if everyone could roll the food they wanted, the armor they wanted and the stats they wanted id play SPVP until that condi-spam bunkerfest becomes fun ill stick to WVW roaming
without downed state, ele would disappear from the game and maybe other low-mid HP/armor….
As stated rally is the issue, or to be more fair the AoE limit that as we know is related to server performance.
or dont die? Like any good player will tell you they dont rely on res tactics to win, they just dont go down
Considering your post on necros in the conditions op thread, I’m questioning the “us skilled players” part.
you obviously have no idea what you are talking about, your probably a zerging necro and your now blocked you didnt read. I explained how to outplay a warrior never gave my opinion
(edited by Epic.3950)
Downstate does not help the organized 5 man or 10 man. In a zergbusting situation, 9x out of 10 if you go down you die. That is why us skilled players dont rely on rally tactics to win but rather living. If we count a down as a death (esp as a guard, a warrior, a necro or any other CC based 2 ability) then we only have maybe 2 players that can actually have a shot at being rallied (mesmer and ele) I see all these little zergblobers saying oh downstate helps organized groups hurdurhur and frankly im sick of it. Obviously its not going to be changed but can we at least agree that downstate helps the zerg (esp with dumb rally mechanic) far more than it helps a zergbuster group.
We cannot rally our dead from stomped and fully dead, you can blob res them. we cannot afford to sit in AOEs and blob res downed players before a stomp is even possible. YOU can. (well you can try [enter nuke emoji])
a warrior does not counter a necro. if you cant dodge, stunbreak and attrition him for 8 seconds while his zerker stance is protecting him you dont know how to use your abilities. Note to all dumb necros that dont know warrior class: blinds counter cleansing ire so use them PROPERLY not spam faceroll. a good necro should never lose in a 1v1 period. If a warrior misses their ES because you blinded them, weaken them, fear them and bomb them. if they hit their ES, l2dodge or pop a defensive cooldown and dont let it happen again. for every zerker stance a warrior has a necro has either a teleport swiftness stunbreak or a protection stunbreak. In an organized 1v1 a warrior will have signet of stamina which can clear every condi every 45 seconds or if traited 20% sooner. its easy to either bait them into using it with bleed stacking and kiting, or interrupting with a fear.
If you lose its not because warriors are OP its because you suck
edit: a warrior may swap stuff out to attempt to counter a necro so you should try it too, get a focus to rip them of their fury, 5 stacks of might, and swiftness right off the start and it makes your life 3 times as easy…
ww, aa, ss, dd 12345`12345 are all good combos for a necro beating a warrior.
contrary to popular belief a good necro should beat a good warrior all the time in a 1v1 unless the warrior plays it perfectly.
people dont really understand that “strategy” isnt strategy when its 5 guys clumping on one and pressing f before someone can actually stop them. stomp channels are frankly much too slow and need a massive speed increase like 50%
If I were to but all the mats to craft one bolt of damask then sell it on the TP how much is the “time gated” part of it actually worth? like how much return would I get has anyone done the math as im sure if there is a return many people would be doing this right now
#FREETHECOYOTES2014 If anet cant fix the only mobs we actually like in WVW then they are definitely trolling us roamers…
Leave downstate as it is.
BUT introduce various new skills and fields that interact with downed state.
1) “Death” field aoes, you go down when in one of these fields and you die die, no downed state.
2) “Anti-rally” field aoes, long duration, if you’re downed inside it no rally for you(nice counter to warrior res banner and other res skills as well).
For example.
I forgot where I posted it but I suggested a while ago a necro variant of warriors warbanner that instagibs downed foes and debuffed those who went down as it was active but I cant find it.
Frankly as I know myself downstate will never go anywhere the closest thing I would suggest as a viable way to nerf and balance it would be to remove all abilities except for 1 and 3 and 4. reduce the amount of HP you have by half and remove the perma stability when you are downed. reduce the cast time of stomping to one second and nerf all 2 skills to be as bad as warrior and engi 2 skills (or make them all on par with a guardian/ ranger)
Why?
well downstate should not be powerful enough to hinder or troll an enemy. its made so your team can help you if played right. playing it right right now means res clumping and laughing as you outheal a full zerkers 100blade (just an example of the kittenedness of downstate HP currently)
It would be much more interesting to see downstate as a clutch save that doesnt ever happen but when it does its incredibly well played like a sanctuary or ring of warding res.
those who say but I should be able to do something still…
NO YOU DIED LOL sit there and get stomped you dont have the right to justify a 4-8 seconds window of “trolling” the enemy who killed you while you wait for a zerg to come and pick you up.
edit: also rally mechanics should not work on mobs… only players and for only a single person not the entire 50 man zerg
what do you think would change about not only tactics in WVW as well as spread of playerbase within the WVW community if downstate did not exist, or did not exist in the way it is currently?
