Bigboss, like I said, there are more ways to be a team player than simply spamming area buffs. Every cooldown you spend buffing is one I spend killing, kiting, or CCing, or tanking something that’s hurting my team. Every second your buffs are NOT up, mine are.
There are as many different ways to play this game as there are skills. Claiming that one is ‘better’ than another is highly situational and subjective. So expand your view of teamwork. Because in the end, all that matters is that the bosses get downed, or the other PvP team gets pwnt.
I mostly agree with you, Eliteseraph. I love the Warrior as a DPS class.
But I have to say, the precision trait seems like a joke at level 80. It ends up being around 1.9% crit chance per signet. I am pretty sure you’d get more average DPS out of the chance to cause vulnerability on crit even if you’re solo, assuming you have a lot of crit chance from other sources.
We’ll have to wait til the math junkie number crunching parse wizards have a bit more time to go over builds before we can tell that one for sure.
What I find most amusing is that in almost every situation, my playstyle of not relying on cooldowns allows me to keep a much better eye on what’s going on around me. I’m almost always the last one alive, and the guy who’s dodging boss attacks the most, and rezzing other players because of that.
There are more ways than one to be a team player than simply dropping an AOE banner somewhere.
I have to agree with you on the Hundred Blades issue. I made a full post about it in this forum. But what it boils down to is that no decent PvPer is going to just stand around while you unload on them with it. Combine that with it being a channel attack that you can’t even change the direction of, and you get a pretty terrible attack that’s really only good for blowing up noobs and bads.
I also REALLY feel your pain on the way melee seems to get horribly punished by dungeon bosses and champion or higher enemies. ALL melee classes suffer from this, however.
Agree again with how melee range builds are not terribly useful in WvWvW.
You pretty much nailed all of the main points, but I don’t think that it is as severe as you think. I don’t see other classes doing any better against some of the problems you listed, although I would KILL for the guardian trait to heal on greatsword attacks.
I do hope that Anet is keeping a close eye on class balance. They seem to be on the ball in all other areas. I don’t see why this would be any different.
I’m on the completely opposite end of the argument. The passive nature of signets means I don’t have to worry about watching a pile of cooldowns, and I can focus on my situational awareness while still being an extremely effective member of my team.
The passive bonuses from the signets are nothing to dismiss lightly either. More regen and lowered incoming damage lets me stay in the fight longer. Extra power and precision lets me hit very hard ALL the time, not just when my CDs are up. And if I need a boost to burn someone down, that’s when you hit the elite.
It’s a completely legitimate playstyle. Really, the OP should have changed his message to say: If you’re not playing a support role, you’re doing it wrong. Which is flat out not true. Everyone can choose to play different roles in a group, and they’re all valuable.
For instance: what happens when you take one of these 5 signet warriors and back THEM up with a support specced player? Suddently you have a VERY powerful team combo.
People just need to get over the fact that everyone does not have to play they way YOU think they should play.
(edited by Eliteseraph.4970)
At least not on their own, anyway. Now, with a partner that can stun or immobilize regularly, the greatsword attacks become VERY good. I’d also like to point out that Greatsword is downright amazing in PvE, but even there it has some issues. I’ll elaborate a bit to explain the point I’m trying to make.
The auto attack is fine as it is. You can use it while moving and it does decent damage.
Whirlwind attack and Blade Trail are also fine as is. You choose the way you want to attack or throw, and they work with predictable results. Both are ‘skill shots’ if used correctly, and I like the added depth of them.
But both Hundred Blades and Rush have issues. Hundred blades is a VERY powerful attack, but in a PvP environment combining a channeled attack with it being cancelled if you move makes it VERY difficult to use effectively. Should a warrior have to use a utility slot for Bolas, just to make this attack useful, especially when Hundred Blades could potentially be activated every 6.4 seconds? Traits and utility slots should create powerful combos and synergy. not be required in order to make an attack actually useful once out of every 3 cooldowns.
Rush seems like it should be an ideal skill to use in the high-mobility environment of pvp. However, the problem is that it has a very hard time actually connecting with the attack after the charge. WoW had a similar issue for the longest time with their charge attacks. Something to do with latency and how the client/server code determines positioning.
What happens is that you activate Rush, and you do in fact charge towards your target. However, if the target is moving at all, by the time the animation for the attack activates, the spot you attack is NOT the spot where the target is, even against slowed or crippled targets. This results in both a missed attack, and placing you out of your intended position with the target in front of you within melee range.
Melee already suffers a bit of a disadvantage in WvW, where walls and towers make non-ranged combat extremely limited. But additionally, IMO, greatsword has two of it’s five attacks that are virtually useless in the high-mobility environment of PvP.
I’m all for the chess match of attack and counter, and GW2 does that amazingly well! But I’d prefer it if those two attacks were not self-sabotaging.
I play a female Asura warrior. So it’s entirely possible my experiences could stem from animations or ‘hit boxes’ of that race being smaller. If someone with more in-deptch knowedge of the inner workings of how range and such works in this regard, I’d greatly appreciate their input.
P.S.: The above is purely my opinion. It is not meant to be taken as fact, and is merely my feelings and perception of the game based on my own personal experience. I welcome discussion and debate. I don’t mind if you disagree, but please back up your statements with at least some intelligent arguments.
(edited by Eliteseraph.4970)
During the first set of matchups, Ehmry Bay had the same problem. We were utterly and completely dominated by a single large server. But in the next matchup WE were the ones dominating and controlling everything.
Mostly I think it’s just too early to tell at this point. People are still levelling up and enjoying the PVE side of things. Not everyone is jumping directly into PVP or WvW. I’d say give it time to even out.
Also, population is important, but so is organization. The Zerg is dangerous, but there are ways to fight back.
Hmm….I hadn’t considered the immune message being thrown up against status effects. Maybe it’s the bleed from the auto-fire on the warrior rifle?
No, I’m pretty sure it’s not the active dodge. I’ve seen plenty of people use that, and I’ve done it myself. But even if I’m wrong, how does that explain the immune messages popping up on targets that are moving perpendicular to me that aren’t even paying attention?
They clearly aren’t dodging. They aren’t even acting like they’re under attack at all. I can understand the out of range message, and that might be it some of the time. But I’ve seen the immune message pop up at closer ranges as well.
Ok, i’m going to start by saying that I’m still pretty new to GW2 PvP. I didn’t play beta at all. But I do have a fairly strong background in other PVP games such as WoW, DAOC, WAR, etc etc. So I have a fairly general idea of what to do and how to process and learn from my experiences in PVP.
So I’m going to describe a situation that I see very often in PVP, and I hope that some of you with more in-depth knowledge of the inner workings of GW2 pvp can explain it.
Very often when fighting players I will see the “Immune” message pop up when I target them. Now I understand that there are several abilities available to the various classes that can make them invulnerable for a short period of time. However, what I see very often is when enemies are running away from me, or when I come across them unaware and start shooting at them with my rifle(warrior), the immune message will pop up for every attack.
I can understand that in some situations an enemy player would very quickly activate their defensive cooldown to try and figure out where the fire is coming from. But in most cases it’s like the player doesn’t even know I’m there, or acknowledge my presence.
The only thing I can think of is that it might be lag. The player I’m shooting at is not where they actually are, and the only way the game knows how to resolve the issue is by throwing up the immune message on my client. But maybe there’s another explanation?
I’m REALLY hoping someone can give me an explanation for this, because it’skittenfrustrating.