Showing Posts For Daniel Warren.4968:
I don’t even know how y’all operate in blob battles. In the giant zerg v zerg matchups I can hardly use 1. Even if I’m nowhere near the fight my skill lag increases about 200%, and this is a pretty decent fiber optic connection. My favorite lag death so far was falling off a cliff, wandering all around the edges, and finding a door before the server realized the fall killed me.
This is Anet’s weird system … it’s always been whacked. I noticed a while back that any effects that increase CONDITION duration will not directly be included in a specific condition tooltip number. It seemed that only the ones that give BURNING duration will be included in the tooltip number. I haven’t tested that for a while myself but it should be easier now that we can see the condition damage ticks.
Thanks for pointing that out. Testing today confirmed that I am getting 2sec base ticks per burn. After stripping down to nothing and emptying my traits, I also confirmed that flame legion runes are not displaying their increase properly. Hopefully they can fix that.
I just finished gearing out my dude, and according to the numbers I should be getting 100% burn duration. Something isn’t working right, I think. I should be getting:
40% burn duration from food (koi cake)
15% burn duration from runes (superior flame legion)
10% from weapons (one Giver weapon in each swap)
6% from sigil (superior malice in each swap)
20% from Radiant Fire
10% from ten pts in Zeal
Tool tip still lists the burn duration as 1 3/4 seconds, and lasts as long in the field. I’ve already submitted a report. I’m thinking maybe the Runes are bugged. Anyone else had trouble out of Flame Legion runes?
Only thing I’d like on shield is to gain a strike of adrenaline per block. Seems odd to be actively defending in the heat of battle and not get some manner of adrenaline rush. I’d even be happy if they allowed adrenaline gain via Cleansing Ire, since you are getting hit when they smack your shield.
Well you can at least gain might while blocking
http://wiki.guildwars2.com/wiki/Mighty_DefensesBut I agree with Cleansing Ire granting adrenaline on a block (the same way stealth should end if their attack is blocked).
Mighty Defenses is a beast trait. Might stacking pairs wonderfully with guardian rune’s burning block or a frenzied Flurry.
Back on topic, shield skills nontraited aren’t the best ever, and I think you have to devote a trait or two to make it shine. Its a pretty big part of your defensive play.
(edited by Daniel Warren.4968)
Only thing I’d like on shield is to gain a strike of adrenaline per block. Seems odd to be actively defending in the heat of battle and not get some manner of adrenaline rush. I’d even be happy if they allowed adrenaline gain via Cleansing Ire, since you are getting hit when they smack your shield.
I see. Annoying. Last chance is still useful when chained with frenzy. 10sec quickness on bleed condition build is fun times.
Frenzy still increases the speed of a spike, but the server actually cant keep up with you. You land the spike a few seconds before the map responds. You landed the kill, rest assured. Any on kill sigils will prove it.
Whenever I pop frenzy during my sword burst, the speed increase happens instantly. Not so with 100B. Apparently you have to have Quickness before you start the attack or it doesn’t count. This kinda nullifies Last Chance while you’re using 100B since you’re not even getting the benefit.
I’ve field tested this all morning with the same result. Anybody else having this problem? Or is it the reverse, and Flurry isn’t supposed to instantly get the quickness increase mid-attack?
The crit chance isn’t really whats killing people, it’s the frequency of CC. Targetting a single trait won’t fix this.
While 100% would be a little TOO nice (and therefore will never happen), 50% or 66% would be a nice addition. Same for Precise Strikes.
Just remember that all hammer skills telegraph really, really hard. If you cant see an Earthshaker coming, you certainly will the next time. Hammer warriors are relying more on your willingness to get hit than their timing.
I believe that since Anet never plans on adding immunity timers
You mean like zerker stance?…
He probably meant something more global, as in for all classes, and not just this one skill we can use.
Condition damage ignores armor entirely.
Personally, my two sticking points were survivability and mobility, but I also wanted to take full advantage of conditions. So I went with this build.
