Showing Posts For Etaoin.4362:

Want Healing Bombs back!

in Engineer

Posted by: Etaoin.4362

Etaoin.4362

After attempting to adapt to the new meta and new traits, I too would like to express my desire for a return of elixir-infused bombs (or at least some new trait that serves as a better replacement).

I mentioned it in another thread a while back, but bunker down simply is not a viable replacement for this skill for a number of reasons, several major ones having already been mentioned repeatedly (e.g. placement, “sharing”, moving to consume). Given the state of engineer sustain (especially versus conditions), we really could use this skill back. I recognize that it is niche but, let us be honest, so is bunker down.

(edited by Etaoin.4362)

Why, for the love of Grenth...

in Necromancer

Posted by: Etaoin.4362

Etaoin.4362

If they made the cast time the same as plague blast (underwater shroud #1) I’d be happier.

Same for reduction to terrestrial minion summoning cast times, please.

Constructive balance thread.

in Necromancer

Posted by: Etaoin.4362

Etaoin.4362

  • Pulsing stability for foot in the grave. Engineers have a comparable GM trait that pulses both might and stability while flamethrower is equipped. Matches theme.

This is honestly what I was expecting them to do for FitG and I was surprised when we only received one brief stack. Sure, FitG is also a stun-break, but engineers have access to a few stun-breaks along with the pulsing stability of Juggernaut (not to mention the might stacks). Given the fact that necromancers lack the same degree of in-combat mobility that a lot of other professions do, this does seem like a reasonable tweak. In fact, it seems like a necessary tweak, especially given the current abundance of CC in competitive game modes.

On an unrelated note, I also think that the balance team might take a look at reducing well recharge time. Right now, our lowest recharge on a well is ~30 seconds (when spec’d) and they pulse for a few seconds. Wells can be incredibly effective skills but, like minions, when they are on recharge the necromancer has a difficult time applying counter-pressure to opponents. Even a few seconds off of recharge time would be tremendous for the viability of so-called wellomancers.

Next are minions. Generally speaking, I quite like the minion mechanic aside from two peculiar issues. First, the AI: it is rubbish. We all know this, but it is worth mentioning again. Second, Flesh Golem: Why is this skill unavailable underwater? In fact, necromancers only have one available aquatic elite, and it is only useful if one’s build is specialized for it. The only explanation that I can think of is that the FG might be difficult to animate underwater, but that is a terrible reason to exclude this skill from aquatic play (especially since the “charge” ability would actually be a useful perk).

Finally, as others have mentioned, it is worth bringing up how long some of the necromancer cast times are. Minions are an obvious example here, but there are other skills, including weapon skills such as those of the focus, that are so slow that they can be avoided without even actually dodging. Some of this might be due to the fact that some skills can be absolutely devastating (focus #5 has actually helped me win 2v1 encounters), but they do seem unreasonably sluggish.

Again, some of these could be very, very minor tweaks that would go a long way in improving the necromancer. AI is obviously a bigger challenge, but the slight cast reduction times and reduced recharge times should be simple (and fair) enough. Pulsing stability is at least worth trying.

Optimizing a Vampiric Build

in Necromancer

Posted by: Etaoin.4362

Etaoin.4362

Thanks, Morfedel!

Optimizing a Vampiric Build

in Necromancer

Posted by: Etaoin.4362

Etaoin.4362

Sorry for coming late to the discussion. I have a (hopefully) simple question, though:

Wells or minions?

I’ve been having success with both, but I find that, if I can’t down an opponent quickly enough with wells, I’m in a pretty bad spot for the ~30 second cool down before my next well bomb. On the other hand, minion AI sometimes goes completely haywire and they stop attacking (even if they do keep taking conditions off of me, which is nice). Does anyone have advice for which build is more suitable and in what scenarios?

Can we talk about Bunker Down?

in Engineer

Posted by: Etaoin.4362

Etaoin.4362

The rework to Bunker Down has been interesting, dropping health packs on critical hits along with mines (on a two second cool down). In theory, this was supposed to make Bunker Down a more desirable trait while (presumably) also providing an alternative to the now-extinct Elixir Infused Bombs.

I have noticed a few issues with getting the most out of this trait, though, the main being the fact that the health packs and mines spawn at awkward locations (the pack a few units in front of your character and the mine a few units behind). This can make it difficult to actually (a) reach the health kit and (b) pull an attacker into the mine. The reason for this is rather obvious: the majority of the time, your enemy will be in front of you and, if you are being pressured, backing up or strafing are often necessary. The result is that you will often miss collecting the health pack and the enemy will simply avoid the mine (which seems to have a rather small triggering radius anyway).

Further complicating this issue is the fact that in hectic situations (or if you are using a weapon like the flamethrower that can make it difficult to see in front and beneath you), it is hard to tell where the pack and mine are anyway. This makes them all the more difficult to use effectively.

Now, the point of the rework of adding the health pack was to make Bunker Down a more defensively-oriented trait; one that can support the party even (although, arguably, E-I Bombs also achieved this with a lower heal-per-bomb and could be shared by the party rather than solely consumed by one player). The problem is that the awkward placement of health packs and low visibility make them less viable as recovery resources and less helpful to the player spawning them.

