what about necros and revs ?
the 2 new pvp amulets are useless.
well at least for me.
or aka i simply dun have the skill to play glass builds.
aaaaaah well i still do hotjoin as its faster since
no queue times
no two min warm up
auto balance fun
plus i dun play that much
as long i get volunteer reward i get to practice asa punching bag
nowadays i noticed that the official hotjoin rooms (server 001 server 002 … server 100 etc) seems to have only around 2 or 3 rooms with people.
well at least 2 of them are often full around 10 – 20 people with actual spectators that comment or chat with one another in /map chat.
other official hotjoin rooms seems pretty vacant. sometimes maybe 2 people go in there to farm daily or just practice dueling etc.
what happened to all the hotjoin players ?
make icons for all other traits too
defy pain 60 seconds
shrug if off 20 or 25 seconds
etc
This is just from my experience running into the tankier ones all day that run on staff, it’s usually a stalemate, they don’t have enough dmg to kill me even though I’m full zerk and I can’t kill them because they reset too much. The only small window I usually have, and this depends on the situation on what CDs they have and if I get lucky, when they pop that smoke field with they’re pet, I pop berserker Stance and go for a nontargeted head butt and go all out on my gs axe burst combo. But like i said, depends how the fight goes, sometimes when I risk that it’s a gamble for me to mess up and they kill me or I just don’t land it, or they still can manage to get away.
That’s where a well played druid in berserker gear is really deadly. A smart one blasts the smoke field to gain the stealth, repositions, taunts (trouble only if you don’t have stab or a stun break), then does the standard lb burst.
A smart lb/staff druid will try to keep distance on you, especially if you’re melee. If you’re running range (e.g. gunflame), then he just needs to keep his pet between you and him as much as possible, and then use stealth, blind, lb4, etc. to shut down volley, etc.
aaaaaaah i may have ran into such druid as described.
how to deal with them effectively ah ?
XerMeLL,
thanks for sharing !
could you share the build you use to destroy all those druids ?
thanks again !
Choppy,
thanks for the tips !
hello fellow warrior wvw solo roamers !
errrr how do you deal with druids in wvw while solo roaming ?
please advise !
- find cover immediately ? but it seems like open field everywhere ?
- kill the pet quickly ?
- don’t get shot by the arrows ?
- block with mace 2, shield 5 to get closer ?
- hide behind wall and jump the druid ?
thanks !
looks good imma looking forward to it!
carrion toughness variant
1200 condition damage
900 toughness
900 power
basically more new 3 stats
or new 4 stats with core stats (power precision toughness vitality ferocity healing condition) and not expertise or concentration
some new 3 stats be nice too.
knights power variant
1200 power
900 precision
900 toughness
more 4 stats combinations. 1050 1050 560 560
or even 5 stats combinations 900 900 560 560 560
new 4 stats ones
mercernary precision variant / vipers toughness variant
1050 power
1050 condition damage
560 toughness
560 precision
destroyer toughness variant
1050 power
1050 precision
560 condition damage
560 toughness
mender toughness variant
1050 power
1050 healing
560 precision
560 toughness
wanderers power variant
1050 condition damage
1050 precision
560 power
560 toughness
should body blow and distracting strikes be reworked ?
currently we have
https://wiki.guildwars2.com/wiki/Body_Blow
“Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness.”
Weakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
2 Bleeding (6s): 264 Damage
https://wiki.guildwars2.com/wiki/Distracting_Strikes
“Cause confusion when you interrupt a foe’s skill.”
4 Confusion (8s): 198 Damage On Skill Use, 320 Damage
so, do you think the warrior strength trait line should not cause damaging conditions like bleeding or confusion ?
if damaging conditions are to be replaced, i propose:
Body Blow
“Stuns, dazes, knockbacks, knockdowns, pulls, pushes, and launches inflict vulnerability and weakness.”
5 Vulnerability (8s): 5% Incoming Damage, 5% Incoming Condition Damage
Weakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Distracting Strikes
“Cause blindness and slow when you interrupt a foe’s skill.”
