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Best Warrior Healing Skill?

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Healing is not always better when having higher healing power. Every healing skill is unique and have different scaling with healing power so you should check out them from wiki to see which will benefit you the most.

Regen is scailing with heal pretty well, which makes it usefull with +healing, adrenal health and dolyak’s will not scale with +healing at all so keep that in mind. I don’t remember if shouts scale with +healing or not but that can be easily tested in the mists.

When deciding to go for passive regen or burst heal it really depends on your role, playstyle and spec. Burst heals are really good for burst builds as you can quickly heal up and burst again. I prefer regen with tanky warr since regen becomes better the longer the fights last. You should figure out what kind of heal your build needs ( burst or regen ) and then decide which heal to use. Mending for burst heal and condition removal, adrenal for more adrenaline and a big heal ( scales well with adrenal using builds ) and the signet is your only option if you want more passive regen.

Note that regen is also more usefull when encountering some random damage and pokes you get from aoe attacks targeted to an ally next to you. (mostly rifle warrior in wvw)

how can you beat a bunker gaurdian?

in Necromancer

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Necros don’t have the burst damage needed to kill a bunker of any sort…

But mages, guardians, and engineers are capable of building bunkers that 5-10 people wouldn’t be a match for, so don’t feel too bad about it.

I don’t know if you play tPvP but if you are en experienced player you should know that no one can stand the damage of 5 people in one point for long without using invlunerables and doges. Once they are used, you will be dead. I play bunker guardian or antibunker necro with my guild mates in tPvP and yes, you can tank a lot of damage and I mean A LOT from 5 people but there is no way you can survive on the point without the help of your team. 1v5 will result in death in about… 15 seconds if I have all my skills ready.

With corrupt boon, engineers are actually the easiest ones to kill as they lack condition removals and do condition damage (which I throw back at them for even more damage). Elixirs are their best condition removals (elixir c) but it has a long cooldown.

You don’t need bursts to kill bunkers. Bursts can be usefull to execute them but they are not nessessary (in 1v1 fights). For gw2, like most games, tanks (bunkers in this case) are built to take bursts and the fastest way to kill them is high dps.

how can you beat a bunker gaurdian?

in Necromancer

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Imo corruption necromancer is one of the best, if not the best, antibunker in the game.
As with every 1v1 situation it depends on your and your opponent’s skill level and builds. Some builds have it easier to fight other builds. I think dps and poison with boon stripping is the best way to kill bunkers. Corrupt boon may be usefull but you need to time it (just after save your selves is one of the best moments to pull this off). If he has a signet you can stop his every healing attempt with ds 3 if he does not have stability (corrupt boon will change stability to fear so you can stop his heal this way if he is low on health).

I don’t suggest running onto the point straight ahead against bunkers as they often build them selves to be most powerful while holding a ground (= a capture point) and fighting in a small area.

Fear and Ledges

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

As a necromancer player since beta i must say

The thing is… You can. You can “walk” people off the edges. Every edge that you can fall without jumping is compaitable with this. You just have to make a note that when you are fearing your opponent A: he/she will walk thus not going back a great distance B: he/she is walking to the direction directly away from you and C: fear last for 1 sec if not traited (which is kinda sad but I can live with it)

I do this everytime I can. It is all about the timing and you need to juke your opponent near to the ledges. One great way is, if you are fightin against a melee, lure your opponent near to an edge and juke to side and fear him. I suggest using death shroud for fear a single opponent (as this is quickest way to fear and has lowest cooldown and is available for every necro) and extend it with staff 5 if needed. If you are having hard times and really want some cc you should take soulreaping traits fear lasts longer and reduced cooldowns in DS.

Also make a note that chill and cripple will greatly reduce the distance your opponent will walk and immobilize will root him in place (immobilize + fear = a stun, in practice) so be careful not to chill your target if you are planning to walk him off an edge (in other words avoid these when fearing down the edges: staff 3, scepter 2, axe 3, dagger 3, death shroud 2 ). I haven’t tested if swiftness on an opponent increases the distance he walks while in fear. This would be an interesting mechanic to counter swiftness if it works. :P

Death Shroud

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Death shroud feels kind of useless in means other than meat shield for condition necromancer… I use it to eat thief and mesmer bursts and prevent thieves from going stealth and opponents from healing as the fear is one of the fastest 1 target interrupt to pull off in the game with somewhat moderate cooldown.

I think they should make it something like, you would regenerate your shroud to 50% when out of combat at the same rate ranger pets revive them selves. Having it regenerate to 100% would be OP though…

ANet ment DS to be defensive so I don’t get the point why there are some offensive orientated skills in it (1 and 2)… 1 can be used for might stacking and vulnerability stacking, though, so you can burst better with power builds after getting out from DS.

Imo they should make 2 almost instant cast and ground targeted as necromancers lack leap abilities… The only ones being nr 2 in DS (requires an opponent) and flesh wurm with cast time that lasts for ages if trying to pull it off in the middle of the fight. Ofcourse spectral walk too is a teleport but it has no use outside of swiftness when in wvw. Maybe make it like this and reduce the damage as it does very little even now and improve the chill by making it a small aoe (130 radius or something) and even add a finisher too (leap or blast) as necros lack finishers. This way it could be used defensively to get away or aggressively to apply chill (and weakness with chillbane) and increase opponents skill recharge and decrease their direct damage.

I don’t think the life force draining should be deleted as DS is your alternate form not your main form, but the 50% shroud would be usefull then for getting from point to point a bit easier and letting you have some death shroud at the start of the fight. Even 25% would help. Ofcourse this should not drain any life force if you have over 50 at the end of the fight.

I like the idea of DS beign more cc and “defensive play” oriantated but at its current state it does everything but not so well.

Also DS dancing is feels quite akward, I think exiting DS will have an aftercast of 0.5s? Should be max 0.1 for shroud dancing to be effective with the 50% DS cdr.

Is the class still bad?

in Necromancer

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

I played necromancer in the beta and it was the one I rolled on launch. After hitting lvl 80 I felt relatively weak compared to my friends and googled about it and almost cried after I saw all the bugs and things so I re rolled.

Now after having 3 lvl 80 characters and after playing almost every profession in the game ( I havent played ele and ranger yet but will soon ) I came back to using necromancer as my main because ANet has fixed A LOT of important issues. My opinion is that necromancers are on their way or nearly at the state they should be.

The thing with necros is imo that their playstyle differ from every other profession. Conditions are your friends even when you play power necro. The key to necromancer is the managing and stacking of right kind of conditions and dealing sustain damage. It is really hard to pull off big nukes with necro outside lich form so if you like heavy bursts re roll thief, warrior or elementalist.