Does anyone else share this concern regarding the trait, or any other thoughts on Bunker Down? Have you found some way of optimizing its effect?

Spectating people's traits DCS from game

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

Ditto: just tried this three times and each time the game crashed.

Amulet Suggestions

in Engineer

Posted by: Etaoin.4362

Etaoin.4362

Hello,

I have recently been running the following build for sPvP (typically as a bunker) and am very comfortable with it:

http://en.gw2skills.net/editor/?fdAQJAqelUUpPrlcxdLseNiaBF6bsxAIyQmlPGhCA-TZgRAAw+DAA

Right now I am having trouble optimizing my amulet choice. I am not looking for build critique (unless you see a minor tweak that might give a huge improvement), nor am I trying to promote this build. I am just looking to optimize as best I can.

Thanks in advance!

New Inventions line...

in Engineer

Posted by: Etaoin.4362

Etaoin.4362

That is what I am hoping for, but the descriptions were vague and leave me a bit nervous. For example, does the HEAL-SPLOSIONS trait activate only on the completion of a combo, or whenever a skill that functions as a blast finisher activates? Or is it supposed to apply to explosions in general? Will Bunker Down drop med-packs right on top of me, or where the critical attack lands?

I ask because in GW1 my favorite build was the Keystone Signet mesmer. Gimmicky, I know, but I had loads of fun with it. I was really bummed when the GW2 mesmer didn’t have the same functionality, but I found something comparable with a bomb-focused engineer. It has been my favorite build ever since, and I just think would be a shame if it was eliminated completely from the game. I know that engineers are getting lots of cool new trait and skill reworks (insert orbital cannon hype), and that none of this is final just yet, but there are some elements that I really hope are maintained.

Also, totally with you on Power Shoes: unstrippable 25% movement speed is very nice.

New Inventions line...

in Engineer

Posted by: Etaoin.4362

Etaoin.4362

Don’t forget about Elixir-Infused Bombs. I know that a lot of folks don’t use this trait, but those few of us that do really enjoy it for its bunkering potential. The changes to Bunker Down might make for something viable, but it’s really not the same.

Simin, High Priestess of Dwayna

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

Were you in my party just now!? We spent over an hour trying to kill this boss only for her to cloak and heal as soon as she hit 50%, even when we had the sparks in quickly. I thought the cloaking was supposed to be on a timer, but even when the cycle of cloak=>sparks=>DPS was under 20 seconds, she just cloaked again (yes, I timed it).

At least now I know that this is a bug and that we don’t all just suck. Still, pretty lame. This is the last path I need for the dungeon mastery achievement, so I feel really, really let down by this, especially for such a long path.

Missing Achievement Points

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

After completing today’s dailies I received 6 rather than 10 achievement points. I am not at the daily/monthly cap. Explanation?

Who voices Aerin?

in Audio

Posted by: Etaoin.4362

Etaoin.4362

Ah, I can totally hear it now. Thanks so much!

Who voices Aerin?

in Audio

Posted by: Etaoin.4362

Etaoin.4362

The voice of our most recent psychotic Sylvari sounds familiar. Does anyone know who it is?

Shadow Assassin outfit and clipping

in Human

Posted by: Etaoin.4362

Etaoin.4362

Does this outfit clip when human males are in motion/combat-ready stance? If so, then how/where does the outfit clip?

Banner bundle mechanics

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Recently, I have noticed a problem with the banner “pick up” mechanic. Sometimes it simply does not work: the player warrior summons the banner, but neither the summoning player (nor any other player) can interact with the banner. This is obviously a bug, but it got me thinking about some of the other issues with the banner’s pick up mechanic.

First, there is the issue of “banner theft” (i.e. when another player takes your banner without permission). I am sure that many times this is accidental, but there are times I suspect it is also trolling (especially in EotM). To be frank, the active banner skills themselves have very little utility; most players summon them because they spec for the party support that banners can grant from the area effects instead. Is there any good reason not to treat banners like turrets (i.e. only being movable by the summoner)?

Second, and I might just be seeing things here, it sometimes feels like the pick up for banners is itself a rather slow action. Sometimes I have to stop right on top of my banner and spam my “F” key until I finally pick up the banner. This could just be a connectivity issue, but it still seems rather slow and more than a tad inconvenient. I know that players have, in the past, asked for banners to be “equipped” when summoned and carried on the warrior’s back (or something like that). This would be a huge change in the mechanic, and I can see why it would not be feasible to implement. Would it be reasonable, however, to speed up the pick up of banners, or at least improve the responsiveness of interaction with them?

WvW Tourney and Customer Support

in WvW

Posted by: Etaoin.4362

Etaoin.4362

I just want to add a bit more data:

Some have speculated that the no-chest and wrong-place bugs are related. As far as I can tell, they are not. I was on a second place server and have received the correct achievement. I have not, however, received a season reward chest.

Some have also pointed out that there might be some connection between how rapidly one finished the meta/if one finished all of the achievements and not just the minimum. For my part, I did complete the meta within the first two weeks; I also completed all of the achievements within the first two weeks. Whether or how this affects receiving season rewards is unknown, but I have seen this idea pop-up in this thread and others, so I mention it here for full disclosure.