Its an interesting question to ask because downstate changes so much of the gameplay to such a degree its impossible to 100% see what would happen if it did not exist.
IMO there would be way more synergy groups running around (10-15 man) and zergs would be a lot less prominent. Tactics would have to be based on reacting a lot quicker to smaller scale assaults at the risk of being punished greatly.
Hes probably full zerker because he doesnt have berzerkers power to get a 15% damage boost or an extra 10% crit damage or 300 power for that matter. 300 defense, a shield and the trait equals a good amount of survivability but I just like 1 shotting with the classics that way nobody can call you OP when you kill them with a vanilla warrior
hurdhurhurdhur lolimbadandcantdodge
I fixed it for you
Just for your information, i play a full ascended Hammer/GS Warrior.
Maybe youre afraid because this broken joke of a class will get fixed sooner or later, im not.pretty weak troll attempt.
your the kind of guy who says a 30 0 0 10 30 one shot evicerate build with healing surge, for great justice, signet of might, and on my mark is OP because its a warrior.
and your full ascended? oh tell me again how little I care.
what do you run 0 20 30 0 20? 1 word for that: inefficient.
as for the actual topic. I found that 10 in tactics just isnt worth the extra damage on lyssa proc or even gaining leg specialist when you can get more HP and power from the str line. I know someone else said it before and Im to lazy to dig it out so whoever you are, good suggestion.
(edited by Epic.3950)
Lets get this straight. Necros fears have more hard CC and access to chills and cripples way more than a warrior which is soft CC. Engis have way more soft CC and the best kiting abilities in the game. Warriors dont have as much CC as you think. I can beat a x/x hammer warrior with a 3 kit engi with little effort. Warrior is my main but I have a support DPS guard with some hundred or so hours logged and I main engi in tpvp. Anyone that is complaining that they have to build specifically to counter warriors obviously doesnt realize you just need to learn to dodge and utilize soft CC (blinds, cripple, chills, imobs) to your advantage.
As for everyone complaining about berserkers stance this is one of the best designed abilities in the entire game. If you cast it before a condition bomb (which takes around .5 seconds to initialize) you mitigate the entire damage and gain an upper hand where as if you mistime it you still get bombed by cripple, chill, blind and mass bleeds causing you to have no way of clearing them (as you cannot cleansing ire if you cannot hit the enemy)
If you are talking about team fights warrior is the “anti noob” class. It punishes those who do not have support guardians or get outplayed completely by a corrupt boon ect ect… in a 1v1 which I assume most people attempt to balance their justifications around a necro, an engi, a pu mesmer or even a condition warrior will still always beat someone of equal skill level if they are a power hamwarrior. while most other classes other than necro have plenty of survivability to deal with a warrior while they wait for the 8 seconds of condi immunity to drop a necro is a little tougher I will admit, but far from impossible. necros have a stunbreak protection, a stunbreak teleport that if im not mistaken works while stunned even on the way back (spectral walk) and a second HP pool.
People who cannot kite a warrior deserve to lose because your doing it wrong. adopt another play-style because its probably a l2p issue. The only class that deserves to complain about a warrior is an ele in a 1v1 situation.
What about sword&shield with dual axe?
Have a lvl 80 warrior in stock wanting to be doodled with yet not a fan of hammer or great sword.
Axe/axe is good for getting lootbags, but its completely selfish in a zerg. Hammer can win a battle in less than a second during the initial assault. Axe/axe cannot.
Greatsword is pretty much the same deal vs sword/warhorn (or axe/warhorn, depending on if you want mobility or immobilize). Good to get lootbags when you want to swing into groups, but very selfish. Warhorn can win a small scale battle by crippling the enemy and buffing your group.
sword/sheild I would only recommend for a commander, as its once again selfish (unless you’re a guardian, then the sheild has some merit against a zerg, but then again staff/hammer will always be superior)
GS is not selfish because it does what it loves to do. Deal mad damage. in a zerg an ES to 100b ww swap can decimate enemies at the end of a chain. If you are a bunker warrior with shouts, warhorn and sword is for you but if you are offtank bruiser GS is a better option for damage. I understand what you mean tho but sword damage is just so… bad after the AA nerf
warriors IMO are pretty fun to roam because they have some of the top power builds and can actually compete with facerolling condi spammers. If you want to be a god however your going to have to pick a condition class. You can always go Diamond skin ele for 1v1s and have a fun (a little bit uphill) fight against any power build while punishing condi spammers who think running dire is fair.
condition classes need to learn what the hell is correct and what is myth. For the last time you cant actively block conditions already applied to you, invulns dont make condies deal zero damage and most fear skills are unblockable, dropping the block and causing CC. (yes condies have stronger CC while you are too busy complaining about stuns) Cleansing is equal to a block il give you that but cleansing is badly made and doesnt clear the most dangerous condies first making it a shot in the dark. remove 2 seconds of cripple of 19 stacks of bleed… game chooses the cripple. Condies are not mitigated by protection and all condition mitigation has to be specifically placed into the build where as power mitigation comes from just being a condi tank.