Power necromancers are really good in 1v1, but the lack of aoe skills (out side of staff) really hits hard. Conditionmancers instead can have it hard to 1v1 if they don’t have full shroud at the beginning of the fight. PvE is piece of cake with staff and conditions so lvling shouldn’t be a problem. Minion master is one of the easiest builds to max lvl. Hybrid builds (power + condition) can be tricky and hard to survive ,but well played you can fill every slot with them.

For me condition builds are the most effective damage dealers and minion master ( built condition or power as minion damage is not affected by your stats ) offer the best tankyness. The key with conditions is to have epidemic as it is your bread and butter to 50-80% aoe damage increase to 5 off targets.

In tournament play conndition management is the key (warriors and mesmers will thank you) and ofcourse plague signet + epidemic can change the tide and corrupt boon will execute bunker builds. Condition management is your job in dungeons also. In wvw its all about epidemics and marks and you should grab spectral walk or signet of locust instead of plague signet.

In wvw your roaming is worthless but your siege defence and wall pokes on attacking are amazing with greater marks and epidemic. Blood is Power can also add extra damage throught the might which can be wery usefull. Just remeber that necromancers have the worst mobility of the game together with mesmers so you should always stick to the group. If you want to run after lone targets after big zergs have been killed you should re roll a thief, DD elementalist or GS warrior. Necromancer have the best condition damage in the game and they have the best ranged aoe dps in the game imo.

Necromancers shine in condition control, aplying conditions and sustain damage. You should never be in the middle of the fight if you are not full tank. Necromancers are most effective when they are let to attack from a safe spot providing support for allies while dealing heavy damage. If you find necromancer awfull then you should re roll as their playstyle won’t suit yours.

(edited by DarnDevil IV.2143)

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

http://www.guildhead.com/skill-calc#mcMzM9mMgoLMMgoMM0xax0ckqmcoz8khT70z7070c7kIM70V7ow370m

Follow that directly, you will be a TANK that can put the pain on any thief you come across, flamethrower is the thieves WORSE nightmare? hes stealthed but thieves are ALWAYS in melee range, so if he stealths just flame and run in circles until your combat log hits something.

Your almost dead? Switch to heal kit, heal for full, repeat, he will eventually have to run away.

El.
Oh.
El.

You have no clue.

Seriously, I’m cross posting this to the Engineer forum for laughs.

You take conflicting talents. You take broken talents. You ignore good talents. Seriously, this is the funniest thing I have seen in a week.

What exactly did you expect from a Thief player who tries to claim he’s not OP? These guys are FOTMers, and will defend their crutch to the bitter end.

A full-power Thief is not intimidated by 30k HP – I speak from experience – the Mug/C&D/BS combo can hit for up to and over 20k even on full-bunker specs, then it’s a matter of two more landed heartseekers (up to another 10-15k) and nobody will survive. Nobody, hear? I never met a player I couldn’t own with my Thief (even if occasionally I need a second bite at the cherry – simple thanks to stealth).

With quickness on it takes a couple of seconds max – and let’s not forget we aren’t at some LAN party, we’re dealing with undetermined latency of anything up to a full second.

As a D&D player, I’m quite familiar and comfortable with insta-kills, the difference is that they have hard counters in every single case – maybe it’s unfair to compare a game/system that’s been evolving for 30+ years to this game been out for a few months, but the designers need to pull their heads out of their butt for a moment and act before this becomes Thief Wars 2.

Save my Thief, nerf her

It’s just… Wow… You claim thet heart seeker can hit for 10-15k dmg in couple hits through bunker builds… I am not going to give my comments on that anymore… I have done it already ( do you guys follow the forums or just make new posts on it in anger? )

Let me quote from my post from page 29:

“Common mistake: not knowing your weaknesses and not paying attention to them. ( many parts of the clip )

Again from the same clip, let me introduce you the importance of thoughness. at 4:18 a heavy armor wearing warrior with low thoughness is hit for 2600 damage while he is below 25% hp with heartseeker at 4:18 ( this would crit for 5 to 6k ) while an asuran guardian ( yes, there is an asuran guardian on top of the downed norn warrior ) gets hit by two criticals with heartseeker for only 1756 and 2289 below 25% hp at 5:30.

There is a reason why these montage videos rarely include clips where thieves take on tanky builds 1v1."

The clip I am talking about:
https://forum-en.gw2archive.eu/external?l=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D9RvLnC6nSR4

She is clearly condition damage isn’t she.

For me the biggest problem with thieves is the culling issue in wvw and their incredible mobility combined with stealth which gives so little feed back that it is impossible to track or catch the thief with a good play. You need to be a thief yourself and play lottery in order to catch one.

Theory crafting: Power vs precision

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

+ problem.p +

I don’t have to give you any calculations to let you know, warriors #1 = faster than engineer #1. DPS will forever be different based on time.

This post is for B1FF

I just want to point out that I was not interested in how much dps you can get. I was trying to calculate how you can achieve it ( with #1 skill on warrior axe, when getting stats from traits)

In my opinion the overall best dps can be achieved by condition/power build, otherwise I don’t see the point why bleeds and burning exist.

(edited by DarnDevil IV.2143)

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Two things IMO:

1. Revealed debuff lengthened. Not to some ridiculous 30+seconds, but 4 or 5 seconds instead of just 3.

2. Hitting a stealthed thief with an attack (has to be a new attack, not just condition damage ticking) will cause them to have the revealed debuff when their current stealth ends. Not pop out immediately, but no more just using C&D 1/2 sec after you come out (and likely before you are even rendered again) over and over and over with impunity, no matter how many aoes the multiple people searching get lucky with.

Stealth atm is a bit too good of a defensive ability considering its effective cooldown, while also being a good offensive ability.

I think the revealed buff lengthing will be kind of fixed if they ever can solve the culling issue as it would give youmfew more seconds to see the thief

I think making stealth break if hit will just kill the profession. Something more like better feedback for hitting a stealthed thief ( ofcourse when a thief evades your hits by dodging this should give no information at all making it possible to juke with dodge ), forcing thieves movement speed to normal while in stealth ( this would make some kind of trade off situation for going stealth and it would be easier to catch a thief in stealth ) could be more potential changes.

As for now I have been using Fleet Shadow and it just feels ridiculous when I stealth and have 50% ms. According to my knowlage, 50% movement speed was only achievable by engineers using super speed ( slick shoes toolbelt skill ), 50% ms for 5 seconds on 45 sec cooldown or down to 31.5 sec cooldown if traited 30 in tools. Thieves can now easily achieve 8 seconds of it on 30 sec cooldown ( CnD + hide in the shadows ) and 15 seconds of it on a 50 sec cooldown ( I assume you dont use cdr on deception skills ) with shadow refuge ,15 in shadow arts and 10 in acrobatics. In addition, thieves are not visible for the whole duration. I don’t understand why did they ever buff the trait for me it feels more like an allowed exploit than buff.