Crab toss victory awards to multiple players?

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

I just received a win in crab toss although I did not “win”…at least not on my own.

Two players finished with the coveted crowns over their heads and, while I am glad to have the win awarded because I was able to score some achievement points, only the other player had the high score.

Two crabs also spawned during the match. Is it possible that these two bugs are connected?

[Merged topics] Achievement bug: no chests, dailies stuck

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

I think that this deserves a signal boost. Some players were reset while others were not. Some of the reset players had not completed their monthly, while others had and were reset anyway. Could someone please explain what happened and why only certain players were reset?

Error connecting to new EoTM WvW

in Account & Technical Support

Posted by: Etaoin.4362

Etaoin.4362

Same error here as well. I can access WvW, but not EotM.

Still cannot sell "Recipe: Light of Dwayna"

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

See topic for specific problem. I could not find any recent topics on this particular issue, so I judged it best to start a new thread.

Also (and I apologize if this sounds like whining), the stacking method is not a reasonable workaround (especially since the recipe sells for around 15-16 g now). The fact that some of these recipes are still account-bound should be considered a persisting bug that deserves attention.

dragon painting in scarlet's lair

in Lore

Posted by: Etaoin.4362

Etaoin.4362

Speaking of giant robots, has anyone attempted to float the theory that Scarlet is plotting to build her own dragon?

way back people wer joking about it, as we have only saw her stealing powerful technology, however there is no evidence to support that at the moment and it would not make any sense.

Why would you build a giant dragon? (okay a giant marionette is equaly rediculus, but we can actually point that back to her psychy)

If she wanted power to equal elder dragons, she would just need to build a weapon with similiar power. There is no reason to have it look like a dragon.

And yes. having a giant mechanical dragon fighting an eldar dragon would be awesome (there is a reason why we got mecha-godzilla), but sadly, no go at the moment…

I totally get that line of logic and agree that it makes no sense for her to build a dragon to fight a dragon, but what if that is not her motive (or at least not her endgame)?

See, something she said during the Nightmare arc really bothered me, that bit about “remaking you in watchwork.” Many of Scarlet’s creations, like the steam creatures, seem to resemble actual Tyrian creatures (we even have the new moa miniature). The difference is that the steam creatures are bio-mechanical and, as far as we know, the watchwork minions are just mechanical…at least so far.

What if Scarlet’s endgame is to actually recreate the world in watchwork? Admittedly it would be an advanced form of the watchwork, but watchwork nonetheless. What if part of that equation, however, is also a dragon?

One of the popular theories about the probes is that they are seeking for leylines of dragon magic. We also know that Scarlet’s plans thus far include a giant aether cannon and some sort of super drill. We know that she has been experimenting with mechanical and biological programs, as well as the “four elements” plus chaos magic, and we know that there was an entity in the Thaumanova Reactor.

What if the various magics in Tyria are in some sense sentient and connected to certain hosts or foci? What if the dragons are among such hosts/foci? If Scarlet’s goal is to recreate the world, free of (at least some) restrictions, then it might be that she needs to create analogs of everything currently in Tyria, dragons included?

dragon painting in scarlet's lair

in Lore

Posted by: Etaoin.4362

Etaoin.4362

Speaking of giant robots, has anyone attempted to float the theory that Scarlet is plotting to build her own dragon?

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Guys, thanks so much for all the advice you’ve given and patience you’ve shown; it has been hugely helpful. I will continue to experiment with the gear setups I’ve narrowed it down to based on this discussion, but I now do feel more comfortable with the setup I am running. Again, huge thanks to all of you

(edited by Etaoin.4362)

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

I hadn’t considered scholar. I might have to try that for the upped damage output. I’ve also used Hoelbrak, but I love the reduced stun duration from Melandru. The power boost is nice, though. I guess Lyssa is a solid choice, then (and I do love that condition cleanse).

The build itself is a bit of an all-rounder. Clearly it’s not optimized for PvE (otherwise I’d just go bersker GS, etc, etc), so the two remaining choices would be sPvP and WvW.

As I mentioned, I play around with this sort of build a lot in PvP, and I have fun with it. It’s not optimal for any particular role, but it offers some decent support and bunker capacity (assuming I haven’t just blown berserker stance, dolyak signet, last stand, AND shrug it off…which happens when fighting three necros at once). I’m no pro, though, so it’s mostly just for laughs. It is nice seeing my score at or toward the top of the match, although that could be a fluke.

For WvW, I tend to either run with a zerg or do a little roaming when the map is quiet. When on my own or with a small group, I use the build to take camps and guard posts, and I guess it does so relatively well. I die plenty, but I also survive being outmatched fairly well, and I feel comfortable going up against players at my level in a 1v1 (although the best time I ever had was when I took down two Asura thieves that tried to gank me).

Should that affect my rune choices?

@Rigel: I am not quite sure what the underlying theory of the build is. Could you explain it for me?

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

If you are trying to go tank, odds are you will not have a high crit damage and you will probably not be traited with a lot of precision. You are better off going with PVT for greater direct damage. If you want to go the Condition route, dire armor (CVT) will give you the most survivability while still maintaining great condition DPS. There is a tanky, high burst hammer build but sadly it is getting nerfed to kitten in december so I would wait before even thinking about that one.