If it makes a difference, I am usually roaming with a small group of 3 or 4, so survivability is really important. Basically, I’m looking for a build that has pretty good survivability to I don’t die on my group, but also enough damage to keep my own and help my team spike down targets.
Edit: Also, i would really want to use sword/shield, so would condition be my best bet?
I’d go for a balance of condition and power / crit dmg to get the most out of the weapon set, since condition cleansing is The Thing To Do in wvw. My build gets 3000 bleed dmg from flurry at adrenaline lvl1, 600dmg burns from shield block, and still puts out 4-5k final thrusts and 900dmg chain attacks when it crits.
Also, GS works real well for condition builds if you use Forceful Greatsword, as might pumps condition damage along with power.
The answer depends entirely on your playstyle, since everyone has different preferences for going into a fight. The popular builds involve mace/shield and Greatsword (damage), or longbow and swords (condition). Utilities vary pretty wildly, too.
Personally, my two sticking points were survivability and mobility, but I also wanted to take full advantage of conditions. So I went with this build:
But see, thats just me. So first, find out what you’re comfortable with, then what your sticking points are. Someone’s bound to have a build that works around it.
I’d swap out a stance for bulls charge if you want a gap closer without switching traits.
Simple question. You’re holding up this slab of metal to block incoming attacks. It makes sense to me that you’d get a little adrenaline off of it, especially with Cleansing Ire active. So why doesn’t it, and if it did, would it be considered OP?
Rush needs a cleave animation instead of its kittenty uppercut, like fiery greatsword rush.
GS is pretty much ‘The DPS weapon’ for twohanded melee, though. Hammer is the CC niche, LB the condition range, and rifle the dmg range. It has its niche and fills it well, while still allowing for combo potential in non-dps builds. It complements condition builds very well with the right spec.
In a skirmish, I guess its best to just try and destroy everyone else while kiting the warrior?
This is usually the case, yes. From my wvw and pvp experience, most players consider the warrior last when dealing with groups.
Honestly I like Flurry how it is now. And for clarification 8 stacks of bleed are only for 1 bar of adrenaline, with 3 bars you get 12 hits and 12 stacks of 2sec bleed (3s if traited) (plus maybe additional bleeds from critical hits).
All the tooltips suggest the bleed rate is a flat amount regardless of adren, only immobilize increases. This wouldnt be the first time the tooltip was wrong, though. Disregard that, tooltip was correct on last test.
Untraited, I flurried a mob with full bars and got 2sec bleeds, but the stack number never climbed past 8. Probably due to the short duration.
I’d assume the reason the bleeds are spread out are for balance reasons in PvP/WvW (and to a much lesser extent PvE). If they were all tied onto the last hit we would “never” land it, seeing how people will stun break and dodge out, or some NPCs will stun/knockdown. If they were all tied to the first hit then it would be the exact opposite, and we’d always land all of our bleeds. And if anyone bothered to cleanse they wouldn’t get much out of it (considering the very short bleed duration).
See, I like the idea of bleed stacks on opening hit, but it should also be tied to the immobilize if that were the case. I dont actually see a hit for the immobilize. And with all the condition cleansing available you dont usually land those extra hits, but would make it extra dangerous as a burst skill if they can’t excape.
It’d also allow us to chain it to something stronger, but still get maximum damage. Flurry (12 stacks of instant bleed and 4s immobilize) —> switch to a different weapon set mid attack and use some high damage attack or another burst skill while they are still immobilized (I’m thinking either 100blades or a different burst skill).
And in this case, even if we cant, the burst damage does its full job for condition application.
Also thematically I think it ties into the way the skill works now. Each auto attack gives 1 bleed (besides the cripple) just like each swing of flurry gives 1 stack of bleed. Also mechanic wise, currently 1h sword and bow are the only surefire ways to use cleansing ire. Technically it’d still work with the sword even if all the bleed was on the first swing (but then the blind would still negate almost all of the damage by making you miss on the first hit spike). Plus there have been times when I’d hit my main target with Flurry, only to have other targets walk into the path mid skill. They wouldn’t be immobilized, but they would take damage and get bleed stacks. Another perk of leaving it the way it is. I think the fact that the damage is spread out gives for a more consistent dps.