Blind (3s): Next outgoing attack misses.
Slow (3s): Skills and actions are slower.
too powerful buff ?
too powerful nerf ?
not necessary, as these 2 traits are working fine and intended ?
discuss !
weakness is fine, the counter play is to simply remove the weakness condition.
Lol that’s like saying the counterplay to blocks is unblockables.
yes that is correct.
Not everyone has enough clears to handle damaging Conditions, let alone debuff ones.
that is why we have 9 different professions and the only official game play we have is 5 vs 5 conquest (or stronghold) so you can rely on your team mates for those extra condition clears.
thanks for the feedback everyone.
however, it seems like many people believes that skull grinder is over powered and are asking for quite extremely heavy handed nerfs.
personally, i think they should replace bleeding, confusion with weakness 8s, 5 vulnerability 8s and it should be fine.
weakness is fine, the counter play is to simply remove the weakness condition.
Skullgrinder isnt the issue.
Smash Brawler trait -> reduce to 25%.
Reduce bleeding duration of Shattering Blow by 50%.
smash brawler is fine as it is, there is no need to change it.
there is nothing wrong with shattering blow as well.
Increase power damage by 20 % and give it a 1s stun not daze. Remove all conditions except blind and it´s done.
you mean this ?
“Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.”
Damage: (1.8)
Blind (5s): Next outgoing attack misses.
Stun: 1s
Combo Finisher: Blast
Range: 300
a bit over nerfed i think. there are quite a number of traits skills runes that reduce stun duration but not daze duration. if you remove all other conditions then you need to rework the description as well since it clearly said inflicts multiple conditions.
i would like to revise your proposal as below instead:
“Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.”
Damage: (1.8)
Blind (5s): Next outgoing attack misses.
Weakness (8s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Crippled (8s): -50% Movement Speed
Stun: 1s
Combo Finisher: Blast
Range: 300
i think the weakness condition is fine as it is.
is the current skull grinder balanced and fine as it is?
is it doing not enough damage ?
is it doing too much damage ?
do we need to rework it ?
discuss !
anyway, currently, we have:
https://wiki.guildwars2.com/wiki/Skull_Grinder
Skull Grinder
“Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.”
Damage: (1.5)
Blind (5s): Next outgoing attack misses.
4 Bleeding (8s): 704 Damage
4 Confusion (4s): 198 Damage On Skill Use, 160 Damage
Crippled (8s): -50% Movement Speed
Daze: 1s
Combo Finisher: Blast
Range: 300
from the forums, it seems that we have people claiming that the damaging condition (4 bleeding, 4 confusion) are too much while we also have people claiming that it is balanced, and that the victims merely need to dodge the skull grinder or simply kite the warrior and stay in ranged avoid melee etc.
so, back to the topic, do we need to rework skull grinder to take out 4 bleeding, 4 confusion and add in other things ?
we could over buff it, more damage, more range, more non damaging conditions etc.
the over buffed version:
Skull Grinder
“Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.”
Damage: (3.0)
Blind (5s): Next outgoing attack misses.
Weakness (8s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
5 Vulnerability (8s): 5% Incoming Damage, 5% Incoming Condition Damage
Immobilize (1s): Unable to move.
Crippled (8s): -50% Movement Speed
Daze: 1s
Combo Finisher: Blast
Range: 600
doubled damage, added weakness, vulnerability, immobilize and doubled range. so we removed 2 damaging conditions and added 5 new things. over buffed ! won’t happen.
so if we remove 2 things (4 bleeding, 4 confusion) it would be fair if we add back 2 items right ?
for example,
(more damage and range) Damage: (3.0) / Range: 600
(more utility) Weakness (8s) / 5 Vulnerability (8s)
(more range and lock down) Immobilize (1s) / Range: 600
(more damage and more) Damage: (3.0) / 5 Vulnerability (8s)
etc
discuss!
currently, we have
Skull Grinder
Damage: (1.5)
Blind (5s): Next outgoing attack misses.