My suggestion is, if you want to use sw/sh spec in a power build. If you want to use sw/sw spec in a condition build. Longbow is just good either way.

Sad to hear about the hammer (25% damage reduction? 10-15% would have been enough…), but I guess that is the way the cookie crumbles.

I was thinking PVT with sw/sh + lb myself. I run such a setup in sPvP and it works bizarrely well for bunkering (at least in my experience; PvP pros, please do not flame me!). What runes would you suggest, then? I have been using Sup. Lyssa, but I am guessing Sup. Hoelbrak or Sup. Melandru might be better choices? Are there other options to consider as well?

Again, thanks for all the advice so far, guys. I think we are nearing the light at the end of the tunnel!

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

@Traitine: I wouldn’t say I’m necessarily looking for a jack-of-all trades (I definitely lean toward tank-y or bunker-y tendencies), but I see your point. In that case, would you suggest I go full-on tank and forsake all attempts at upping my damage-output? If so, then what weapons and runes would you suggest, and (finally) what is the major advantage of Soldier’s over Knight’s gear, especially if I pack lots of condition-cleanse?

@Carpboy: DR starts on toughness rather than overall armor level? I always thought it applied to overall armor. In that case, would that also mean that at around 3200 armor I have more than enough? Also, on the condition-oriented builds: is sword/sword always preferable to sword/shield?

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Well, I guess to answer the first question I would have to say that I am looking for something more along the lines of the first option (given I run 0/0/30/30/10). I want to deal as much damage as possible, but I am not looking to make an outright DPS’er.

That is what led me here to ask about gear from the beginning: It seems that at some point stacking additional toughness and vitality would be less and less effective (e.g. Is that extra 100 toughness really doing anything?). At that point, it seems it would be better to build for direct or condition damage. My question is at what point do you stop seeing a distinct benefit from armor rating post, say, 3300, or do you keep getting significant reductions for incoming damage?

I am familiar with some of the resources on this (e.g. the original guru thread on damage calculations), but it seems like there would be some point at which it becomes more prudent to focus on damage output rather than input, even if you want to go tank-y.

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

That’s a really cool build, Carp. I definitely see the utility of it. Added to bookmarks

That being said, I’m not so sure this play-style is for me after running with it a bit in WvW and PvE. When I switched out my shield for a sword a ways back, it was because I thought it might end up being more ergonomic. The build has worked quite well, but moving more toward condition-based kills has not been that effective for me (I still rely mostly on raw damage like with Final Thrust and Arcing Arrow to finish off foes).

Perhaps what is in order, then, is a different weapon and gear set altogether? I just do not want to sacrifice the survivability and supportiveness of my current utility/trait setup, especially when I am in a team situation.

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Ah, sorry, I meant mace/sword, not mace/shield, but the point still applies. On the other hand, my swap is a ranged weapon (long bow). I could just pack on sword/x or gs, though.

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

All right, I have tried out a few of the suggestions on offer here. The condi damage is nice, but it just feels too niche; my opponents either run away and/or cleanse the conditions too quickly. Maybe that is just bad luck, though.

What about a mace/shield setup in place of sword/sword? I have not seen this discussed anywhere, and I ran it for a while in sPvP today; it seemed to work fairly well there. Thoughts?

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Interesting and good points. Okay, so what if I opt to swap over to sword/shield for melee and swap Dogged March for Shield Mastery? That looks like more of a hybrid direct/condition damage build with some minor control, although it cuts into damage output by removing torment. If I went this route, would rabid/dire still be recommended, or should I try a different set?

I should probably clarify: the main use of this build will likely be general PvE and WvW roaming with occasional zerg fights. That latter bit is why I am looking to make survival a major focus. Of course, surviving in GW2 is not just about stacking toughness and vitality, so that is where the offense comes in, and that is why I appreciate the feedback on balancing passive defense with active offense/defense.

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

The off hand sword really excels at condition damage and is kind of waste not to pair it with condition spec armor. If you want to go with zerker gear (which would primarily be a direct damage build) I would suggest using a sword/shield or even a sword mace longbow setup.

Right, I understand that. I was just wondering if a hybrid approach was at all viable, especially since a lot of folks bring tons of condi- and cc-removal.

I will give pure condi-damage a shot and see how the build fares, though. I will also try the sword/shield and sword/mace. Tyvm!

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

What if consumables are not an option for some reason (e.g. out of money)? Also, does the increase in condition damage significantly outweigh the direct damage from berserker gear? Originally, I ran this build with a soldier set, but it felt a bit slow at killing.

Gearing a tank (weapons, armor, runes, etc)

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Hello all,

I am trying to optimize a tank-y warrior build for PvE/WvW that can still dish out some damage. I have experimented with various weapon setups, but I am looking for something that will allow me to engage/disengage enemies while also allowing for a fair amount of defensive options either in the form of blocking or cc. Preferably, I would like one of the weapons to be ranged, but if there is good reason to abandoning this I am happy to consider it.