If we let it stay, I think the duration of the applied bleeds should be increased. 50% seems too big a bump, though. Maybe 25? I dont know how partial seconds count for bleeding, if they count at all.
(edited by Daniel Warren.4968)
Flurry. We all know it, most of us have probably used it, most of us probably hated it. The immobilize is good, the damage is decent (when it lands) and the bleeds should be powerful, right? Here’s the problem: you have to land the entire chain to produce all 8 stacks of bleed, and those eight stacks are applied independently, which makes the overall damage sub-par at best. We have a few skills that apply multiple stacks of bleeding at once: Pin Down and Riposte. So why not instantly apply 8 stacks for Flurry?
Discuss!
(edited by Daniel Warren.4968)
With that much raw healing I think you could stand to lose March in favor of clearing conditions every time you use Arcing Arrow, but that’s just me. I never enjoyed LB, I’m more of a “kitten -the-torpedoes-I’m-going-in” kind of fighter.
Heal Signet is great if you’re fighting someone with no burst ability whatsoever, which is… uh… Well, I haven’t met them yet, but the point is burst damage eliminates the threat of tick healing even if its for 450/sec. Anyone wanting to utilize it has to trait, spec, and pick weapons that give them breather frames, like shield block or endure pain, and that’s a whole what, 7 total seconds in a 30 second span? Everything else comes down to timing.
I tend to steer clear from weapon sets that impair my movement, and LB fits that mold. I like it, and it’s useful for back-end support, but I’d rather have mobility than range.
Far as I can recall, only Skull Crack and Flurry have instant casting time. GS telegraphs, Axe telegraphs, Hammer telegraphs so hard you can see it from space, Rifle has that channel and LB arcs before igniting. Apart from Pommel Bash, Crack is the only fast mace skill. Mace overall is pitifully slow, and if it wasn’t for Crack it’d probably be considered the worst melee weapon to bring along. So yeah, it’s instant cast, but in the grand scheme of things is the only real threat to a weapon set that severely lacks mobility and fast cleave.
As a strict condition build, it’s pretty good. But why the sole focus on apothecary armor? You can divvy up all that stacked healing into power and precision by mixing rabid, rampager and carrion armor. That way you’re not entirely relying on your conditions.
Also, you’re really hoping they just sit inside your fire circle while you apply more damage. My time with the longbow taught me that people know how to run the hell away real, real fast.
Other issue I see is condition removal. You have one reliable utility and the elite signet every fifty seconds. Since you’re using bursts so often I figured you’d choose Cleansing Ire over March.
For comparison I’ll post the condition regen build I tweaked over the last couple months. Similar in principle, just a different approach
Skill lag, framerate drops, and severe bandwidth congestion because the gerbils powering their servers need a break too yknow?
Im pretty obsessed with stances now. I find balanced stance better than dolyak signet as you have better uptime of stability. When i have used dolyak signet it just felt like the passive (180 toughness) isn’t worth the increased cooldown.
I also run with cleansing ire so i prefer to use berserker’s stance as opposed to signet of stamina. the 8s of condition immunity (unless they boost duration) is really nice and you can completely destroy condition builds with it. I do like signet of stamina’s passive though, increases to endurance regen are awesome however it doesn’t stack with vigor.
I also don’t like the active of signet of fury as adrenaline isn’t something that i find difficult to build. As for signet of might the active is awesome but i got used to using auto-attack to remove aegis from before it gave unblockable hits.
Signet of rage, however, is a mainstay of every build i have.
I run some of both, but use Sig Mastery over Sure Footed. Rage Signet is my starter buff for fights. Dolyak is my eject button if Endure and Balanced are on cooldown and I’m getting blitzed. Healing is my last ditch, but the low cooldown + adrenal combo is fairly forgiving. Another second of invuln and two more seconds of balanced arent as useful as a 16s heal. In fact, sure footed just isnt that appealing over cleansing ire.