Bleeding (8s): 704 Damage
Confusion (4s): 198 Damage On Skill Use, 160 Damage
Crippled (8s): -50% Movement Speed
Daze: 1s
Combo Finisher: Blast
Range: 300
so the main offender seems to be damaging conditions, bleeding and confusion, what if we removed those 2, add something else or improve the existing ?
what if skull grinder dealt more damage and gave weakness instead ?
Skull Grinder
Damage: (3.0)
Blind (5s): Next outgoing attack misses.
Weakness (8s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Crippled (8s): -50% Movement Speed
Daze: 1s
Combo Finisher: Blast
Range: 300
if that is too much, what if it has an increased range ?
Skull Grinder
Damage: (1.5)
Blind (5s): Next outgoing attack misses.
Crippled (8s): -50% Movement Speed
Daze: 1s
Combo Finisher: Blast
Range: 600
or we could give it immobilize too? over buff ?
Damage: (1.5)
Blind (5s): Next outgoing attack misses.
Crippled (8s): -50% Movement Speed
Immobilize (1s): Unable to move.
Daze: 1s
Combo Finisher: Blast
Range: 300
if we remove the damaging conditions from skull grinder, then it would become a cc primal burst skill.
maybe i should start a new topic for this.
did you join a custom arena (hotjoin) dailies room ?
its a valid complaint tho. lots of posts ask for some way to just pvp, literally youse guys vs us guys (or gals). just let us battle, forget all this capping pts, respawning, mobs to fight. but anet constantly creates maps that include various pve elements, u can’t deny that.
it could have some fun to it, at least its different, but it doesn’t address the fact that lots of players just want to pvp, or player vs player. not pvpve. again, i’m not 1 who is 100% against pvpve, it has its merits, but it would be nice to have a real way to pvp w/o all this extra stuff going on
You mean you want more courtyard maps? I thought Courtyard was disliked by most (I know I hated that map).
The new Capricorn map sounds neat and while I’ll miss the underwater portion as that was my favorite map, I’m looking forward to the new map.
if u think courtyard is an actual tdm map, then u really are clueless. main reason being actual tdm don’t have respawn with a point based win system. its a tdm… when everyone on 1 side is dead, the other side wins
annihilation mode does not have respawns.
death match mode have respawns.
maybe a push of war mode using current conquest maps ?
i.e. you must capture your home point before you can neutralize or capture middle point, and you must capture both middle and home before you can neutralize or capture far point.
hmmm well its back to hotjoin for me though.
maybe the pirates roam around but do not interact with players ?
There are no NPC pirates in this map that interact with players. The secondary mechanic is a periodic 4th capture point (“The Bell”) that awards increasing team score.
There was probably some confusion because once the bell is captured, there is an awesome sequence of cannons blowing up the pirate ship. This is only for flavor, though.
thanks for bringing back the map !!!
i think the next daily reset is the end time.
around around 17.5 hours remaining ?
wow, 8 months in and not fixed yet !
hmmm you are saying you have problem fighting a warrior with half health for 30 seconds ?
Just what do you think a Warrior and/or his team are doing while the enemy is getting the War into downed state before instantly popping up at half HP, continuing to get support and fight on?
I’m in support of buffing/reworking the seriously lacking traits, but the greed is real, @Deimos Tel Arin you’ve improved at the game and your understanding of balance, but this thread makes it seem like you’ve completely reverted to the kind of poster you were when you first got the game
hmmm the warrior and his team are fighting the enemy ? XD
ahhhaha yeah you got me, imma greedy with it comes to asking for buffs for my favorite professions (although unfortunately i did not play warrior much in ranked season 1 and season 2 since my skill level is not good enough, even in season 3 i played reaper mostly to get through sapphire and reach ruby) and hmmm thanks for the compliment haha!
well, Chaith, posting up ridiculous buff requests like these tend to get more attention and i can always tweak the buff requests to be more reasonable after feedback from the public. however, too ridiculous buffs request may be ignored as well though.
so, yeah, removing the cooldown for warrior downed skill 3 is too much. imma edit the topic to reflect the feedback i received.