Keep a little bit of dignity and stop complaining about the weakest class in the game. We have ran from you for long enough its time poor little eles get a little bit of payback for all your abusive low skill BS. try running rabid again and give up your HP pool for some bloody precision and maybe you can break the 90% barrier.
Zero respect for condi necros, bad perplex engis (because a good one would never complain), or PU mesmers.
Your “serious discussion” seems to be another angry defense of hammer post.
So you want to know why hammer is OP? In PvE flat out it isn’t. In WvW debatable as you have lots of running room and unless the warrior has a sword they are slower with hammer (but not slower than most classes). Either way the combo cc skills are some what easy to avoid.
In Spvp where you have to stand on a point to contest it, and the warrior who you can not toe to toe has so much sustained healing (HS) he’s like bunker to down, happens to have a a Long bow as well where he can cover the entire point with a fire field that will burn you also happens have an aoe stun that can cover the point as well as strong condi removal (mostly due to the bow) then yes the hammer feels a bit OP.
Hammer really isn’t the issue. It’s all the other things.
then people shouldnt be complaining about hammer, but they do. My defense is on hammers. I welcomed real warriors (obviously not you) to explain their defenses on aspects of the warrior they get hate on for. IE healsig, maceGS and s/s lb builds and so on
look kid I have been playing the game well over a year now and have leveled every class (save Necro) to 80. That real warrior fake warrior bs is just stupid. You write up some angry post defending a weapon no one really gives to kittens about in a forum where the only people who are going to read it are people who play the same class. How bout you put this same post in the spvp forums and see the response you get? You didn’t come here to discuss a thing. You wanted to defend your build and now you have. Move on. You wrote a bait worth post where only players you deem as real warriors can post.
Let me say this clearly. Hammer is hammer and won’t be changed anytime soon so move on.
BTW people kitten about every build you can think of on every class. And they have every right to do this. Just because you heard a complaint doesn’t mean you absolutely need to post.
If you ever really wan’t to discuss build countering your going to need to know more than one class. Your going to need to construct a post that explains how each class counters hammer. Drop the sarcasm and take the time to craft a post that reflects the importance of the topic in your eyes. Given the way you chose to word your Op you got bored and felt like ranting. that isn’t good enough to have a discussion.
Take the time to read, put your emotions aside, and see the big picture.
No need for further discussion our conversation is over.
oh yay you agree hammer wont be changed good we are on the same page. save the hambow is OP bs cause it is pretty bad. I have read your posts even when warrior was underpowered as hell and I cant take you serious now so you lost all my respect.
Ignore this fool and lets get back on topic. disproving myths about the warrior and its illusive 30 30 30 30 30 build
Your “serious discussion” seems to be another angry defense of hammer post.
So you want to know why hammer is OP? In PvE flat out it isn’t. In WvW debatable as you have lots of running room and unless the warrior has a sword they are slower with hammer (but not slower than most classes). Either way the combo cc skills are some what easy to avoid.
In Spvp where you have to stand on a point to contest it, and the warrior who you can not toe to toe has so much sustained healing (HS) he’s like bunker to down, happens to have a a Long bow as well where he can cover the entire point with a fire field that will burn you also happens have an aoe stun that can cover the point as well as strong condi removal (mostly due to the bow) then yes the hammer feels a bit OP.
Hammer really isn’t the issue. It’s all the other things.
then people shouldnt be complaining about hammer, but they do. My defense is on hammers. I welcomed real warriors (obviously not you) to explain their defenses on aspects of the warrior they get hate on for. IE healsig, maceGS and s/s lb builds and so on. If you think hambow is the best point assault build you are sadly sadly mistaken and most likely an flavor of the monther yourself.
(edited by Epic.3950)
Im getting sick of all the moaning, complaining and downright wrongness in the accusations on the forums. Im hoping for some real warriors (pre launch, since launch, massive hours logged ect ect) to come forwards and help us settle some myths that these “OP” calling witchhunters are so quick to call upon.
As a warrior with over 1.5k hours logged I would like to discuss the issue of warriors control. many people complain about warriors having too much control on the hammer so lets break down the hammer a bit.
1- AA: weak auto attack without any special effects or condies
2-fierce blow: heavy hitting ability with a narrow but long cone for a melee
3-hammer shock: AOE cripple low damage
4-staggering blow: nerfed damage, knockback
5-backbreaker: extremely telegraphed high damage SINGLE TARGET knock down
f1-Earthshaker: moderate damage highly telegraphed AOE stun.