EDIT:
@muscarine

You have a good point there. We have 4 seconds to decide when to attack ( with 15 in shadow arts using CnD ), this should be more than enough to choose the perfect moment forcing stealth to be more like a defensive mechanism with offensive capabilities but making it not to forgive your miss playing.

I believe that small changes can make the difference instead of nerfing every thing a profession has. This is with all professions.

(edited by DarnDevil IV.2143)

Theory crafting: Power vs precision

in Warrior

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

What doesn’t make sense is why they didn’t just solve with the current high-end gear.

The only practical questions to be solved are the following:

1. Using Berserker gear with a 30/30 spec, do you want a power or precision Sigil?
2. Using Berserker gear, with a 20/20 spec, is 100 power or precision better?
3. Using Knight’s or Valkyrie set of gear, do you want a power or precision Sigil?

Basically take those 3 answers (and how much one or the other is favored) to determine your gear / spec strategy.

It’s pretty common sense that X * Y is greatest when x and y are equal. That’s like saying the sky is blue. E.g. the reddit post makes me yawn. What’s more interesting is finding out if the existing stats in the game are imbalanced so that power or precision are generally more effective. Last time I looked at it, I think that power won (also from casual review and analysis from other players at other times) for raw pew pew.

Precision has a lot more additional synergy with Sigils, traits, procs, and other random stuff though.

I could try to get an answer for the situations you introduced when I get off from holiday the guestion is which profession you want me to use for each situation? As with 20/20 spec you have critical damage if you are a thief but not if you are a warrior. And which weapon and skill do you want me to use? ( I will get the power scaling by testing steady weapons ) Also I would preciate if someone could post the stat bonuses gained from full exo berserk, knight and valkyrie gear as I do have only rare sets in pve.

(edited by DarnDevil IV.2143)

Theory crafting: Power vs precision

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Thats why I want to calculate the thing and find which stat combination can bring you the highest dps. Some guy told me that precision will bring you more damage than power ( which I do not think ) and I’m trying to calculate how the thing really is and will critical damage flip the tables around or not. Ofcourse it is clear that the best direct damage you can get is from berserkers gear.

Theory crafting: Power vs precision

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Reserved for future calculations.

Theory crafting: Power vs precision

in Warrior

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Reserved for future calculations.

Theory crafting: Power vs precision

in Warrior

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Reserved for future calculations.

Theory crafting: Power vs precision

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Many of us may be wondering which is better dps wise. I tried to combine few functions and calculate it my self.

NOTE: my calculations include a lot of rounding and they may be incorret as I am stuck on my holiday with just a crappy touch screen freebie calculator and I am not able to use my own calc which I use with my studies. Please if you know something about mathemathics could you kindly check the result as it can be a bit off.

If you find any mistakes please point them out so I can correct them. Even a small one can change the result.

So. What I did is that I calculated the damage for warrior axe 1 attack chain and created a function where I was able to calculate the max damage when getting power and precision only from traits so if you take 10 in power ypu lose 10 in precision with the max of 30 trait points.

So the power scailing avarage for the whole chain is ( 0.75+1.6+2.55 ) devided by 6 which equals about 0.817 power scaling on avarage for one hit. Then I calculated the total damage for 100 hits assuming that the game would obey critical chanse perfectly.

This is D= a*NH + b*CH

Where D is total damage done with 100 hits, NH is the damage of a normal hit, a is the amount of normal hits, CH is critical hit and b is the amount of critical hits.

For weapon strength I used 952.5 which is the avarage from exotic lvl 80 axe and the armor value I used was 2600

x equals the power gained from traits which is a number between 0 and 300

NH = ( ( x + 916 ) * 0.817 * 952.5 ) devided by 2600
a = 96 – ( 300 – x ) devided by 21
CH = same as NH except you add also 1.5 as a multiplier for the total power like other multipliers
b = ( 300 – x ) devided by 21 and then add 4

When I calculated the function D out from this data i got something like this:
D= -0.0072 times x squared + 26.12x + 29905

Result:
The biggest value this function can get when x is something between 0 and 300 is achieved when you have 300 power. So at least in traits power seems to be better than precision when going for high dps.

I would like to calculate this in general for the game as I believe power is better than precision but I am interested that what if you have high critical damage stat, would that change the thing, but for that I need my calculator and some more information. The informations I need is:

1. What is the most amount of power you can get from stats and what is the biggest precision value then. ( in pve means that what is the max power gained from equipping full exotic berserker gear and getting 30 trait points in power trait line and 30 in precision )

2. What is the most amount of precision you can get from stats and what is the biggest achievable power value then. ( if total value of precision will go over 2932 cap it there and try to get as much power as possible as total of 2932 precision equals 100% crit chanse )

3. What is the biggest critical damage amount you can get when you go for situation 1 and 2 ( note that this also depends on the profession )

With that information I think I should be able to calculate how you can achieve the biggest dps with axe chain or any other skill if you know the power scailing for the skill you want both in spvp and pve if I can just get the max stat information from both environments.

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

For everyone intrested in power over precision theorycraft I deleted my own posts as I found this off topic in this thread.

My posting shall continue here

(edited by DarnDevil IV.2143)

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

You don’t have to hit anything to get the buffs off the steal to pop.

You do have to make the steal skill trigger to get the buffs but you don’t have to hit anything to make steal trigger. You will be on the long cool down when it triggers.

Steal traited to get the buff with swiftness, superior centuar rune to give swiftness on heal, and running along a warrior using horn, I was able to steal and heal while the warrior blew their horn and I had swiftness stacked to 1 minute. Didn’t steal from anything, just making it trigger is all. I never got any kind of item in my steal box either when I just triggered it. Just a long cool down.

Yeah, except it doesn’t work, because I just tested it in SPVP.

Could just be in sPvP then. Didn’t follow the whole discussion for this bit on steal and didn’t know we were talking about sPvP. I know I’ve done it in WvW and I’ve also triggered it in PvE. If I was just trying to scoot through a spot, I would often trigger steal for a little extra speed boost. Just make sure nothing is targeted.

Either way, it has to trigger and gets put on a long cool down when you get those buffs. Endless stacking like the post you all were talking about I don’t think is possible unless you have help from other players.

Guess the wiki got me this time meh… Gonna find and delete the edit tomorrow

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

And just to continue a theme – ANET please nerf the thief down to normal levels so I don’t have to learn how they play like 99% of the population people I know want.

Fixed it for ya.