Vengeance is a downed 3 skill, every profession has that on CD so that players have a chance to stomp, not because who can’t kill a warrior on half health or what not. The trait does indeed need buff, but you’re looking at the wrong direction completely.
Cleansing ire was nerfed to hit rather than spent roughly 1.5-2 years ago for a good reason, and with the massive reward from the new adrenal health I see no reason to unnerf it.
I’m not sure what you’re going for dual wielding, seems like a pot shot chance to ask for perma quickness AND 20% attack speed.
if removing the downed skill 3 starting cooldown is too much to ask for, then maybe 30s duration and rally with 100% health then might be more reasonable.
well, with the amount of conditions flying around at the moment, it would not hurt to buff condition cleanse a bit. after all, adrenal is still required to use burst skills.
if having both for dual wielding is too much to ask for, then perhaps only perma quickness then. since quickness is a boon, it can be corrupted, thus, a counter!
Why are we talking about buffing things? We should be nerfing overused traits, not keep feeding the creep that is power in this arms race. The weak traits will be relatively better after nerfs, and if its not enough then we can talk about buffs.
Also, this might be better on the warrior forum.
nope. because “overused” traits are fine and working as intended while the “weak” traits are really worthless and needs major buffs in order to be on par with the [s]overused[/s[ normal traits.
and no, this belongs in the general pvp forum for all players to see.
i will be posting necromancer traits soon.
and everyone is welcome to post their wish list.
naming the thread “buff wishlist” and talking about warriors…
did you read what i wrote ?
near the start i wrote:
“i’ll start off with some warrior and necromancer traits since i played these 2 professions more often than others.”
at the end i wrote:
“everyone, contribute your ideas !”
i dun play other professions that much to know about which traits needs buffing or not.
Why would you want to buff Defense GM traits? Defense is already mandatory for every warrior build and all GM traits are very strong and have their use. Warrior definitely doesn’t need even more defense/sustain.
because i can ? this is a “wish list” after all.
and we all know “wish lists” are ignored here.
the buffs i proposed for defense gm traits would not give them any more sustain or defense since conditions can be still very easily reapplied.
carrion = 1200 condi 900 vit 900 power (sacrifice toughness precision healing)
rabid = 1200 condi 900 precision 900 toughness (sacrifice power vitality healing)
rampager = 1200 precision 900 power 900 condi (sacrifice vitality toughness healing)
viper = 1050 power 1050 condi 560 precision 560 expertise
(sacrifice toughness vitality healing to get some sub-par crit rate and 33% extra condition duration which can be easily removed by condition removals)
sage = 1050 power 1050 condi 560 healing 560 vitality
(sacrifice toughness precision to get some sub-par healing and sub-par vitality)
wanderers = 1050 precision 1050 condi 560 toughness 560 expertise
(sacrifice power vitality to get some sub-par toughness and 33% extra condition duration which can be easily removed by condition removals)
can we have an amulet like this ?
a tankier viper amulet
viper toughness variant = 1050 power 1050 condi 560 precision 560 toughness
or a sage toughness variant
sage toughness variant = 1050 power 1050 condi 560 healing 560 toughness
Vengeful Return (30s vengeance, can use vengeance immediately)
That would be more than just OP and Wars would be UNSTOMPABLE. So pls no.
hmmm you are saying you have problem fighting a warrior with half health for 30 seconds ?
since season 3 is ending soon, why not let us asks for buffs in the upcoming season 4 ? !
well, let’s only buff useless non-meta core traits and skills though.
i’ll start off with some warrior and necromancer traits since i played these 2 professions more often than others.
as for the buffing details of each trait i will open new topics (will write some summary in this topic as well) for them since imma write long wall of text to assault everyone’s eyes in here. though another reason is mainly that there are far too many whine topics recently so imma hoping my buff topics will wash them away.
well, crossed out ones are probably fine.
season 4 useless non meta warrior traits buff wish list:
Strength
Death from Above (needs more use in pvp!)