Here are the bare bones of the build:

http://gw2buildcraft.com/calculator/warrior/?8.0|0.0.0.0.0.0.0.0.0|0.0.0.0.0.0.0.0.0|0.0.0.0.0.0.0.0.0.0.0.0|0.0.0.0.0.0.0.0.0.0.0.0|0.0.u289.u57b.a6|0.0|5x.60.6c.6h.0|e

This much I would like to keep intact, so it is mostly the gearing with which I am concerned.

I appreciate all the feedback received in the previous iteration of this topic. Initially I was running a sword/sword set, but I did not feel “functional” enough. I guess the condition damage route just is not for me, though, at least not purely. On the other hand, I find pure power builds using greatsword to also be problematic. Of course, one obvious suggestion is to just swap professions, but I really enjoy my warrior and I find myself capable with various setups…I just really want to optimize.

(edited by Etaoin.4362)

December 10th Warrior Changes

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

The solution, then, should not be to nerf select warrior skills and traits (at least not exclusively), but to make others more interesting/better/viable/what-have-you to encourage build diversity, and I take it that this is an intent of the proposed changes. Note, however, that there seems to be very little in the proposed changes that will give rise to any real build diversity; it simply weakens one particularly good build in favor of promoting universal build mediocrity…or it forces warrior-players to take on a new “fotm” build that will no doubt be hit in the future as well. This comes from someone who does not play a hammer or mace/shield warrior. I do predict, however, that the build that I do run will be the one hit next, and in some ways already has been…unless, that is, we avert from this course of “balance”.

tl;dr

Warriors are not naturally more survivable than other professions, at least not problematically so; “balancing” is better than “nerfing”, and this is not a good argument to support the proposed changes (not that the changes are themselves necessarily bad).

December 10th Warrior Changes

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Posted by: Etaoin.4362

Etaoin.4362

So, warriors do not possess a great deal of in-combat, damage-avoiding mobility. They possess high armor, but this does not entail overpowered damage mitigation (it slows things down slightly at best). They do not have access to two of the best damage mitigating buffs in the game. What other options are available? The two best defensive options available to a warrior come from recent (I cannot emphasize this enough) changes to the profession, both of which require investment in certain skills and trait lines: out-healing damage and rapid condition/control removal. Now, both of these qualities are possessed by a few other professions as well, most notably the guardian, which has seen almost nothing but considerable buffs over the past few patches, and looks to be getting stronger in the next patch (By the way, did you know that the guardian can also be built as a glass cannon and has one of the highest potential DPS outputs in the game? Play around with a few builds; I am sure you will figure it out). For the warrior, out-healing damage requires investment in at least the Adrenal Health trait and the Healing Signet skill. The trick here is that the healing is “passive”, so the warrior can continue attacking while still healing. This is a nice little mechanic and it distinguishes the warrior (and guardian) from other classes; it makes them more unique. Recent complaints have been that this combination makes the warrior’s healing “too” strong, but let us consider: poison, burning, or sufficient stacks of bleeding or torment can easily out-damage the passive heal; a half-decent spike breaks through Thick Skin (if one even uses it) and whittles through the regeneration; AH is dependent upon having adrenaline (this is minor, though, since a tank-y warrior will likely have a full bar almost always); HS has a dismal active heal; AH requires investment in a particular trait-line. A warrior specialized for banners, might be a source of considerable frustration with the constant regeneration and additional stat buffs, but then this also requires some significant trait investment (and banners are wildly _un_popular anyway, weak of an argument as that might be), so we can hardly say that they are an ubiquitous advantage. There are a number of costs required for these buffs, then, so the benefits seem rather fair. None of them, however, are natural for the warrior, and few of them (if any) have been around since the game’s release.

Similarly so for condition removal: the majority of condition removal spam comes from investment in Cleansing Ire, a master level trait in the warrior’s defensive line. This is, undoubtedly, a great trait, but at 20 points it requires a reasonable investment. The warrior’s other condition removal skills include Signet of Endurance (which I think almost no one uses), Mending (which requires one to give up HS), and “Shake it Off” or any shout if one is using six superior runes of the soldier. All of these additional skills and traits require some considerable trade-offs on the player’s part and, again, are often not conducive to producing a high-DPS warrior, or at least not high enough to mesh with whatever crowd control one is utilizing and create an unstoppable killing machine.

There is, of course, a third way of mitigating damage available to warriors: shutting opponents down. This is achieved through simple pressure by damage, spamming control effects, or some combination thereof. This seems to be the focus of the critique and hence why so many “nerfs” are directed toward hammer and mace/shield sets. Is this reasonable, however? It is true that warriors can spam CC and deal decent damage, but is this genuinely the only profession so capable? What about engineers? Elementalists? Fear-focused necromancers? Greatsword and hammer guardians? It seems like most other professions have access to this mechanic as well; they simply choose not to use it because there are other viable options on the table for builds. A quick look at the PvP “meta” reveals that the CC-heavy warrior game is likely an attempt to give warriors a viable play-style to contend with (contend, not necessarily counter) numerous other effective builds. So, ultimately, it looks like the warrior CC is not necessarily more effective than other professions. Even if it is, the build seems to be prevalent not merely because it is effective, but because of limited viable options available to warriors for sPvP and WvW engagements. Mind you, I am not suggesting that some of these changes are unwarranted or unnecessary, but I think, perhaps, we may be using an ox cleaver to kill a chicken.

