Breakdown of class roles in tpvp
Suggestions for improving/fixing elementalists
Imho the stunbreaker on signet of air is more stupid than the one on GoEP.
With a 100% swiftness uptime (or very close to it) available relatively easily to our class I fail to understand why this signet is useful (other than the blind) to warrant a stunbreaker. The movespeed should give a bonus to the swiftness buff or something lol.
Anyway, I feel that signet of fire/water deserved a stun breaker more than this.
GoEP getting a stunbreaker is also a tad bit silly since its an offensive buff and will almost always be used as a preparation for a fight. Its like giving a thief venom a stunbreaker
>_>
Honestly what I think warriors need is more condi removal and more sustain.
CC is another problem but the reason that will not be blindly buffed (in fact it is getting nerfed if the notes are accurate) is because of warriors extreme burst, buffing them with cc can be a very dangerous game.
(I remember one spvp game where 3 warriors roamed together and decimated everything because of one using hammer to cc and others using axe/gs weapons to blow you up).
All in all I think warriors need some nice traits that offer condi removal to our utilities and a very nice trait to cause heals to scale with health-pool.
One Idea I liked was a trait acting in reverse of the leaked/fake notes trait “cleansing ire”.
Remove 1 condition for each adrenaline bar gained (instead of used). It should be a GM trait ofc.
Another nice idea would be to build in a passive trait something along the lines of “Remove 1 condition whenever you are inflicted by more than 2 conditions. This effect has a 10 second cooldown”
Kind of odd we don’t have a pull ability. Guards, Thieves, and now Rangers have one.
scratches head
Its been weird that warriors dont have protection yet mesmers/eles have it (agreed an ele has weak hp so its a compensation).
Its been weird that warriors utility gap closers are on longer cooldowns than other classes gap openers.
Its been weird that warriors sustained passive healing is minuscule compared to thieves/eles (though eles did get a nerf on their signet, its still better than warriors signet)
To summarize, the whole class has been weird. Funny story, I actually made a warrior to run a bunker style condition build in pvp and tank stuff in pve. That day I got a nice little bi**h slap from Anet lol.
PS: All you guys complaining about damage nerfs, you seriously did not expect that???
50k screenshots in the forums for finishers do not help your case :-D
i once played regen bunker type, with banner regen, healing signet, and rune. i pretty much have 3 regen ticking per sec and have banner of tactic and toughness, so it would be two heal too, guess what…cant compare with a guardian or any good bunker profs.sure when a not dps not bunker hit you, its like nothing, but when its burst or two or.more people..and..that active healing signet heals so littel its like none on a high hp build.
but dropping banner for everyone to have perma regen in group fight is actually really nice
To bad other classes don’t have to give up so much for this.
For an ele to give perma group regen, ‘5’ points in water… which stacks with regeneration…
That regen is minuscule. It is like 80-90hp per second and no ele will sit in water forever.
The main problem at hand for warrior survivability is and always has been a LACK of protection or aegis.
Once I tried an spvp game on my ele without ever going into earth (to test my overall survivability without the protection buff), suffice to say I dropped health as fast as my warrior lol.
Either Anet gives warriors an access to one or both of these buffs or they improve their heals by 20-40% based on the warriors health pool.
The problem is that due to a lack of active defense, a warrior with 25000 hp is equal to an ele with 15000 hp. BUT the ele can heal up from 10% to 100% with his multiple heals while the warriors strongest heal (surge with 3 bars) gets him back a bare 30%.
Simplest solution to the whole problem of warrior survivability is to provide a trait that causes heals to scale on your total health pool along with healing power.
Its unique and its helpful (I do not know how hard it will be to code though :-/ )
Tough it out. The patch is just a day away mate ;-)
I feel warriors should get a trait like this and a trait like cleansing ire. So you have an aggressive style of condition removal and a defensive style of condition removal.
Though I feel condition conversion is a bit much if a warrior gets access to a trait like this and cleansing ire and warhorn traits. He/she would basically convert 5-6 conditions to a ton of boons ><
Well firstly you have to decide on whether you want to build a shatter spec or a phantasm spec (or a hybrid).
If its shatter then 30 in illusions is a must so off the top of my head I would say
20
20
0
0
30
Co-incidentally this is what I am running heh. Using a GS and sword+pistol (sword and GS traited). I know zerker damage is low but I just love the sniping/cripple power of GS, very easy to land ranged shatters from it.
If you want a phantasm summoning spec then 25/5 in inspiration/illlusion is a must so you will be doing
20
20
0
25
5
I am not too sure about the hybrid builds, you will need to experiment and find out what suits you the best.
One thing I have learned is that be it a shatter or phantasm spec, traiting your used weapons is REALLY helpful. That 20% cd reduction is priceless (especially when stacked with 5 pt illusion trait for 40% reduction in your illusions/phantasms).
(edited by Demon.5082)
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