You’re welcome.

Nerf thieves so they can actually learn how to play.

Best quote in this thread. Thiefs = kill people even if they are not skilled.

Other 7 profs = if you don’t play well, you’ll die fast.

That alone imo is unfair.

Not really, what I notice is people who are unable to play thieves whine about them being overpowered, because its harder then they thought when they actually PLAYED it, but they still get beat on there mains.

I find the other 7 classes much easier then thief in comparison, miss a cooldown? whatevs I got 9 more I can use! Miss a Thief skill? … FF——.. There goes half my initiative!

I just see players who try thief and do nothing but spam 2-2-2-, get killed and come on here and whine, an actual backstab combo is hard to pull off when your enemy knows what hes doing, to be honest I don’t see many backstab thieves at all anymore in spvp, although I still see lolheartspammers.

Elementalists have a high skill ceiling, shove on 100% critical sigils when switching attunement and bloodlust sigil, spec for attunements/critical damage, go full bunker, then proceed to roll your face across the aoes, hit everyone and get all boons by mashing f1-f4!

I literally see videos of them facerolling and killing everything with massive aoe damage, able to outheal everyone with 5-6 permament buffs.

You know how many boons thief has usually? 0, why? because we have some of the worst traits in the entire game, and limited weapon sets as well.

I don’t know what classes you have played but if you play any other class with glass cannon build missing one skill can mean death for you. Specially if it has a 10 sec cooldown ( on cc skill ) as even 5 seconds can make the difference in pvp and you cannot be invisible ( except mesmers ). I wouldn’t say thieves are in an unfair position as their initiative system let’s you try again if you miss an important skill and after missing those 2 cloack and daggers you can always hide in shadows and make an escape and recharge as thieves have the highest mobility in game together with dd elementalists, with the exception that they have access to stealth ( which is amaizing when doing jukes ). I don’t say it shouldn’t be this way but I don’t understand why you see them under powered. As long as I have played thief I have liked the initiative system as it let’s you choose which skill to use and when. As long as you have initiative you can always use the best skill for the moment or burn your initiative on 1 skill ( mainly cloak and dagger for me as pistol dagger rocks ) and I think that is what makes the profession together with mobility and stealth. You can just go in and out and repeat that.

What comes to boons, you can always make your dodge to give you boons, make it cost less and you can trait your steal to steal boons and to give them to allies. Ofcourse this will make you more of an support and won’t serve solo roaming.

Thieves are not meant to counter dd eles. Actually I think ( bunker ) dd elementalists counter thieves in general pretty hard as they have quite nice cc and aoe skills and cannot be bursted down. On the other hand, confusion mesmers and condition/boon manipulation ( tanky ) necros counter bunker dd elementalists imo. This is a game where there is always another build to counter yours. If you are a thief why do you even choose to fight a guy if you have hard time killing him/her. You are a thief, you choose when fights occur and where.

(edited by DarnDevil IV.2143)

Tank Warrs should be the.... ANTI-Crit class

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

I just don’t understand the idea as warriors are naturally good against direct damage and conditions are their weakness if not going for shout spec with soldier runes.

By having a mechanic that would reduce the damage from crits would make the tankiest builds in this game survive for hours ( mainly bunker ele and guardians )imo, which is not fun at all. After all you want to make some kind of progress in fights to have a some kind of result before you need to go to sleep.

As for me I play heavy armored dps build and try to out damage my opponents whenever I happen to feel like playing with my 80 charr warr.

Tank Warrs should be the.... ANTI-Crit class

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Not very big change.

Anti-crit is niche. No one would bother bringing these traits.

(Almost?) every Burst damage build is about Crit and Crit Damage. Its not niche, its a logical counter, but the mechanic simply doesnt exist in GW2 in any meaningful way.

….
….
….
I just want a solid reason to spec in the defensive traits like… take less damage. :|

Crit builds are getting double damage and near 100% crit rates. Having traits around Enemy Crits could obviously make you take less damage.

If you are against an opponent with 100% crit chanse and they are doing big damage use endure pain and go through one full axe autoattack chain and throw an evicerate after that and you have succesfully downed a player.

5 seconds immunity to direct damage while being able to attack = all you need to kill a glass cannon

The thief and its gameplay - Your feedback [Merged]

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Posted by: DarnDevil IV.2143

DarnDevil IV.2143

When going to downed state, you notice that you will be invulnerable for a second or two. What if they would add the event to also count as breaking stealth so if you are stealthed you would get the revealed debuff.

Maybe necro wells should be removed when a player is downed in them as well?

Basically, in your opinion, if a player correctly judges the situation and predicts they’re going down shortly and takes action to increase his chances when actually being downed, you want to punish, or prevent, this good, skilful, play?

That would not cut off skillfull play. Let’s say you are about to go down and throw a shadow refuge. You are not visible so you should dodge around and lurk on the edges of the refuge so you should be fine if there is just 1 opponent. If you play skillfully with refuge, you will manage to survive those 5 seconds in it, if you count that 1 second will be gone for the time it takes your opponent to get to your refuge then there will be less time needed to survive. After refuge ends you end up with 15sec stealth and can shadowstep away or even just run without them ever noticing. (I assume you have at least 15 in shadow arts)This would just make the difference between a bad and a good thief bigger as if you cannot survive those 4 or 5 secs in refuge and you drop down then you will reveal yourself. The idea of thief would be “don’t get caught” which serves the profession I think.

And what comes to necro wells. Why don’t you just dodge or even walk out and use a ranged weapon to finish a necro or comeback after 5 sec to stomp? After all you don’t have to be waiting for 20 sec to be able to even try a stomp (in addition to that thieves are able to avoid 2 stomps in a row if they manage to reposition themselves in a good spot -> skillful playing?)

I mean that stealth mechanics forgive glass cannon thieves that get caught or jump in at the wrong moment ( or on the wrong player ) too much. This slight change would make stealth mechanic stronger with balanced and bunker builds than with glass cannon builds. And if you are really good this would have no effect on you at all as you rarely drop into downed state. This would just increase the skillcap of escaping as a thief as for now it is too easy even if you happen to go down.

I do play thief myself and I think it is fair that you can sneak out as long as you are able to stay up.

(edited by DarnDevil IV.2143)

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DarnDevil IV.2143

Define “Over Powered” and I’m sure we can come to a consensus of whether or not a revamp of skills etc is required for thief class.

When one character class can force build/gear/trait changes in all the other character classes to even be competitive there is an imbalance.

Name a single class that can remain competitive against a thief without mass investment in defensive attributes/utility/gear?

When imbalances like this occur it begins to limit play styles and builds available for use in any competitive instance.