December 10th Warrior Changes

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

“Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage.”

my sides are in outer space, i’m done with this game

Although I do not share the whole of the sentiment, I tend to agree that this claim is rather laughable.

No, warriors do not have a lot of survivability by nature (at least no more than other professions at level 80). In fact, until several recent changes they were an extremely weak class when it comes to surviving. If warriors seem like good survivors, it is because the manner in which they can be built to be survivable is accessible to a wide number of players (i.e. it does not require a great deal of keyboard gymnastics). If a warrior is built to be a heavy damage-dealer then, as is the vision of the developers, it will melt in the face of a zerg (or even more than one opponent player on average assuming all are equally skilled, whatever that means) just as easily as any other DPS-focused build, regardless of profession. Let me explain:

The nature of the “survival” game in GW2 is not based upon armor level, at least not to the extent it was in, say, GW1, and this along with a high HP pool is the only “natural” advantage a warrior might have. This is partly because increasing armor rating has vastly diminishing returns. Once you hit around 3500 armor (or perhaps less), adding additional armor becomes almost a moot point; you would be better off attempting to out-damage your foes or find some way of avoiding damage altogether, and this is precisely what many other professions can do that warriors cannot. Even if a warrior has nearly 30,000 HP, this number is ineffectual as a deterrent if the armor rating is mediocre, and entails a great deal of sacrifice in terms of offensive options. Reaching the 3500 armor mark is not something that many attempt anyway, since they would rather allocate their points for damage output. Besides, as many will note there are better ways of mitigating damage, namely the protection buff (to which the warrior does not “naturally” have access). I shall not even touch on “invulnerability”.

So what does increase one’s odds of survival? Several factors come into play here. First, and most obvious, is mobility: the ability to simply avoid getting hit. Mobility takes several forms in GW2, including leap, dash, teleportation, and basic evasion. The effectiveness of this lattermost option is only amplified by the vigor boon to which, again, the warrior’s access is quite poor. As such, warriors tend not to be very “dodgy” unless they do such things as equip Signet of Endurance, but then this is forcing a niche skill, and I took the project to be able to give players a variety of options. As such, in terms of mobility warriors rely upon leaps and dashes to get in and out of combat. Of these options, however, there is only one skill to my knowledge (Whirling Blade on the greatsword) that provides any kind of evasion, so the best warriors get with mobility is a way to (not always reliably) close gaps when entering combat and run away slightly faster when leaving combat. This is not really a viable way of avoiding damage.

(edited by Etaoin.4362)

Warrior: Offhand Sword vs Offhand Shield

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

As it has been already mentioned above, the shield can prove to be an invaluable defensive weapon due to the fact that it provides both control and defense. The stun can be used defensively or aggressively as well, especially when you expect someone to heal. I have scored numerous kills by preventing my enemy their heals and the shield was the only stun i had off cd. Sword offhand has absolutely no control and very limited defense. It does come with a nice condition though. Still, sword OH is more situational whereas the shield pretty much fits in almost everywhere, whether it is 1v1 or 1vx.

Good points, Ath! This is actually the reason I raised the question about sword vs shield as offhand. In general PvE, you can (probably) get away with using either and do quite well. So I suppose we should focus the discussion more upon PvP and WvW(vW).

Now to offer some thoughts about sword – As you note, OH sword does provide a nice added condition (torment) and some defense with riposte. The cc from Shield Bash is very nice, especially in PvP when you can use it as a gap-closer or as a way to interrupt a crucial heal, burst, or finisher (I love saving teammates). The sword lacks a hard cc, and that is a downside, but torment almost makes up for it. A single Impale can grant up to five stacks of torment plus a nice damage bonus from Rip. This damage is only increased if the target chooses to move while afflicted with torment (a point many players still do not seem to grasp). This leaves your opponent with a handful of options: either cleanse the conditions, stay mobile and accept the added damage, or stay put. If forced to adopt the second or third of these options, then his/her HP will start to rapidly decline, all while you continue to pile on the pressure. Having a sword main-hand to stack bleeds or a longbow or rifle to dole out more conditions (bleeds and/or burning) can also help to add pressure.

Why mention this as a counter-point to Shield Bash? In my experience (and feel free to correct me), stunning an opponent provides a nice setup for a burst and/or interrupt to change the tempo of combat. In both cases, however, it is optimal that you be running a build that either focuses on stun-locking an opponent or bursts the ever-living-daylights out of them (or both, if possible). These are totally viable tactics, but it also places some constraints on the rest of your build that may reduce your overall versatility (stun-lock and burst-heavy warriors tend not to fare so well against highly-mobile and/or careful opponents, especially when there is more than one). In some ways, then, shield might be more niche than sword.

Of course, this is not to suggest that sword is superior to shield. I just want to offer up a counter-point. Another big selling point for shield, to me, is the huge defense boost you can get from traiting for it; that is built-into a typical tank-y spec, whereas offhand sword bonuses might not be.

Yet another thing to consider is how viable condition or stun builds will be within the next month, given the incoming nerfs to conditions (stacks capped at five) versus nerfs to sigil of paralysis (however that plays out).