The basic combo for starting in melee range is a 5 2 4 f1 swap. This combo is one of the highest damaging but hardest to pull off combos IN THE GAME! Relying on a 1 second cast time only a moron or a really unlucky sob will get hit by it and its on a 24 second CD due to 5. This combo can be broken at any time with stability, a stunbreak dodgeroll (or just back up) a fear or a blind.
Lets look at the basic combos for initiating with earthshaker from range…
f1 2 4 5 swap or f1 5 2 4 swap (the second one is mostly improvisation if something is on cooldown and need to buy some more time)
both these combos rely on hitting earthshaker because you cannot sustain the following abilities without hitting the initial stun.
Lets talk about earthshaker. Earthshaker is not the super OP ability you think it is. It is plagued with bugs and unresponsiveness. from max range a mobile opponent can effectively juke earthshaker by walking in circles (which is quite comical) due to its slow cast time and buggy leap. after releasing the cast of ES (as I will be calling it from now on) there can be an upwards of 1/4 or even 1/2 second before it casts and then there is travel time to take into account. ES also has a tendency to teleport you backwards and blast mid air often which means a lost burst and no condi removal.
if ES misses you clear no conditions, you go straight to jail and dont pass go dont pick up $200. This is true with blinds, blocks (im rather certain but not 100% if someone has info on this please let me know) and invulns. yes earthshaker is on a 7.5 second CD if you have 30 in disc but its major damage comes from the combos which are locked to a CD of 9 seconds for the ES and fierce blow combo and 24 seconds for your full combo chain.
Obviously offhands play a big role in the hammer because it is a rather incomplete weapon. The choices are vast but the most common I see are sword/x ham, hambow and hammer GS.
Lets start with hambow. Hambow is considered most OP because it has snares which allow hammers combos I told you about earlier to be undodgeable. UNLESSSSS of course you dodge the snare. Yes the snare is on a much faster cast time then any of the hammers abilities its still possible to dodge, block or even cleanse. bow f1 has been nerfed and no longer deals significant damage leaving combustive shot, a highly telegraphed slow moving projectile to be the only other source of damage on the bow.
hambow counter is l2dodge.
next s/x ham. not much can be said about this as i am no fan. i find its damage weak and despite the long snare still easy to dodge its burst. Pay attention to the positioning of the warrior and the timing of their last burst to escape the snare into backbreaker combo.
ham gs is tricky because they can be slippery, deal heavy damage if you arent ready for them and escape. however it leaves you with no snares and therefore a timed dodge renders the combo useless. watch out for earthshaker into 100blades/ww cancel as it can deal heavy damage.
I have just explained every single one of hammers weak aspects as well as the playstyles of some of the most well known meta builds. Please before you complain about warriors read how to counter their EXTREMELY TELEGRAPHED and easily counterable gameplay.
Once again I invite any veteran warriors to share other points on how warriors are not the 30 30 30 30 30 hamaxebowgs s/x everyone thinks they are
It isn’t about “warrior will not be able to kill anyone”, warrior has easy and hard counter to any build/class burst for any of this combos (Endure Pain against direct dmg, and Berserker Stance against conditions), insane CC and insane regeneration (300 healing power and full adrenaline -> 900hps (andrenal & signet) and really hard dmg with it. It shouldn’t never happened.
Warrior now is the easiest class to play because you can do so many mistakes.
As a warrior you can miss your burst skill and there is no punishment (of course you have cd, but your adrenaline is still up).
wrong. you miss your burst due to blinds or baddieness and you do not proc cleansing ire. adrenal health is not hp/s so the actual heal per second is much lower (close to 500 with HS) Let us not forget that warriors are not OP at all. they havent changed since all the patches except for healing signet and cleansing ire. everything else has been nerfs. Warriors are rather weak, healing signet is OP but very pigeonholey
but a condition bomb takes less than a quarter of a second to cast and can kill you if you dont have a full clear.
hurdhurhurdhur lolimbadandcantdodge
I fixed it for you
if you didnt get the joke they are essentially saying l2dodge = warrior counter
ahah HOP my old family if you see some idiot running into you guys then popping CDs and escaping in some unexplainable way it was totally me and heavenly im sorry I couldnt resist XD
#TBT? doesnt even work anymore because sword DPS on the auto attack chain got blown to pieces. A sad piece of history gone forever
I don’t think anyone even said anything about off hand axe. Intelligence rune would be pointless in dungeons since auto attacking is strongest with a Sigil of Fire so you can AoE would be smarter than an Eviscerate crit guarantee. Rolling over people wise would really only ever work on morons and there are way better ways to kill morons than Eviscerate and the 2nd axe set adds nothing the first one couldn’t do.
actually sigil of force is the prescribed dungeon sigil but thats not what hes asking so lets not go there
sword was better when the auto attack was final thrust because the 3rd attack could hit for 9k flat out. now its a useless weapon all around. too gender confused
People always say hmm hammer GS EVERYONE DOES IT HURDHURLULULUL yet you are the first person aside from me who I have seen actually use it. Dont listen to the hataz cause they dont know a backbreaker tell from a staggering blow tell XD.