This is why certain set builds are becoming common place……When all the other character classes must run knight, cleric or some other toughness build to just survive an initial encounter with a thief what does that tell you?

That is how I define a class is OP.

Like I said if you have no problem dealing with thieves post your gear set trait build etc and we’ll see if there is a trend……..

Glass cannon Dagger Dagger Elementalists? They have so high mobility that with mist form ( utility skill plus downed if close to a keep or something ) they can easily escape from a thief with blink, ride the lightning, burning speed and perma swiftness.

Tank Warrs should be the.... ANTI-Crit class

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You do realize how big change this would be to the game? All the dungeons ( and mobs in the game ) should be re-worked and I do not want to give those knights in TA a chanse to crit (you know what I mean if you have run the exp paths).

Critical hits do immunities and blocks even more useful as more damage you avoid the better time to use them.

I really think adding a mechanic to counter crits any special way is not the way to go as ANet should then re design the whole game. Reflection works too good against projectiles ( I love those pistol pistol thieves instakilling themselves ) and melee crits shouldn’t be a problem as melee is easily avoided with immobilize and cc.

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DarnDevil IV.2143

@ Karolis lol

Gimme a Necro/Ele build that can spam 2k+ damage non stop (at least, with heartseeker, CnD+BS = 7k at least). My ele has a few 2k skills and they all need skill to be landed on the enemy, just pressing the button, it will miss the enemy, unlike heartseeker who only misses if cripple or dodged.

So you thought of anything? Nope. Thought so. So anet, this is why thiefs need a nerf. They know they are more powerfull and are trying to use false facts to defend themself. I’m not asking for a major nerf. But Heartseeker and Cloack and dagger (perhaps Backstab too) are at the core of the Op-ness of Theif. You never gonna hear me complain about ppl who dont use offhand pistol. All those builds are ok.

Please read the forums more carefully and search youtube before making these kinds of arguments. ( check page 29 of this thread )

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DarnDevil IV.2143

I just got an idea. What if ANet would make a slight addition to downed mechanic which affects all professions and thus it would be even for all:

When going to downed state, you notice that you will be invulnerable for a second or two. What if they would add the event to also count as breaking stealth so if you are stealthed you would get the revealed debuff.

This won’t have a huge impact on game as all downed stealth mechanics would function normally (mesmer and thief ) as you would be 2 second invulnerable and there would be 1 second revealed time when you can even press buttons.

This would give people the chance to know if they dropped the stealthed player ( usually thief ) or not. As for now it is frustrating to try to kill shadow refuge thieves who have points in shadow arts as shadow refuge combined with hide in shadows and the trait proc ( blinding powder ) can quickly result in a 20+ second stealth. Then you should run with a melee weapon in a 600 radius circle ( range of thieves repositioning in downed state ) for 25 sec in hope that you downed the thief. No other class can survive over 20sec in downed state in a 1v1 situation.

Community, what you think? This together with fixing the rendering bug would balance the game a lot or not?

EDIT: Stealth would reward theives that build defensively more than glass cannons (as stealth would function as normal if you don’t fall down) as for now the blinding powder trait reguires only 5 points in shadow arts (correct me if I’m wrong) and will forgive too much glass cannon thieves that jump in on the wrong time when combined with other stealth skills (cloak and dagger, heal up and pop utility stealth)

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DarnDevil IV.2143

So High damage output+ high survivability are ok with class balance. You wonder why so many complaints arise from theives abilities. I always thought the two traits were trade offs.

Use your logic.

A single class of character should not dictate what other classes “have” to have in order to survive more than a few seconds. That is ridiculous in a game.

So everyone has to Max defensive abilities because they will die in 1 sec if not? Everyone has to place max toughness on every piece of gear to even have a chance against a thief?

What is the problem here……..

And don’t say L2P because that is insulting to people.

All those people who claim thieves are not a problem please post your gear build…….
Chances are you have stacked toughness and vitality to the point that you’ve limited your offensive capabilities….

Tell me again is it right for a single character class to dictate playable builds?

This is the question that developers must ask themselves when designing a competitive game where classes has different abilities.

Let me ask thieves this…..what if RTL caused instant 7-9k damage without being able to dodge? Would that be fair? Well that is what a steal/mug/backstab does. Then follow with a spammable skill doing 4-6k damage that is a gap closer.

All other class burst skills can be seen and dodged so why allow thieves the ability to do so without fear of missing. It is basically a free hit that places others at a serious disadvantage. Stealth should be a defensive ability not an offensive one.

The suggestions I made have pointed out viable fixes to this imbalance though i feel base skill damage reduction is in order. No one should get a free 9k hit……….

The reason why ppl get blown by glass cannon thieves is that they tend to counter other glass cannons hard as it always depends on who gets the element of surprise in a 1v1 glass cannon fight. I don’t understand why glass cannon builds ( like warriors ) don’t have endure pain equipped as it will counter these thieves so hards. You will have about 5 secs of immunity to direct damage and it takes propably 1/2 seconds to react so you have 4 seconds time to give something back after you get out of basilisk. And as a glass cannon warrior you autoattack for the duration and do whirlwind attack just after endure pain ends ( as it is an evade ) and there you go. You are down to half healt and the thief is down on the ground. And for rifle warrior fear me combined with kill shot will instagib the thief. IMPORTANT: EVERY CHANNELED SPELL/SKILL IN THE GAME TRACKS THROUGH STEALTH IF STARTED WHILE THE THIEF IS VISIBLE ( this includes kill shot and other skills that take effect after a channel time)

Stun breakers and immunities are important to counter your weakness for heavy burst damage and even 1 weapon or utility skill can make the difference.

You should always have 1 with you if you are not playing tanky and you often get blown by thieves.

Why balanced builds don’t work is because the skill they require. For a balanced build to work you need to always know what the other is capable of doing. The reason ppl roll bunker or glass cannon is that it is just easier to surprise your opponent and blow him or her up in just a couple of seconds or just be able to take all those hits and out survive your opponent.

Solution for the problem with balanced builds: when you happen to face a certain build on a profession which just destroys you, google for the build and play it in sPvP for 10h. After that you should have easier time playing against it. It just requires more effort and understanding to play with a balanced build but when played correctly they can be effective in every situation. It is always easier to specialitze than try to be good at everything. Remeber to bring few defensive skills or you are not running a balanced build, just an offensive build with half defensive spec.

(edited by DarnDevil IV.2143)

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DarnDevil IV.2143

Go for tournament play then?