Maybe if sure footed affected shield stance…
I think it’s unfair to compare sure-footed with sig mastery as they’re in completely different trees. If sig mastery was also an adept trait in defence it too wouldn’t be worth it. I think you should compare sig mastery with the adept trait in discipline that affects stances: vigorous focus (8s vigor on using a stance).
Fair point. I made that comparison because they both increase the life of their respective skills.
Between vig focus or sig mastery, I’d still go sig mastery, mainly due to rage signet.
I dunno.
If they do that, I would want them to either boost Dolyak Signet too (such as lowering the CD or giving it a longer Stability) or to give Balanced Stance something other than Stability.
Mostly because if we’re talking 40s cooldown on 8s stability that cannot be removed in any way against 60s cooldown on 8s stability with a passive 180 toughness, I dunno how much of a contest that amounts to.
Stabilty + swiftness, dont forget. Also, traited with sig mastery, dolyak is 48s.
I run some of both, but use Sig Mastery over Sure Footed. Rage Signet is my starter buff for fights. Dolyak is my eject button if Endure and Balanced are on cooldown and I’m getting blitzed. Healing is my last ditch, but the low cooldown + adrenal combo is fairly forgiving. Another second of invuln and two more seconds of balanced arent as useful as a 16s heal. In fact, sure footed just isnt that appealing over cleansing ire.
Maybe if sure footed affected shield stance…
So, an update.
I tweaked and tweaked til I could tweak no more, and finally found zen.
I figured since I’m using sword and burning block, I might as well make them threatening. Some explanation first.
Every time you stack might, you stack condition damage. This reflects actively, so when you apply bleeding and burning, those damage values increase as condition dmg increases. This build offers 100% bleed uptime, constant bleeds, constant might stacks, constant healing, and a little tankiness. Burning block is the icing, and with 1000 condition dmg shouldnt be taken lightly. I’m enjoying the hell out of this, but your mileage may vary.
Stunbreak doesn’t clear immobilize, and that’s a control effect. Condi removal clears imob thou, so…I don’t really know anymore.
Immobilize isnt really a control, though. Its in the same ballpark as cripple. Hinders movement, no restriction on skills. Its not like there are skills that still teleport even when immobilized or any—
Wait. Oh.
/NOWAY
Rush increase your speed, has a range of 1200 and inflicts dmg and this are more than enough “boons” for one skill.
Also have Skill #4 a cripple effect, to slowed down your enemies.
If you want have a weapon with CC then use the hammer, rifle oder maze.
Increase speed is laughable unless youre talking about noncombat, and even then its easy to see coming. Most of mine miss, if not from the poor lock-on, then during the wind-up for the slice. You dont see anyone griping about it, or mentioning it at all, for a reason.
Hm, fair enough. Its such an odd man out for a condition, though. Every other condition damages some aspect of you (healing power, skill recharge, movement, endurance regen and outgoing damage) but none of them force an outright miss.
Didnt think of that. Would that nerf blinds entirely?
The way I see it, the major difference between conditions and control effects are:
Conditions deal with damage, either causing it or lessening the effect of an opponents.
Control effects deal with the opponents ability to attack by acting as a hinderance.
Blind prevents a player from landing an attack, effectively being a one-use disable. So, wouldnt that make it a control effect? What would be the downside of this?
Even with the newest patch changes, Rush is subpar. The tracking is still loose and the damage is surprisingly minimal compared to other slot five skills. It doesnt even cleave, counter to every other GS skill (not counting the burst, thats a separate issue altogether). So what would truly fix this?
My thoughts,
Add cleave effect with animation from fiery GS
Add a condition in line with sword style (vulnerability, bleed, cripple) OR
Add a boon, either on execution (3s stability) or on hit (might?)
Better whooshing sound
Discuss.