Regardless I really liked the build, quite like mine in many ways. Just quickly rifling through it I made some changes to your version with a little less crit damage and toughness but in exchange for more power and 11% more precision.
http://gw2skills.net/editor/?fIEQJASRjkOBvpQGPMxBA0Dt4qK1D7qLuUhyA-jUCBYfBiWGgABK7MQ5oLjtKqIas6aYKXER1mzFRrWGA9JA-w
here it is if you care to look, its just some gear flips and such
happy murdering noobs
not to really change any core aspects of your build I believe I can make a couple revisions. I suggest putting 20 into power instead of precision as you can get slashing power and (that vitality trait I cant remember what its called) this gives you much needed power you seem to be lacking but puts your crit chance a little bit low. You can counteract this by getting maintenance oils and if you still feel like you need more crit chance put some assassins weapons on instead (though with a very high uptime of fury you probably wont need it)
As you left food blank I would suggest getting bowls of poultry and leek soup as it reduces your condition durations applied greatly. This also nullifies chills, cripples and imobs to almost zero. With this you can choose to remove mobile strikes if you wish and grab destruction of the empowered for a huge increase in damage.
as for your 10 in tactics you can very well leave it however you can also place 5 or 10 into defense to gain the recently buffed minor trait (more power) and last stand for more stability!
Down to the sigils. I suggest getting sigil of force on your greatsword and replacing the bloodlust onto the shield as internal cooldowns for on crit and on swap are shared. this means when you weapon swap you cannot benefit from the on crit torment and vice versa.
or if you want you can place a sigil of bloodlust on a second shield and stack with that on mobs, then swap to a shield with sigil of force and gain an extra 5% damage as well as 250 power
hope this helps and good luck
(edited by Epic.3950)
Guardian is better because a regen warrior is selfish. A healway guard can put out way more heals in both 5 man and zergs than a warrior who is only good at trolling zergs. empower can full heal you and heal your team for a good 4k if you use Altruistic healing. Guard symbols with heal on tick also heal you for insane amounts and decent healing to your team aswell. give yourself sanctuary, merciful intervention and stand your ground and you have enough heals to not only keep yourself alive forever, but heal your team so much that they will worship you. regen warriors are more just troll builds made to have high uptimes of stability and plenty of runaway skills.
THIS. I was really bothered at first when healsignet first came out. frankly I was a god walking among mere mortals. I could hit for 15k with my ES-SB combo and had 3k armor. I was feeling like a total cheeseball. I was just about to give up and say warriors are OP when other people started running my build. Instead of having a hard time I destroyed them. That is the moment I realized it wasnt the fact warriors were OP, it was just the fact I had put up with so much bullkitten back when I had zero condition removal, no access to 25% movespeed and a useless tree I was forced to spec heavy into. This is the most frustrating thing a main warrior has to deal with. “We killed you because we are better than you, not because we are OP roll a warrior and you will still lose” this is my motto from now on and I dont let the warrior comments get to me anymore because frankly its gotten to the point I just ignore anyone who says that crap.
pvp is not the same as having your gear. pvp is lopsided bullkitten where condis rule and builds are all cookie cutter. Stop saying go to spvp private server cause thats just dumb. if you arent fully geared then heres a thought… DONT DUEL THEM? WvW 1v1s are among some of the most enjoyable and insane dueling ever but the problem is that you cant fight your friends the same way. Knowing you beat someone because your gear choices and perfect build decisions made a better build is way more awesome of a feeling then going into an spvp game and grabbing an amulet, maybe a different jewel and then saying “meh the numbers arent what I want but whatever…”
its just… so good… omnomnom. 1 stat wonders no longer work for everything and now people are raging and calling no skill on power players that need to sink in 3 stats for their damage to come anywhere close and deal with terribly telegraphed skills and low crit chances/crit damage
But in other news reposting just incase you didn’t see RIOT’s awesomeness;
GG OUTPLAYED:
totally could have solod that zerg with one ability lul nubz
DISCLAIMER:
words words words words potato words
I am not responsible for you getting banned if you lose your cool and start swearing, its much more fun not to
Chapter 1: when to smack talk.
smack talking is acceptable in many situations but I have created a simple flow chart in order to highlight when it is OK and not OK to talk smack.