Tank Warrs should be the.... ANTI-Crit class

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DarnDevil IV.2143

Go for Furious Reaction and Spiked Armor? Those traits should help you punish those heartseeker spammers and Endure Pain works like a dream, it just needs to have its cd dropped by about 25 % or 20%

Making too much of that " Anti-Crit " mechanism will just break the game as protection and retaliation works together like a beast ( or high thoughness and retaliation)

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DarnDevil IV.2143

Watch this video, 100% to 0% hp in about 2-3 seconds.
http://www.youtube.com/watch?v=9RvLnC6nSR4

That’s hardly a healthy Game Design. I cant say I am surprised anymore tho.
Spvp is not up to GW2 Pve standards, it needs a lot of work on balance, diversity of game modes not to mention the cosmetic gear progression that is grindy as hell.

A video from october? Just…lol

Anyway
http://www.youtube.com/watch?v=EpE2k3ZN1vU
http://www.youtube.com/watch?v=7tpWwTeyTRA
http://www.youtube.com/watch?v=1_MmGVabQVw
http://www.youtube.com/watch?v=7kaYsIR0kYg
http://www.youtube.com/watch?v=0v-4Onu8w5Y
http://www.youtube.com/watch?v=jXi2EBfdAAo

so…?

I don’t know how many times I’m going to say this but people need to really strart learning to play against thieves. As shown by Archaon ( thank you very much ) thieves aren’t only profession who are able to burst ( guardian burst builds can be found from you tube etc. ). In fact ANet did it so that with every profession you can burst, dps, support or control. Some professions have more options in these categories than others and i.e. a guardian will not have as big bang as engineer but instead is more durable even when building it for damage.

I just want to point out few parts from these clips:

Common mistake at 3:38 : 3 red ones see their ally pursued by a thief. They all start resurrecting the necromancer.
http://www.youtube.com/watch?v=9RvLnC6nSR4

What they should do is using aoe knockbacks and then res the necro OR do as much damage as they can over the necromancer so they would drop the thief really fast, as shown on the next mistake, and then stomp the thief or res the necro.

Common mistake: running away ( not in this part of the clip, just showing how much damage these glass cannons will take )
From the same clip, notice how much damage the red thief does with just a few hits nearly dropping the backstabber from half hp at 2:55.

Common mistake: not knowing your weaknesses and not paying attention to them. ( many parts of the clip )
Again from the same clip, let me introduce you the importance of thoughness. at 4:18 a heavy armor wearing warrior with low thoughness is hit for 2600 damage while he is below 25% hp with heartseeker at 4:18 ( this would crit for 5 to 6k ) while an asuran guardian ( yes, there is an asuran guardian on top of the downed norn warrior ) gets hit by two criticals with heartseeker for only 1756 and 2289 below 25% hp at 5:30.

There is a reason why these montage videos rarely include clips where thieves take on tanky builds 1v1.

It is still possible to kill a burst thief with a glass cannon spec. Just dodge -> CC -> unload on their face as shown by our engineer who “does no dmg” at 3:17 on the clip below
http://www.youtube.com/watch?v=7kaYsIR0kYg

Notice that she won’t heal after the dodge as the thief would kill her. Instead she CCs the thief and bursts the thief down and then heals.

I just wonder when people will start to learn that it is possible to counter thieves with your build or really good playing. Just remember that the outcame of glass cannon vs glass cannon fights often depends on who sees who first. That’s why thieves counter other glass cannons so hard. If you are having a hard time build tanky.

Thanks again for Archaon for linking those great clips.

(edited by DarnDevil IV.2143)

Tank Warrs should be the.... ANTI-Crit class

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DarnDevil IV.2143

I use GS and axe + shield as an aggressive tank. The GS provides the mobility I need but the weakness for conditions by nature is hitting quite hard. Note that dual melee setup is quite bad in sPvP ( I focus on wvw and dungeons, using rifle instead of GS in dungeons). I wouldn’t say it’s not worth it as I hit from 700 to over 1000 with my axe critting with every 2nd attack on avarage, while having over 3000 armor and bursting for 4 to 6 k on one target making my build really nice in zerg playing or group roaming.

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Hi arena net if you want to make the game balance please fucus on number 5 dagger skill of thief this is the only thing that make the thief over using there stealth and its unfair to all class., thief will say its unfair if this #5 dagger skill will have cool down but they over using this and make a lot of unfair to all class., im going to ask you arena net how come other class survive even w/out stealth? If you guys put some cool down for that #5 dagger skill the game for thief will become balance because they cant over use there stealth., only 1 skill can make the changes the #5 dagger skill., thats the only problem for thief! Hope you guys listen to this. I dont care if they have high damage the only concern here is what if put some cooldown for #5 dagger so that they cant stealth every 2 – 3 sec how anoyed is that? Thief is lethal on 1 vs 1 combat not in a group. But its always happen 1 thief vs party and theif can still kill a group how fair is that? Even guardin cant survive if guardian face a party of player but thief can do because of over using that #5 dagger skill.,

There is no need to make so big changes into the profession. First ANet should try to fix the rendering bug in wvw ( if it can’t be fixed then maybe add a new effect to stealth only in wvw i.e. one could be called “decaying stealth” or “decay” in simple. The last few seconds of stealth would be decay instead, only differing from stealth in a way that the thief would be visible, in reality not visible by rendering bug, but all the other mechanics would function like in stealth: traits, stealth skills, revealed effect if you break decay etc. That would kinda “fix” it in a cheap way maybe?)

The other fix could be to give better feed back on hit to a stealthed thief, in a way of playing different hitting sounds or even giving out damage numbers ( though numbers are too easy way to track the path of the thief making it unfair so I would stick with the sounds ).

Thief doesn’t need to be nerfed in my opinion ( though the buff on Fleet Shadow makes no sense ). You just need to fix the related bugs and people need to understand that you can hit a stealthed thief. Although it would be nice to have a cap for maximum stealth duration ( maybe 15s ) because if you kill a thief in shadow refuge after it has used hide in shadows, with the blinding powder trait, the stealth can easily stack over 20 seconds which will make it irritating to try finish a thief. Playing the hitting sound while hitting a stealthed player would fix this also though as you can search the area in a 600 radius circle with a melee weapon to find the thief.

In real life you would feel something if you hit an unvisible object ( thief in this case ).

After all, all this complaining are about the fact that people don’t know how to counter a thief or players are running builds that are easy meal for a backstab thief. Stun breakers and immunities ( through utilities, weapon skills or traits) can make the difference between life and death. Also keep in mind that initiative takes quite long to regenerate so after the burst thieves should be focused and not let to recover and burst again.