Peak Performance (needs to be in line with other adrenal traits)
Restorative Strength (needs a rework!)
Body Blow (add in knock down, replace bleeding with x10 vulnerability)
Forceful Greatsword (this trait is fine)
Great Fortitude (too bland, needs something more!)
Axe Mastery (extra adrenal on axe hit, 250 power per axe, -20% axe skills recharge)
Berserker’s Power
Distracting Strikes (replace confusion with daze)
notes: i think strength trait line should be about raw power and not direct damage conditions so i think both body blow and distracting strikes should be reworked a bit.
Arms
Berserker’s Fury (10s fury on hit)
Opportunist (grants 10s fury on cripple, immobilize and chilled)
Signet Mastery (this trait is fine, other 2 traits are worthless though)
Blademaster (fine)
Deep Strike (needs a rework!)
Unsuspecting Foe (50% crit chance vs disabled foes)
Burst Precision (needs more!)
Dual Wielding (pulse 3s quickness per 3 second)
Furious (needs duration buff and more!)
Defense
Cull the Weak (5% dmg against weakened foes, apply weakness on hit)
Dogged March (fine)
Shield Master (fine)
Armored Attack (needs more!)
Defy Pain (fine)
Sundering Mace (mace skills apply x3 vulnerability per hit)
Cleansing Ire (fine)
Last Stand (fine)
Rousing Resilience (fine)
Tactics
Empowered (needs a rework!)
Leg Specialist (needs more!)
Quick Breathing (remove 1 extra condition for self, 2 condition for allies, -20% recharge)
Burning Arrows (all long bow skills apply burning, 2-5 apply more)
Empower Allies (needs rework!)
Shrug It Off (fine)
Phalanx Strength (10s might)
Powerful Synergy (needs rework!)
Vigorous Shouts (heal 1000 to self, 1000 to allies)
Discipline
Crack Shot (needs more!)
Vengeful Return (30s vengeance, 50% more health)
Warrior’s Sprint (fine)
Brawler’s Recovery (fine)
Destruction of the Empowered (needs rework!)
Inspiring Battle Standard (-20% banner recharge, +600 banner radius, regen)
Burst Mastery (burst skills do 7% 10% 15% more damage with higher adrenal)
Heightened Focus (fine?)
Merciless Hammer (-20% hammer skills, 20% hammer attack speed)
well, that’s it for now, will edit the traits summary and open up new topics for more discussion if there is a demand for it.
with this, perhaps warrior build diversity may be better in season 4.
everyone, contribute your ideas !
edit:
typo error, i meant season 4
original:
season 1 useless non meta warrior traits buff wish list:
edit 2:
revised some traits based on feedback received.
proposed some trait reworks!
(edited by Deimos Tel Arin.7391)
BTW, this thread belongs to the guardian sub-forum.
not really. not many pvp players visit all profession sub forums.
posting it in the pvp forum means all pvp players could provide feed back.
and yes i agree that guardian hammer should be buffed.
We also don’t need gear and tomes of knowledge in PvP. But Anet decided we should get them to unify the game modes.
https://www.guildwars2.com/en/news/pvp-reward-tracks-and-gear-unification/A way to get hero points is the next logical step.
Many of us here may primarily be PvPers, but we also play other game modes. A PvEr or WvWer can come to sPvP and not be disadvantaged. They don’t have to worry about levels or gear or elite specs. At worst they might need to unlock an amulet/sigil/rune. But those are unlocked through gold which can be earned outside PvP.
PvPers wanting to get into the other game modes? We have to worry about levels, gear, and unlocking elite specs. But we’re not asking for those things to just be handed to us. We’re fine earning it. Just let us earn it in PvP.
qft
season 3 reapers has been nerfed and is much more balanced now than season 2 reapers.
also, if you focus the reaper in team fights they will go down rather quickly.
hmmm yes, they have something similar in guild wars 1 random arenas too.
gratz keep up the good work.
ah thanks!