edit: fixed flow chart XD
are you in a group?>>>yes. >>>>>>were you outnumbered?>>>>>yes.>>acceptable
………………………..vvv………………………………………………..vvv
…………………………..no>>>> are you a condi spec? …………no.> son… yu best stap
……………………………………………..vvv ………………….vvvv
…………………………………………….yes. ……………………no.>>acceptable
…………………………………………….vv>>was he condi spec?>>>>>>yes.>> acceptable
…………………………………………………………….vvvv
……………………………………………………………..no.>>>> son… yu best stap
now we have this basic flow chart to refer to in the future. obviously this is for the winner of the fight to refer to and not the loser.
chapter 2: proper conduct in winning.
if you do win an outnumbered fight you probably have every right to be happy, just dont t-bag their bodies for too long or else the zerg may come back bigger and badder. if you have won in either outnumbered or outnumbering them, but you died or was downed more times then the enemy before they lost you have to sit out of this. you have been a very big baddie and do not deserve the bags your team has brought to you.
no uplevels shall be allowed to taunt, sit, laugh, dance, sleep ect ect unless they beat a level 80 in a fair fight. (id say up to 5 ‘decent’ uplevels for 1 level 80 is fair so anything over that is pushing it in some cases)
if you are outnumbered 4:1 and it takes you an extended amount of time to win the battle you have no rights to gloat or taunt. wish your enemies well with a salute or bow and bring your zerg on their way because those 5 guys probably just gave you the hardest fight of your night.
chapter 3: party and whisper from other servers.
there is a time to swear and there is a time not to. if you have broken any of the above rules or simply are being invite attacked by some angry nub when you talk to him do not use excessive swearing or any swearing at all. witty come backs and comments are always more appreciated and get under peoples skin more. you could call him a kitteny kittening kitten of kitteny kitten but they are probably just gonna laugh and call you an immature brat. Think of something funny and witty to say
if you are challenged to a 1v1 accept it. 1v1s are not only a show of skill but also honour bravery and all that other crap denying a fair 1v1 is like chopping off your manhood and handing it to the other server player in a small guilded back embroidered with the silk lettering: im a coward. of course if its a friendly request and you cannot actually 1v1 for a legitimate reason just tell the person and maybe even try and postpone it. honour above all else. even if you lose its better than saying no.
thats all for now I was kinda bored and I made this half jokingly half serious. I hope some people actually listen to at least a couple points I have made however you dont need to adhere to em all
(edited by Epic.3950)
can we get off the guardian subject. guardians do different things than warriors much better in support aspects where warriors excel at damage.
and to put this other annoyance to rest. People are trying to justify balance on a specific class based on situational abilities. its like saying earthshaker is 100% balanced because blinds exist. You cannot say oh if x class has 15k heal on a 30 second CD its balanced because you can poison them. Those dont work. Poison is used to gain advantages not completely counter a class just as blinds (as annoying as they are) cannot be a justifiable way to hard counter earthshaker (or all slow cast abilities). In fact the only true hard counter for earthshaker is not being a dodge fiend and an interrupt faceroller. counters exist to stop an entire group of builds such as bunker, burst, or condies ect ect. if a counter is developed to specifically detriment a single skill (with healsignet it is lack of skill) then the balance is not distributed properly and must be changed. Things requiring more skill such as landing an earthshaker on a good opponent are being nerfed where the counter to the entire PLAYSTYLE already exists through skill and practice. (as all burst classes are countered in such a way)
but can you change the sigils on a dungeon weapon is the real question here
5-10%. That is only becasue they are buffing other classes damage to 10% So it is not a buff that you will be obvious when a warrior is against another class that has had a damage buff.
This is a power creep only that is going to cause more harm than good.
and every game has proved power creeping doesnt achieve balance, it just flattens classes.
I dont think it will pay off. hammer was a single weapon. It has not changed since its very conception. before healsignet was changed warriors were still rated the worst class to pvp with and it was balanced by its insane telegraphs. then they buffed #4 and added healsignet and kitten hit the fan. all of a sudden it took no brain to chain a CC together and survive doing it. people saw hammer and they gave up, didnt even bother dodging because why dodge when its on a 7 second cd? there are only 2 culprits for the warriors op state.
the first culprit is obviously healsignet. much too powerful in any fight lasting longer than (I think it was 20 seconds but im not sure I remember correctly)
the second culprit is staggering blow. nobody used to use it correctly and therefore hammer was seen as inferior since it only had 1 effective and reliable CC effect.
obviously I can blame people who cant dodge but there really is no point because casuals make up a massive amount of the population and sometimes you cant l2dodge if you have already dodged an even more powerful burst only 3 seconds prior.
there is a reason the hammer was always reffered to as the zergbusting weapon of choice even since day one. It punishes bad players and unlucky ones.