(edited by DarnDevil IV.2143)

Tank Warrs should be the.... ANTI-Crit class

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DarnDevil IV.2143

All the 100%(or close) crit builds I’ve seen made me think of a debuff/condition. Basically like weakness except normal hits are normal and crits are 50% normal dmg. Weakness is nice but with builds like that, it barely does anything. Maybe they can put in a trait for warrior that switches regular weakness with that.

also, grandmaster trait in defense is spiked armour. 5sec retaliation when crit(15sec cd)

If you have 100% crit chance and want to deal damage it means you need to be a glass cannon. You don’t need any conditions apart from immobilize ( for melee attackers ) to counter that, CC ( stun, knockdown, daze, fear, knockback ) is the one that you need with also dodging at the right times. These builds throw out big chunks of damage but they can be killed extremely fast even with a tankier build. Shield is one of the best counters for these kind of builds as it will give you immunity for 3s, 1s stun to get the glass cannon off the flow ( these builds usually work on comboing skills and even a 1 sec stun with dodge after will mess their sequence ) and 90 more thoughness ( if traited ).

Tank warriors seperate themselves from guardians by dealing more damage where as the guardians heal and support a lot more ( which makes them the tankiest profession in the game ). Together they can be an unstoppable front line.

(edited by DarnDevil IV.2143)

How to deal with thiefs in w3?

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DarnDevil IV.2143

You do realize that most thieves run builds that optimize their 1v1 ability, right? For the most part, they have no choice since thieves suck for pretty much any other kind of fight. ANet has also stacked the deck towards 1v1 builds by giving thieves some pretty cool choices in how to go about completely ruining the day for their opponent.

Next, most thieves (well, at least the ones you need to be afraid of) are very choosy in who they pick to take down. Rangers and warriors with greatsword are very high on that list as they are almost always glass cannon type builds. On the other hand, dagger elementalists, shield guardians, and the like will be avoided like the plague as most of them are bunkers.

Anyway, countering a thief is usually pretty easy. Just stun them or spam AoE’s in their general vicinity. This will wreck most thief builds as they rely very heavily on a carefully orchestrated attack sequence, and most are the glassiest of the glass cannons out there who use stealth and movement to make up for the near complete lack of defense.

side note: if you want to get better playing your main toon, learn to play a thief alt. You will be forced to learn dodge timings, circle strafing, etc., or you will die a lot. Those same tricks work even better for warriors who actually can sneak things like toughness and regen into high damage builds.

This is true, I had problems with thieves and mesmers as a warrior so I played them a while in sPvP, after over 10h playing with each you will start noticing the weaknesses. This works for every class: if you are having trouble playing against a certain build, play it yourself and you will have it easier to counter it.

As a side note, I have noticed , too, that a GS on a warrior as well as signets are a death marker for a warrior. Too bad though that I am tanky dps with moderate burst and use GS only for mobility and axe and shield is my fighting setup. I’ve had fun times when those BS thieves have been jumping on me and I’ve “bursted” them down in about 5 secs as they thought me to be a glass cannon and had their pants down for trading damage.

What comes to those shortbow thieves, I just don’t go after them since they can’t kill me and I can’t kill them.

P.S.
I survived from an assault from 5 backstabber/heartseeker thieves striking at the same time. (I got good laughs with endure pain and shield 5)

Check out my build Axe ’n Shield beefy DPS

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Warrior weapons guide

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DarnDevil IV.2143

The power scaling for burst skills are not in those charts?
(kill shot is a burst skill a.k.a profession mechanic skill for those who are not familiar with these crazy beasts)

Maybe someone could get the power scaling of burst skills so we could compleate the list? (mainly kill shot and evicerate as they are the biggest bursts, kill shot being the most powerful one according to my experience)

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DarnDevil IV.2143

Try pistol dagger condition build ( search youtube for wild bill ). That should solve the problem with survivability and the constant damage out put you are looking for. There is no need to change the whole profession when these builds already exist. You are just trying to achieve them with wrong weapon setup.

This build is somewhat broken though but I say they shouldn’t nerf before they fix the rendering bug ( or what it was called ) in wvw. If that won’t help then maybe try to increase revealed time by a second or two.

The 33K Kill Shot in WvW

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DarnDevil IV.2143

You should check your facts. Glass cannon builds are used all the time in high end competetive scenes, glass cannon necros thieves and mesmers mostly. And warriors. Maybe if you played in one you would understand. Also saying kill shot is easy to avoid in a massive fight is stupid as well, a good player isnt going to use it where he knows the enemy has a high chance of dodging. He will hide in the zerg as much as he can and use it then. Super glassy builds have a huge role in group pvp, blow kitten up. If you think they dont, then I dont really care much about your opinion seeing as its not a very experienced one. But I will say, glass cannon builds tend to have some built in defense in them so they cant be bursted down super fast, that being said, gl trying to dodge a kill shot you dont see coming especially when it pierces through a target in front of you and hits you.

True, glass cannon builds are used in competitive play, but as you said it, they have built some defense so they are not super glassy. Glass cannons work as roamers to execute point contesters when needed and they are in very important role. The point is, these builds rarely work as solo unless they will catch you off guard. They do tend to get lot of kills on solotargets though as shown by Moldran of Team Paradigm, but most of the time they will work together with the point defender to force a target use his or her stun breakers and dodge and then they strike from no where. The higher you go in competitive play, the harder it becomes to pull off these shots.

The trick is that these glassy builds usually work on more than one hit ( specially when you count in the help of your team) and it will still take some time to get someone down as you want to have some defense if you get stomped by another glass cannon so they are not SUPER glassy as these massive burst bilds in wvw are, which we were talking about.

And what comes to wvw as a [DYE] tanky ( warrior or guardian, depending on the mood ) player I can say that the kittens we blow up is the glassy ones in opposing zergs. We wipe zergs 2 or 3 times bigger than us with ease at least 7 out of 10 times. Yes we have also glass cannon elementalists for aoe damage and thieves for picking off runners and defenders who are trying to get into a building, but the main play is played with the tanks by taking those shots in our face with over 3000 armor and causing havoc in the enemy lines. And what comes to piercing, ks bullet will often fly away from our zerg if someone targets me, as I am dancing in opposing zerg, the bullet will often fly away from our zerg.

I didn’t mean to say glass cannons are useless but to highlight the fact that super glass cannons are only good in what we call in league of legends “public stomping” and thus making KS and BS burst builds somewhat balanced.They pack a high risk and high reward setup. No need to be offensive.

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I wouldn’t say kill shot or back stab is op. Yes they will gib you if you get caught while having your pants down and sometimes it’s hard to even see it coming, but in 1 v1 situation or group fight these glassy builds give one big blast and after that they need to recover. You just need to avoid the burst and go after them instead of running away and giving them a chanse to burst again. They are not so usefull in group situations where you have a communicated team, specially when you have tanks and group mates to get you up on your feet. After all these glass cannon builds die very fast to tanks so just have i.e. a tanky guardian beside you and you are good to go.