Warrior: Offhand Sword vs Offhand Shield

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

The most common case for me to like the 3s block is against a Thief that is coming in stealth, ready to burst me down. It’s nice to see all his attacks wasted against my shield.
Another situation may be if you have to play for time. In this case it is “3s of pause”, to wait for your CDs.

It’s true that a lot of people now carry more than one stun-breaker and that’s not a disadvantage to Shield #4, the opposite: if they use a stun-break for Shield stun, they won’t have it for Mace F1 ^^

Right on, that is more or less my thinking when it comes to the shield. It does give you a few seconds of total downtime (except when matched against unblockables), during which you can also regenerate a lot of health if you trait for it. Of course, running an opponent out of stun-breaks does assume that you carry a mace main-hand (or hammer on swap), but I know that is pretty common with the stun-meta right now, so I think it is sound advice for warriors running that kind of build.

Also, is trait IV for longbow still bugged? I thought they fixed that in an earlier patch, but I may be remembering inaccurately. Just to play devil’s advocate: it may be worth it to take the trait (even with the reduction of auto-attack damage) if you make it a habit of throwing down the combo fire field repeatedly, then using Arcing Arrow to deal a nice AoE spike.

Warrior defense traits bugged??

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

Re: http://wiki.guildwars2.com/wiki/Thick_Skin

Grants 100 toughness, where armor is the sum of toughness and defense.

This is probably what you are noticing.

Warrior: Offhand Sword vs Offhand Shield

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

I think Shield will be overall more useful SPvP speaking:

  • 3s of block rather than one attack
  • 2s stun (with Sigil of Paralyzation) which will go down to 1,15s BUT it is a small but useful gap closer with a short stun that helps you to start the combo
    I would to see dual wielding Sword though :P

On your first point: It is true that the shield has a longer, solid block. Remember, however, that the reworking of riposte is such that the blocking with offhand sword is now no longer canceled until you block a melee attack. I think you still make a solid point, but I also wonder in what situations you would place yourself where you are going to be blocking a slew of melee (as opposed to projectile) attacks and not trying to kite. Perhaps when being pursued by HS-spamming thieves?

On your second point: This is a huge selling point of the shield, imho, and not to be overlooked. The only reason this point might receive less attention is that, given the stun-heavy warrior meta, you might expect opponents to carry tons of stun-break. In PvE, you also have to worry about stun-resistant/immune mobs. In these cases, you get a gap-closer that deals decent damage, but that is about it. On the other hand, one might question if such niche cases weigh heavily enough against this point in the shield’s favor.

Good notes!

Warrior: Offhand Sword vs Offhand Shield

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

It really depends on how you want to play.

Off-hand sword will give you a nice bleed + torment. Great for sustained damage.
Shield will give you a stun. It locks the enemy player from moving, dodging and attacking. Great for burst.

Sword is best paired with Sword. MH sword has tons of cripple. MH sword’s adrenaline does immobilize as well, so you don’t really need the stun.

Axe is best paired with shield. The problem with axe is that the adrenaline skill is easily dodgable. You need a stun to go with it.

This is pretty much what I expected to hear, although I think this is still a worthwhile discussion to be having. Lately, I have been running sword/sword + longbow to pretty good effect. I have played axe/shield in the past, but I find the lack of mobility with axe to be problematic in some situations (e.g. running away from a zerg or locking-down a single target), even with the shield offhand. Still, I agree that it is a viable setup for the reasons you state above.

I guess one other question is whether sword/shield is as versatile as sword/sword, or if sword main-hand’s better pairing is simply the second sword.

@Ath: I am curious as to why you think the shield would be superior in general. Could you say more?

Warrior: Offhand Sword vs Offhand Shield

in Warrior

Posted by: Etaoin.4362

Etaoin.4362

With the buffs to offhand sword (torment, the reworking of riposte), I was wondering if it was a definitively better offhand than the shield. Any thoughts?

Aetherblade Retreat: Horrik not Respawning

in Bugs: Game, Forum, Website

Posted by: Etaoin.4362

Etaoin.4362

After the last update, it seems that (occasionally) First Mate Horrik no longer respawns if he is defeated in the final battle before Mai Trin’s surrender. This makes it impossible to defeat Mai Trin, as she must be hit by Horrik’s electrical attacks to reduce her shield and make her vulnerable to damage.

Get rid of "unique" equip limit

in Suggestions

Posted by: Etaoin.4362

Etaoin.4362

Nope, I find things fine as they are. Before I spend any currency that takes considerable time or effort I always research and/or ask questions in map/guild. There is no reason to code for buyers remorse/error.

As my Dad used to say to me when i was growing up, “Slow down, you’ll get done faster”. Taking your time and making the right choice the first time is almost always faster then rushing, making a mistake and having to start from scratch again.