If this gamble fails anet, and warriors are still OP, you will nerf healing signet and then warriors will be back to where they were in release only with less damage (inherently)and more survivability (forced to trait)
any power build is far to telegraphed.
if you want to go with boring condition spec then sword/mace (if you have perpex) or mace/mace(more control less damage) or s/s if you dont care about the confusion and want torment and pick up a longbow. seeing you are a thief however, you will be disappointed by the telegraphs.
warrior elite:
banner of demise – banner
decreases armor of enemies within the radius by 20% and finishes all downed foes upon impact in an AOE similar to warbanner and inflicts periodic weakness
inherits properties of other banners mechanics with the number 2 being rip a boon off enemies in a 400 radius on a 15 second CD
CD of banner – 120 seconds
this is a foil to warbanner and would be very interesting in doing multiple things that simply cannot be accomplished at this point in time.
elementalist
signet of the elementalist – signet
passive grants corresponding bonuses for whichever attunement currently in
fire: 260 power
lightning: 20% crit damage
water: 260 healing
earth: 260 toughness
active surrounds you with an aura of the corresponding element (same as the 4 auras in ele weapons)
CD 60 seconds
guardian
purge the heretic – shout/consecration
engulfs themself in blazing light (negative to the necro deathshroud) and reduces condition duration of all movement imparing conditions by 100% as well as blinds, and reduces all damage conditions by 30%. affects all allies within proximity(DOES NOT REMOVE CONDITIONS)
duration 10 seconds
CD 90-120
necromancer
well of doom – well
places a well that siphons the life force of downed enemies and chills others
(priorities downed targets)
reduces the healing received by downed enemies by 70% (doesnt stack with poison) and ticks for 10% of their life each second for 7 seconds.
all other targets ticks for same base damage as well of suffering.
CD 90 seconds.
engineer
doomsday device – kit
1- grav bomb: pulls all enemies within radius into the center then stuns them for 1 second with a powerful explosion.
blast finisher
CD 60 seconds
2-tormenting grenade: dark alchemy curses the ground at target location as well as the trail of the grenade applying 1 torment each second
dark field 5 seconds
60 seconds
3-incinerate: catch fire leaving a trail of molten lava behind you and continuously blast flames around you in an AOE
fire field 10 seconds
60 seconds
4-scrubbing elixer 101241×10e7: removes all conditions in an aoe at target location while applying poison to foes as they enter it and continues to remove a condition per second.
light field 5 seconds
cd 90 seconds
5 – the fixer: grants stability for 20 seconds and repairs all turrets in an AOE while spraying regenerating mists for allies.
cd 90 seconds
all cooldowns share a global so only one of these may be chosen at once and the kit will be automatically dequipped once one is used.
thats all for now might be back later for some more
This turned into a necro vs thief kittenfest. sorry but thieves win hands down. they are way more in need of a buff and frankly necros are OP in every aspect of the game but in pve where they are only situationally useful at best. Necros have access to some of the best defensive utilities if they are condition and some of the best AOE abilities if they decide to go power. now dhummfire and terror are not OP by themselves. no. the only imbalance comes from the speed at which bleeds, cripples, chills and weakness can be reapplied which is abysmal. combine that with untelegraphed/op auto attacks with the scepter and your looking at a condition applying machine. The patch when necros got buffed and warriors were still in their old state before condi removal was so pathetic that necros were literally unbeatable(since all necros seem to do these days is complain about how warriors destroy them). Even with cleansing ire and berserker stance, 2 of the best condition managing abilities in the game, you cannot outlast a necro.
Engis unlike necros have a massive downside, their defense suffers from lack of util. they also lack the ability to apply as many bleeds as a necro does therefore their entire DPS is lower. Necros need to stop complaining about power builds. if you cant dodge, break stun or kite you deserve to die, being a necro doesnt entitle you to winning every fight. salvage what little respect is left for your class and do me a favor because unlike warriors, necros are still redeemable from the OP changes they were given.
This whole post makes no sense, zerging is itself a strategy, and it is used because it is so effective. Do servers send out small teams when they need to? Sure do. The idea that nobody will figure out what to do and keep forming 60 man zergs even when it’s blatantly foolish to do so is just silly. And this does nothing to combat the problem of just being flat outnumbered; you will just be losing all your territory to 3 separate groups instead of getting steamrolled by one.
zerging is a strategy is like saying atheism is a religion. its lack of.
Here are my comments on what we have seen discussed so far with the warrior changes.