JQ reporting
Health: 20780
Armor: ~3300
Power: ~2800 base
Crit Chance: ~50% base
Crit Damage: 55%
GS | S/Shield
Endure Pain, Balanced Stance, Berserker Stance, Rage Sig
0/20/30/0/20
Honestly my only issue is the latency. 100 v 100? Fine, that’s a totally valid fight and SHOULD be epic as hell. Give us the bandwidth to use a skill, for goodness sake.
Small update: After more testing in WvW (and having to put up with about eighteen blob fights), I decided to change a few things. Most notably are the utility swaps (Berserkers / Balanced stances) and a couple armor pieces.
Feels better in those huge groups, and more rounded against condition spammers. I feel sort of pigeonholed into using berserker’s stance, though.
Condensed version: What’s with all the lag?
Long version: For about three weeks now I’ve been noticing steadily heavier latency when going up against large groups. Skill lag, health lag, and a few times total unplayability. I’ve had to bail on a few BLs because the lag was so great that I couldn’t go two minutes without a client disconnect. Now my machine isn’t terribly beefy, but my bandwidth is either cable modem or fiber (campus net, no bandwidth limiting for this type of traffic before any tech-heads ask). I’m fairly certain it’s not my computer causing this kind of slow-down, and like I said, it’s only been happening in the last few weeks. So,
1) How much of this lag is server-side?
2) Is this server-wide, or does it only affect certain instances?
3) Is flooding an enemy server with an overwhelming amount of soldiers some new strategy for zerg-wiping?
Server’s JQ for the curious.
Here is a chart I made. It may be helpful since the discussion has touched on toughness mitigation levels. Horizontal = Armor Vertical = Damage received. 100 – the number shown will give you % mitigation at that Armor value.
Also, a question for you because I’m away from my PC and can’t test for a couple more weeks. Does the burning block add 1 second on every strike? Or does it refresh the current stack to 1 second? From what you said, it adds 1 second, but that isn’t how I remember it working.
Thanks for the graph. So going by this, if I pop my dolyak signet and lose my thick skin, I’ll still be around 3200 toughness, which seems to be the ideal level others have mentioned.
And from the tests I’ve done (pve and wvw), multihit attacks stack burning for every strike. So a zerker warrior frenzying with hundred blades should add about 8 or 9 seconds of burning. This is also true of any wells or fields you might be standing in. But again, I’m not sure if the burning damage is being increased as my might stacks increase, so I need to do more testing.
Great suggestions, folks. Let me dig through these while I have time:
Blinds:
The 1v1s I’ve had recently involved some manner of guardian, ele or thief making ample use of blinds. The condition itself, imo, isn’t as detrimental as long as you can stay on-target. Between autoattacks, the GS whirl, and the hydro sigil, I can clear the condition in a swing or two. Yes it’s an annoyance, but it forces me to watch what I’m doing and not spam those burst moves until I’m more certain of a hit.
Conditions as a whole don’t impact me too much with this build, as the regen makes it fairly forgiving. I’ve fought a fair share of necros who mostly utilize fear wells and poison. Thief d/p builds are harder, but not impossible. I don’t think they expect non-zerker warriors.
I think 3600 armor is a little much overboard, you get to a point where it really isn’t efficient to stack so much and where conditions in general wreck a lot more havoc. Anywhere around 3000-3200 is good enough. Your HP is Ok, having 22-23K might be better for your build.
IMO Furious Speed is a wasted and unreliable trait. In WvW it isn’t hard to gain swiftness, while you yourself can easily attain perma-swiftness. You can achieve better uptime on swiftness by getting a Warhorn, getting Lyssa Runes, using Balanced Stance, investing into tactics, etc. Furious Reaction for extra uptime on fury and vigor would be a better choice.
You’re probably right about the overabundance of toughness, I may switch balanced stance over dolyak so I don’t have to plunk down more internet golds. I’ll check the damage differences today.
