active buff that can provide improved evasion and mitigation. It would also free up the 6 slot for mending or healing surge.

It’s not without precedent either, Rangers have a regen utility signet. And plenty of other utility skills out there provide healing, regeneration, etc.

Thoughts?

Zerker's power and Heightened Focus

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Posted by: Dand.8231

Dand.8231

Both BP and HF are powerful, so much in fact that every build used 1 or both (pre-todays-patch).

Yet, both of these traits reek of bad design. They’re passive effects that do little to further the class, aside from tacking on some +damage%. Moving them to grandmaster is hardly a “fix.”

My thoughts are to remove both traits. Bring up warrior baseline damage across the board just a tiny bit to compensate, and replace them with more compelling and active traits that actually help define a build and plays tyle beyond “sit on 100% adrenal and spam 100b kitten ”

Downed State

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Dand.8231

Is it a coincidence that warrior is the worst class in spvp and also has worst down state?

I’d actually say engy downstate is pretty rough too. #2 pulls your opponent to you so…. they can stomp you faster??? But that’s a thread for the engy forum. And we wars have much deeper issues than just our downstate, but one issue at a time.

I’m just extremely tired of being stomped so easily compared to ele/mes/thief. Even guardians put up a little more resistance, that #2 AOE knockback shockwave buys them time and is superior to our #2 single target knockdown. All the downstates need to be brought in line with one another, however since this s the warrior forum im focusing on ours for now.

It’s EXCEEDINGLY rare that I ever live long enough to use Vengeance as it stands. There’s engy mini spikes, ele mist spikes, stability spikes, invis spikes, pet-body-blocking, or good ol fashioned 2 people spikes.

Even if they use no tricks, and you do successfully knock them down with Hammer #2, they have just enough time to get back up, and spike before you can vengeance #3. And even if you DO vengeance and get back up, kiting a warrior till he drops dead is easy enough. I do it all the time as a fellow warrior.

Downed State

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Posted by: Dand.8231

Dand.8231

Warrior downed state is currently functioning in a manner that is neither fair, nor fun. I don’t presume to speak for the entire class, but imagine many others would agree with me. It’s both OP and UP at the same time.

OP: In downed battles (a 1v1/2v2 where you and an opponent down one another at the same time) it’s an IWIN button. You can literally get back up, and spike your foe. And if traited, you’re now alive for realz.

UP: It has a long pre-cooldown before the skill becomes available, meaning most of the time (90-95% in my experience) you wont be able to use it before being spiked or killed off. In small skirmishes where an opponent of mine DOES manage to vengeance, all I need to do is kite/control him till he drops dead. Warrior vs Warrior, I find this to be incredibly easy. Sometimes if I’m feeling trolly, I’ll let a warrior I downed vengeance just so I can kite, cripple, immob, and dodge around watching their life tick away.

Here is what I suggest changing it to:
1. Throw Axe: Mechanically identical to throw rock but… cmon, what warrior throws pebbles?!
2. Thrash: Functions like the stomp physical skill, damaging and blowing out nearby foes.
3. Vengeance: Stand back up to fight normally, but your health remains in the downed state, and continues to bleed out. Your #6 skill is locked. Allies cannot “revive” you. You’re you’re immune to all heals. However every melee attack heals you for 10% of the damage you inflict. Killing an opponent will instantly rally you (same as when traited now).

Thoughts? Flames? Constructive Feedback?

Warriors: Please Use Banners

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Posted by: Dand.8231

Dand.8231

I’ll use banners when they’re not a HUGE pain in the rear. When I can wear them on my back and use them like the engineer toolbelt, or toggle them on/off like engineer kits.

IE, I;ll use them when they’re not….
Clunky: Trying to pick them up only to start harvesting/rezzing instead. Or try to quick-drop them only to end up getting the swap glitch and being stuck on the wrong weapon for 9 seconds.

Slow: Summoning time 1s, running to banner location after running/dodging around fighting 1-3s, pickup time 1.5s, ability cast time 1s. That’s between 4-6 seconds, during which you’re getting hammered. kitten that noise. kitten it.

Immobile: Drop a banner, and the opponent(s) im fighting just back away from the banners AOE range, forcing me to leave it behind to pursue. Using more than 1 banner at a time is even worse, you WILL be leaving 1 or more behind unless teammates cooperate. Guess how often they do that?
Spoiler Alert: Almost Never.

So OP, you want a banner warrior around so badly? Go play one. Tell me how much “fun” it is to be a buff bot who spends all his time managing a set of clunky, slow, boring, utility skills.

A New Class

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Posted by: Dand.8231

Dand.8231

I actually wrote up a really cool class , just been reluctant to post it, cause people on forums always rip apart everything ; ;

New "Mark as Junk" feature

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Posted by: Dand.8231

Dand.8231

valuable often aren’t hidden and it can cause problems when selling after a run.

Well if my idea was in-game, you could use it to auto-scrap a lot of your garbage, giving you less to sort through, and making finding your valuables easier!

Eh? Eh?

Zerker warrior mandatory?

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Posted by: Dand.8231

Dand.8231

Do i really have to play a zerker just to be efficient in pve?

I like my knights set, and I hate being a glass cannon… but yes. Generally, the HUGE damage bonus you get from being full zerker is well worth the survival loss.

See, even if you go knights or soldiers set, and 30 into Defense, your survival and sustain will still be rather subpar. I know this first hand. My knight geared warrior and my friends knight geared guardian both do about the same damage, but the guard has about 3 times (Yes, THREE times) the sustain and survival.

One final plea for banner changes!

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Dand.8231

Ok first off I’d like to say that constrictive discussion and confrontational arguments are generally mutually exclusive. Without naming names, if you’re trolling, stop, and if you’re being a jerk, stop. Ok? Ok.

Can only have one at a time. – No thanks
Isn’t active when dead. – No thanks
Bonuses are only present if I am there. – No thanks
No blast finisher. – No thanks
Slightly more convenience for that warrior. – Hellz Yeah!
I see more cons than pros in this situation. Just because it is a better suggestion over others, doesn’t make it a good one.

Interesting. I hadn’t fully considered some of these drawbacks.

First off: I don’t consider the loss of a blast finisher a drawback, per say, due to the time required. The potential gain for performing a blast finisher is not (IMO) worth the time invested to grab a banner, run into the ring, and cast slam. You’re talking about 4-5 seconds of time invested JUST for a single blast finisher, with no other effects.

How about this: The new banner functionality I’ve proposed is added via a Trait. That way if you like the new banner stuff, trait into it. If not? You can continue using the existing banners. In fact im going to edit that into my original post.

How’s that for a win/win?

Small Additions that would be HUGE

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Posted by: Dand.8231

Dand.8231

- remove soulbinding and keep it to account bound

I like this idea. I think just about everything should be account bound, not soulbound. That includes weapons, armor, various items, etc.