Unsuspecting Foe
I’ve seen some concerns about moving this to master tier. This comes down to the core philosophy that drove the warrior changes for this build. Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage. This trait is a way for them to circumvent that and is therefore build defining. In many ways it exemplifies what a grandmaster trait is all about, however we felt that moving it all the way to grandmaster was overkill, but that placing it at the master tier allowed warriors to still run this with other traits, but have to make some sacrifices to do so.Thrill of the Kill
I’ve heard some concerns about this being permanent max adrenaline in WvW zerg fights. We understand that, but given the fact that this trait competes with Warrior’s Sprint, Vigorous Focus, Signet Mastery, and Inspiring Shouts, we feel like players that take Thirll of the Kill we be giving up a sufficient amount of effectiveness to counter this. There are so many other reliable ways to gain adrenaline as is that I can’t imagine this tipping the scales as much as one of the other adept traits in this line.Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.Longbow
A lot of thought went into the change to combustive shot. This skill was simply too effective at renewing itself. One of the drawbacks of the burst skills needs to be losing your adrenaline, but this skill was easily able to restore all of the adrenaline it lost. Rather than reduce the burn duration we reduced the # of attacks this skill creates because we felt it made it more counterable in PvP and less reliable in PvE as an adrenaline builder.Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.Sorry I got to you guys last, I truly did just go through these in alphabetical order.
Thanks,
Jon
jon. the problem with having unsuspecting foe in master tree is the condition damage and precision tree is terrible. instead of moving the thing and changing nothing but 7% damage loss on ES and another 10% crit damage, why not make it 50% increased crit chance on THAT ability only. it would nerf the skullcrack 100blade build as well as decrease the damage that chain CC would deal on hammer assuming you used the BB, fierce blow, staggering blow, ES, 100blade combo that has caused so much “grief”
from the way I see it right now I would rather have the old warrior because I dont want to take survivability over damage, but you give me no choice to make up for the reduced earthshaker damage and more wasted stats.
Its not just me, many other people dont see how you separated damage from control, seeing as we have no choice to sacrifice CC to regain every bit of damage lost. (which many of us would do happily.)
picking targets is extremely important. I cant really go into depth cause I dont know your build or your playstyle but generally you want to target “high priorities” first. you can determine their priority level by poking them with a ranged ability before they boon up. for instance if you poke a ele to find they are full zerker, murder them and save your dodges. if you have a warrior with a healsig, I generally attack them last because they are too hard to deal with with other people for them to reset behind. I like killing rangers, zerkers of any type, and necros first. if you got a really hard 2v1 like a condie necro and a condie engie it might be a brutal fight but the best you can do in that is avoid their initial bombs or you wont stand a chance. <<<<this applies for almost any condition +x v1 situation. good luck
I calculated each build with 25 Might stacks, not sure where you got the idea I did it with 0 Might.
6 boons is absurd, you don’t average 6 boons in an organized group for any extended period of time. 3 Boons is the average, and its what we use for Empowered.
I didn’t say anything about the cool down reduction or axe rotation so thats a non-sequitor. You asked for the math and I gave it to you.
protection, fury, might, retal, swiftness should have a 100% uptime unless you are running a full zerker group without an anchor guard in which case 4 sounds right. other boons come and go like regen vigor ect. (both of which have high uptimes)
your view on axe CDR is the reason your attack chains were as I said; incorrect. having cdr on axe 2 is the difference between stacking 4 more vuln per axe rotation opposed to not stacking it. it works into place perfectly with 100b and ww.
edit: if you are speed running you should have 25 stacks of might from ele even after fight ends or you are doing it wrong so once again GS might stacking is decimated
(edited by Epic.3950)
As spoj said 30/25/0/10/5 is the best dps for a pure axe build. 30/25/0/0/15 is the best for gs+axe.
I’ll math it out for you since you dont trust that I’ve already done it properly.
30/25: 19,994 ep [3400*(1+.88*1.58)2.38]
30/10: 19,789 ep [3400(1+.93*1.73)2.17]
30/0: 19,842 ep [3400(1+.89*1.73)*2.23]Once you add stacking sigils and food the 30/25 build gets even better, since the % damage mods scale better than crit damage does.
Things to note: this math assumes 25 vuln and 25 Might. The 30/10 and 30/25 builds will have better Vuln stacking than the 30/0 so the numbers in real world gameplay are going to be even better for the 30/25 and 30/10. The 30/25 will have about 3-4 more stacks of Might at any given time than the 30/10 build which means its numbers will be even better in real world gameplay. when you factor those two things in, the 30/25 build will be significantly more dps overall than even these numbers show.
I need some clarification from the root of this. how are you saying the ep is higher without might stacks in 30 25 when you literally lose 15% crit damage, around 3% crit chance (rather insignificant) to gain around 4% increased damage (one should not have less than 6 boons on them on average assuming we go with empowered)
the cdr on the GS is insignificant because it does not work into the 6 second axe rotation and assuming your group has more effective ways of holding might, like you said it would be detrimental to your might stacks.
Keep in mind im talking about a group that knows what they are doing, I have accepted that in pug hell 30 25 is much less reliant on others