Here’s to us casual players making our way through the divisions!
waaaaaa 28/28 straight wins!!!
when did you start playing in season 3 ?
1 game per day ?I started playing yesterday. I’m pretty casual and play other games too, so I was pretty late getting into this season. I’m having fun so far, though!
aaaah casual yet you played quite a lot of games per day !
At a rate of 3 games per day ( with lots of days I can´t play due to real life ), I hit diamond with 30 wins out of 35 games.
My advice to anyone still struggling:
Learn tempest and scrapper well.
At low tiers use scrapper and push far, prevent it from being capped and try to hold 2 vs 1 as long as u can.
At mid high ruby you´ll want to play tempest, go to team fights and heal heal and heal some more.
If the team fight is going to be lost exit it and go to a point you have capped and guard it so you allow your team to have a safe point to rally after spawning. By doing this you’ll also lure enemies to your point, allowing your team mates to try free capping some point.
This basic strategies are easy to use and have a huge return.
Best of luck to all you guys.
Casuals unite
thanks for the tips! i have not played scrapped in ranked since season 3 though and definitely not tempest but i have been enjoying some success with my reaper. i guess i still like to play professions with highest health pool like necromancer or warrior.
yesss casuals unite!
Well, it’s been a rough season, but I made it!
aaaah congrats! i’m still in ruby though. errr 12/30 ruby i think.
Hit T1 Diamond (favorite place to hit) and took some time to kitten and test out some builds.
Anyway, got tired of eles trying to be unkillable (looked into best way to counter) and decided to start the climb and destroy everything that moved. It’s been going well
aaah you took her along with you! was she still sapphire when you duo queued with her ?
2 alts with perfect streaks sapphire – legend and amber – legend
really after the first 2 weeks of season anyone should get it, my main account was like 80% win rate
hurrrrrk you are too skilled !!! XD
Khylo is my favorite map.
This is one of the maps in ranked that isn’t PvE.
It’s alot about teamwork in lower tiers. In higher tiers they never use the treb and I think that is becouse you will loose one cap defender or attacker. You need to have all players on the field.Treb does alot of damage but there is good tactics to outmanuver the Treb.
As many have said, if 1 is on Treb and one or two is defending it, then you should just let them bomb. If you can’t rotate that fight then it is not the maps fault. Sorry.
exactly what EdgarMTanaka said.
also does not have stillness and tranQ to kitten up the team scores real good.
it all boils down to the ability to
- kill quickly
- not get killed quickly
- quickly rush to help team mates kill quickly
- etc
it is the same for all divisions when you are almost about to graduate into the next division. why ?
if you are
amber, almost emerald, maybe some low tiers emerald may not try that hard to win
emerald, almost sapphire, some low tiers sapphires may not care much
sapphire, almost ruby, many low tier rubies may be happy in ruby and not try hard
ruby, almost diamond, even more low tier diamonds are contented in low diamond
diamond, almost legendary, i daresay most casual legends do not bother
well you get the idea right ?
I don’t see any reason not to. I made a note.
what about these:
*Sigil of Incapacitation *
60% chance to inflict crippled for 2 seconds on critical hit (cooldown: 5s)
*Superior Sigil of Draining *
“Steal life when interrupting an enemy”
maybe they could introduce a new feature, say in game macro for emote purposes.
i.e. press x key (re-bind-able) to /dance
how about a 6 3-players-team making a 18 players annihilation (you get stomped, you stay on the floor, unless team mates slowly rub you back to live) battle royale ?
3 vs 3 vs 3 vs 3 vs 3 vs 3
battle takes place in either 5 of the main racial home cities (all 5 race cities does not have underwater right?)
everyone spawns randomly, so your first objective is to regroup with your team mates or die trying.
maybe i should start a new topic for this.
we have 5 core trait lines, 1 elite trait line.
each trait line got 3 minor traits and 9 major traits.
are you talking about what happens when a profession has all access to
18 minor traits
54 major traits
???
seems like fun mode.
probably would crash the servers.