I played with Furious Reaction for a while before trying Speed. I’m just not a fan of the cooldown. I don’t like traits where I’ll only benefit 1/3 of my combat time. Speed isn’t quite as bad since it works on ambient creatures, and in 1v1s nobody expects the non-warhorn warrior to chase them down.
Healing Signet isn’t a terrible choice for certain situations, like if you are in a zerg and can withstand a lot of the burst. I myself prefer mending for condition removal but that is up to you.
If you like the idea of healing, I would suggest going a shout build. With 3 shouts you get 3,600 healing every 20-25 seconds. Or going runes that give you regeneration and longer uptime such as Lyssa Runes, Dwayna, etc. Also, Mango Pies are a more reliable source of healing than pies so consider using those.
Healing signet doesn’t get any breaks around here. The passive heal is wonderful, especially if you have two chances to go invulnerable (endure pain and shield stance). Also take that time to use its active heal since the downtime is only 16sec with Signet Mastery. I’ll give mango pies a try, though.
When it comes to shouts, I’m not a fan of them. I’ve fought shout healing builds, 1v1 and in zergs, and they tend to be squishier even with the added recovery. Maybe its the way those were specced and they weren’t doing it right or something. I also tried Dwayna runes for a while with the added regen uptime, and some Water runes for the 15% boon duration. I may switch back to those, depending on this next part actually.
Burning Block especially with your build is really meh, you have very little condition damage. If you are looking for something to that effect, except better, go the Missile Deflection trait. Or again go Lyssa runes for extra uptime on retaliation.
I like the surprise aspect of torching someone for seven seconds because they wanted to 100b / whirling wrath my shield. If burning works the way bleeds work, the damage increase is based on your current condition dmg. Using a burning block with mighty defense, you can gain condition dmg very quickly. In zergs it’ll max my might stacks near instantly. So I guess whats hanging me on this part is if the burning damage increases as my condition dmg increases. If not, I’ll probably drop it.
You use a greatsword yet you do not have a lot of damage. Personally, your build would be better tailored to a hammer in which you can go upfront, CC the crap out of stuff, etc and probably deal more damage.
I tried hammer for a little while, and it’s uh… slow. Real slow. All the attacks are telegraphed from a mile away, and most people have at least one source of stability to counter CC warriors. In fact, I see stability more than swiftness these days. For my playstyle, I’m more comfortable with weapon sets that keep me maneuverable. And with forceful greatsword my damage isn’t zerker levels, but its still formidable.
Thanks for the build! I’ve got some money to burn after these achievement chests, I’ll try it out later. Actually, I do have a question about the Fire sigil and the Hydro sigil. They share a cooldown, right?
First, the build:
Now, the words: What I have here is the result of months of back-breaking WvW labor (read: lots and lots of bodies, my own included) in an attempt to find a viable, stable, and most of all effective regeneration build. Some highlights:
3600 base toughness (says different on the skills page, but my base with GS and no buffs is 3603)
Base crit chance of 50% (with food)
Perma-swiftness (assuming you punch something every 15 seconds, which isn’t hard to do)
Constant regen: Signet + Adrenal Health + Dogged March + on-crit food (they’re actually slices of dragon roll but whatevs).
Fistful of Stun Breakers: dolyak, endure pain and stomp.
Burning Block: It’s unexpected, it’s hilarious, and it works on groups!
Two sources of might stacking: Get strong when you block, get strong when you swing.
Mobility: Sword leap and GS can get you out of most tough spots.
Survivability: Did I mention the regen and the toughness?
I’ve been running this build for about three weeks now, and I’m having a ball. Every battle is intense, but not out of my control, even against thieves. I’m sometimes inclined to switch out Mighty Defense for Mobile Strikes, or Dogged March for Shield Master, but the overall effect is the same: wade in and start punching.
Thoughts?
You’ll want to spec into Strength, buy +condition duration runes (Mad King, Lyssa, some others I forget) and eat some +condition duration food for the WvW times.
Also, wait to use it until your enemy’s right in your face.