If you are having troubles with glass cannons, build tanky/ bunker build and see who got the last laugh.

Super glassy builds are good for having fun solo or with friends but there is a reason why these builds are not taken to the high end competitive scene.

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DarnDevil IV.2143

Axe ’n Shield beefy DPS

Please tell me what you think about my build I want some comments because I have come to this by time and tweaking.

I use this build in wvw ( party roaming and zerg ), pve and dungeons ( with few major trait changes )

I don’t have the armors and accessory in the link but I will tell them.

This build focuses on heavy thoughness with good dps and moderate burst by using axe and shield, only downpart is that conditions are direct counter to this build. The passive regen let’s you to focus on positioning and countering your opponent’s as you don’t have to heal. Just remeber that poison will quickly cause a death.

http://gw2skills.net/editor/?fIAQNAneRjkOJvBPuQMxBAMjquyyoogUKsrOA
I sometimes run 20 in strength and 30 in defense for more tankyness.

Armors: Valkyrie’s
Weapons: Berserker’s, shield is Knight’s, fire or air sigils and accuracy sigil for shield
Accessory: Knight’s

For runes I would perhaps take dolyak’s for the extra survivability and synergy with passive health regen, but I don’t have exotic gear yet. I have rare armors with no runes and masterwork accessory. With my gear I sit on around 2900 ( will push up to and maybe over 3000 with exotic gear) armor and 43 ( will be on the better side of 50 with exotic) crit chance when I have fury on me. I hit for about 1000 dmg on avarage ( depending on opponent’s armor ) when I crit with axes and my evi does about 4 to 6 k damage. Dodge does for 600 aoe dmg and 1k with crit. This synergizes well with signet of stamina which is a must for this build.

Link to full explanation, playstyle and what to look for with this build:

https://forum-en.gw2archive.eu/forum/professions/warrior/Axe-n-Shield-legioner/first#post1071527

Axe 'n Shield legioner

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DarnDevil IV.2143

Things to look for and playstyle:

I will explain my build in wvw because if you can do it in wvw, the pve part is peace of cake. I have made this build to suit my playstyle so feel free to adjust it to suit your own.

The idea is to be in your opponent’s face dishing out aoe dmg with axes and keep dodging, but remeber to leave always some endurance that you can dodge once more soon if you happen to need it. Use SoRage and gs to get in and for great juctice while you are on your way in. Use endure pain first if you happen to get focused, remember to USE IT EARLY and swing that axe. At this point your opponent’s will be running or pushing even further into your zerg. If they start running just chase them and leave downed players for the rest of the zerg. Your mission is to drop as much elementalists as you can. If they won’t flee and your zerg is losing and running in fear use shield block, dodge few times and remember to de select your target ( esc or left click onto the ground ) before usibg gs 3 and 5 ( in that order ) to get out, otherwise stand there like a man and keep swinging that axe and dodging.

In smaller fights and 1 on 1 situations use Endure Pain early again when you feel like it, use shield block to counter bursts and buy yourself some time to regenerate health. You should focus on countering your opponent with dodge and shield skills while constantly spamming axe 1 and 2. Remember to use axe 3 whenever it is up if you have difficulties dancing around your opponent. You are doing it right if your goal is to get on your opponent’s backside 24/7.

For finishing use your shield 4 if it is up and throw an evi at your opponent’s back ( more common than face ) when they are on low health. This should drop them. Avoid using your burst skill if you are not sure that it will drop an enemy as losing your adrenaline will drop your offense ( berserker’s power ) and defense ( adrenaline health ).

When facing heavy condition damage you had better run first and then use signet of stamina and continue to run into safety. Going onto a condition damage dealer who is not glassy is suicidial so you should keep that in mind. There is no perfect build and there are always another build to counter yours.

And what comes to glass cannon backstabber thieves and heartseeker thieves, I have killed plenty of them by losing just 2k hp ( after I have killed them, so count off the regen if you want, I haven’t counted the regen per second but if you want to count it, it takes about 15 to 20 sec to kill one, about 6 to 10 sec to drop one, starting from thief’s initiation). With right timing, good reflexes and right skill usage they are the best meal for a hungry axe/shield warrior. Just remember to pointlessly swing your axe if they stealth as you can and will still hit them. There is nothing more fun than hitting a stealthed thief with shield 4 and killing them while they are stealthed.

And what comes to stomping, kill thieves and elementalists usually with damage and stomp everyone else. Ofc this depends on the situations really much but keep it as a guide line.

(edited by DarnDevil IV.2143)

Axe 'n Shield legioner

in Warrior

Posted by: DarnDevil IV.2143

DarnDevil IV.2143

Axe ’n Shield beefy DPS

Please tell me what you think about my build I want some comments because I have come to this by time and tweaking.

I use this build in wvw ( party roaming and zerg ), pve and dungeons ( with few major trait changes )

I don’t have the armors and accessory in the link but I will tell them.

This build focuses on heavy thoughness with good dps and moderate burst by using axe and shield, only downpart is that conditions are direct counter to this build. The passive regen let’s you to focus on positioning and countering your opponent’s as you don’t have to heal. Just remeber that poison will quickly cause a death.

http://gw2skills.net/editor/?fIAQNAneRjkOJvBPuQMxBAMjquyyoogUKsrOA
I sometimes run 20 in strength and 30 in defense for more tankyness.

Armors: Valkyrie’s
Weapons: Berserker’s, shield is Knight’s, fire or air sigils and accuracy sigil for shield
Accessory: Knight’s

For runes I would perhaps take dolyak’s for the extra survivability and synergy with passive health regen, but I don’t have exotic gear yet. I have rare armors with no runes and masterwork accessory. With my gear I sit on around 2900 ( will push up to and maybe over 3000 with exotic gear) armor and 43 ( will be on the better side of 50 with exotic) crit chance when I have fury on me. I hit for about 1000 dmg on avarage ( depending on opponent’s armor ) when I crit with axes and my evi does about 4 to 6 k damage. Dodge does for 600 aoe dmg and 1k with crit. This synergizes well with signet of stamina which is a must for this build.

This build is very mobile with greatsword, I use gs for initiation and getting out of bad situations with mobile strikes ( remember to turn autotargetting of or you may run into wrong direction and get killed ). For pve I change mobile strikes for 100% chanse to res if getting kill while in venegance and take shake it off in place of endure pain. In dungeons I change embrace the pain to turtle’s defense and gs to rifle in addition to all pve changes.

I don’t suggest solo roaming with this build as condition builds are the only problem and it is VERY difficult to escape i.e. from condition thieves which are becoming more and more common.