Again, this assumes that the sole motivation is simply “buyer’s remorse”; it is not the sole motivation, but one (in fact a minor one) among many. A more substantial complaint is that there seems to be no good reason for the unique limitation in terms of game mechanics: Why can we not equip two items with the same stats and infusion slot type?

the funniest thing about this is that if you look real good you can find two different item name … same stat. I thought this was a waste of time to code for all that extra rings just cuz its unique

The items might give the same base stat bonuses, but they do not have the same type of infusion slots (e.g. “offensive”, “defensive”, or now “utility”). One of the points is that there seems to be no good reason to prohibit players from equipping two items with both the same stats and the same type of infusion slots. The reason that this is impossible is because of the uniqueness restriction. Maybe I am misunderstanding you, though, and this was your point?

Get rid of "unique" equip limit

in Suggestions

Posted by: Etaoin.4362

Etaoin.4362

I think we are beginning to lose track of the greater argument here. The point of this suggestion was not to bring up contention about how to interpret “unique”, but rather to question whether the concept fits well with the game as designed, and whether or not the equip restriction should be done away with completely or, barring that, whether some “grace period” mechanic should be put in effect (or, another possible alternative, some method of swapping one unique item for another at vendors).

Get rid of "unique" equip limit

in Suggestions

Posted by: Etaoin.4362

Etaoin.4362

@Dustfinger: And I apologize if my post came off as self-righteous or something I am a bit confused as to how these suggestion topics work, so I did not know if I needed to defend my argument further. I thought your tone was quite civil, which is refreshing given the attitude of many other forums I frequent.

Again, I think the grace period would be a fair way of dealing with this issue if ANet really does not want to do away with the uniqueness restriction. They might also more explicitly describe “unique” on items. I know that probably sounds like I am advocating for something like more health warnings on a carton of cigarettes, but really the point is more about explaining a less-addressed game dynamic.

Get rid of "unique" equip limit

in Suggestions

Posted by: Etaoin.4362

Etaoin.4362

“Unique” is pretty clear. But I’d be happy with a 5 minute full refund window for us that don’t catch that term. The limits help define what the game is. A-net can still plce constraints on how diverse they desire their game to be while still producing a diverse game. Diversity seldom equates to complete freedom and anarchy. Which means there are always some kind of limit.

@Dustfinger: First, “unique” is not clear, at least not to players who have not played games in which the label means what it does in GW2. This debate has been brought up in several topics on these forums and, frankly, it seems like a cop-out response. One might argue that if the items were truly intended to be “unique” then there would only be one of each of them in-game at all; that would make them unique, but that would also probably be seen as ridiculous.

Second, I agree that a game’s limits, its rules, help define it. The point here, however, is that some limits/rules are sensible while others are not. Points 2 and 3 above address this matter: allowing players to equip two of the same ascended accessory would not be in any way game breaking, and the measure as it stands makes little to no sense. Rules are also presumably intended to promote some end with regard to how they shape the game; the end here (if it does exist) is unclear.

Third: although I agree that such a refund window would, in theory, be a potential resolution to this problem, I am uncertain of how it could be practically implemented. I would think that lifting the restriction would actually be an easier mechanic to alter, rather than implementing something new like this. Nonetheless, the idea as a compromise is appreciated.

Get rid of "unique" equip limit

in Suggestions

Posted by: Etaoin.4362

Etaoin.4362

I strongly urge ArenaNet to do away with the one-named-item limit when equipping ascended gear. The reasons are as follow:

1) Not everyone frequents these forums, and not everyone has been farming Fractals since its release. Ergo, not everyone is aware of the fact that the “unique” label on ascended accessories means you can only equip one of each named item. This has resulted in players unknowingly purchasing two of the same ascended accessory with laurels, only to find they cannot equip both simultaneously.

2) Even barring the argument from ignorance, the limit places an unnecessary, unhelpful, and hypocritical constraint on play-styles: some players want the same item twice with the same infusion slot type depending on how they choose to build their characters. Placing unclear limitations on player builds sends a mixed message to players: GW2 is supposedly a game embracing diversity and customization, but this constraint runs counter to that alleged design philosophy.

3) Relatedly, the unique restriction punishes players who desire a certain gaming aesthetic or setup. If a player has previously been equipping duplicate non-ascended accessories out of preference and is suddenly barred from doing so with ascended accessories, the sudden (ill-explained) change in dynamic is both confusing and disturbing. Confusing in the sense that this restriction was previously unknown; disturbing in the sense that it jars the player’s previous understanding of the game. If a player farms the daily requirements for a thirty-five or forty day period for a certain item (a considerable grind), it seems unfair to deny said player the ability to equip that item, regardless of duplicate status.

4) The response that one should equip a duplicate item on some other character is unsatisfactory. The suggestion that players should be forced to play a certain way, including necessarily playing alt characters, runs counter to GW2’s design philosophy. Some players simply do not want alternative level 80 characters; even if one does have such a character, it does not follow that one will desire to invest any further in said character. It is also insufficient to suggest that one might equip a “quasi” duplicate by using one infused and one non-infused version of the same item: presumably, one may wish to infuse both versions in the future and would then be unable to equip one again.

In summary, the unique limit is neither comprehensible nor reasonable given the game’s design. One would not prohibit a player from equipping duplicate legendary weapons on a single character; why should ascended accessories be prohibited from such a status? It would not be game-breaking to allow doubling-up of equipping a particular item, so I fail to see the point of the restriction, hence my suggestion that it be removed. Promptly.