yeah, compared to the engineer the warrior’s down state abilities are solid gold.
we have no where near the worst down state abilities
currently i’m running warhorn offhand since in WvW being in the right place can sometimes be more important winning your fights.
i kind of like being able to stack swiftness up to 2:30 minutes, the condition cleansing is also extremely helpful when fighting as a group. one of my current combos when playing with my guild is to single a target out with pin down, i’ll usually bait out the dodge using combustion shot and auto attacks. i usually set up the fire field as kind of like a battlefield for us to fight in, the smart opponents choose to disengage and relocate. regardless i use my two blast finishers to give my team an instant 6 stacks of might and make the fights go much easier for us.
since you all where nice enough to give me plenty of good feedback i would feel weird if you showed me yours without showing you mine.
this gives me 100% bleed up time, usually when i walk into a fight i’m buffed to about 1600 condition damage. this makes my pin down do a total of 14k bleed damage (so if they don’t cleanse it it’s a death sentence)
so i started to roll around WvW as a condition warrior and found that i really like it. after talking to a few of my guild mates they told me that condition warrior is starting to gain popularity in Spvp.
so far i haven’t run into any other condition warriors in WvW so i wanted to ask you guys what it is that you run, to see how i can improve my build.
please post your build links using http://gw2buildcraft.com/calculator/warrior/ for ease of viewing.
traditionally in games the counter to having high damage has been decreased mobility. however it rapidly became apparent that decreased mobility was too sever of a condition to have for simply being able to do more damage. so to counter this most classes that could do high damage could also take lots of damage at the cost of reduced mobility.
this is present in TF2 with the heavy as well as planet side 2 with the heavy assault and the MAX
now when stealth is used as a means of getting around and scouting it is generally considered fair, even when it is also used as a means of espionage and disruption.
what this means is very simple.
high mobility = stealth
high damage + high health – mobility is generally considered fair
high damage + high mobility – high health is also generally considered fair
high damage + high mobility + stealth – high health definitively unfair
if thiefs wanted to keep stealth then they would need to trade off their spike damage to keep things balanced. being able to have high damage, mobility and stealth from a PvP perspective is insane.
i believe that the best way to balance thieves is to start by balancing them in PvE. remove stealth all together, but give them better options to blind, a bigger health pool and better sustained damage at the cost of spike damage. personally i would like to see the thief class act more like thieves then assassins. their are plenty of ways to remain un-catchable without the terrible and frankly un inspired and lazy mechanic that is stealth.
i would like it if every server had their own unique borderland. so in new matchups you had the home field advantage because you are more familiar with terrain.
buff some of the siege, the poor ballista is really lacking a place to be. (i would like to see it be more like a cannon, so the projectile travels incredibly fast and explodes on hit, that way people cant just side step it)
anti infantry golems! make them incredibly weak to siege but incredibly effective against infantry. so if a zerg is just rolling across the map 2-3 golems can wipe them out, but if they choose to include anti infantry golems in their zerg then siege can wipe them out and the golems will slow down the zerg.
+1
/signed as well
glad to fight against our old friend crystal desert.
no i don’t miss maguuma, its like if you kick out your sloppy abusive room mate and get an old friend to stay instead, and then in the morning he makes breakfast.
griffins
(for my 15 characters)
thieves don’t really have a place, and i would argue that they don’t belong in this game.
i would like a thief class as well.
what we have now is an abomination that should never have been introduced in the game to begin with. a thief class would be cool, this stealth assassin bullkitten has to go, it’s not fun to do, its not fun to play against and its not even flavorful. it’s an attempt to cater to a generic idea of what a fantasy game is suppose to have, but its never been fun and its never been a good idea, just a prevalent one.
how about… and i’m just throwing this out there as a crazy idea
but the storm spirit causes a chance to land a lighting strike?
i would actually really like to see those traps.
against wandering zergs the flame trap would be really useful in softening them up. either break apart, or burn to death.
launch traps would be a lot of fun to see in large group fights
when defending the sticky trap could make rushing through wall opening and doors lethal. since right now ballistas both fire too slow and the bolts move too slow to really stop people from entering.
i just want to make sure.
when you build an arrow cart against a wall and then use it to arrow cart inside the tower and along the walls, this is an exploit correct?
No.
magswag huh. well that would explain your answer.
i just want to make sure.
when you build an arrow cart against a wall and then use it to arrow cart inside the tower and along the walls, this is an exploit correct?
try this shatter build if you want to live a little dangerously and blow everything up.
conversely here is the same website with a blank template if you want to theory craft your own build. http://gw2buildcraft.com/calculator/mesmer/?4.0|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|0.0.0.0.0|e
i second this notion
i was getting trolled by a perma stealth thief the other day.
luckily i had one of those new anti stealth traps. just imagining the look of panic and desperation on his face when he triggered it made me almost feel bad about stomping him. (no not really, i stomped him with glee and exuberance)
i’ve got to give a shout out to a little maguuma asura thief using quip.
5 rangers and we still couldn’t take you out, well played.
when you capture a mercenary camp it would be cool if the mercenaries escorted your dolyaks. so in EB if you own all three mercenary camps then your dolyaks would be wandering around with a small army guarding them.
conversely if you don’t own a mercenary camp then you have to worry about them trying to gank your dolyaks.
just curious, using [dragons tooth] to attack arrow carts that are behind walls out of line of sight is an exploit correct?
same thing for [clusterbomb] and [phantasmal berserker]
i just want to make sure before i get upset with maguuma
go nuts and start figuring your warrior build out. but as a general rule you don’t want your armor to go below 2700, unless you are really confident in your ability to avoid damage.
just bumping this thread up a bit, don’t mind me
nice work, just commenting here to bump up your post
[sarcasm]While you’re at it Necrid, lets give necros guns, engineers longbows, and elementalists double hp and damage naturally.[/sarcasm]
sarcasm aside why not give necro’s rifles. warrior has a rifle (heavy armor), engineer has a rifle (medium armor) if necro had a rifle then it would be in every armor tier. additionally it would make more sense then elementalist or mesmer, and really, what class deserves some love more then our poor necro’s.
i’ll save you a bit of time.
warrior is superior for strait damage (lots of damage, over a large area, also lots of builds)
guardian is superior for defense and survivability (also has a lot of neat tricks he can do, but fewer really good builds)
elementalist is alright at both, but is pigeon holed into into two main builds. all in all elementalist is the probably the most button mashing class of all the classes in the game.
i’ve heard a lot of people argue that elementalist is the best class in the game (dagger dagger elementalist anyway), but for pve guardian and warrior beat it hands down.
its true, warriors do go down easy
but never before the second date!
berserkers stance isn’t so bad; instant cast time, if timed right more then one full bar of adrenaline, fast recharge time.
i rather like it when i’m running a zerger rifle build in WvW
in dungeons it’s great, saved my life many times and the lives of my team mates with proper defiance management. also it can perma weakness through defiance.
in WvW not so much. the first two attacks in the chain can hit pretty well, but the last one takes way to long to channel. with no gap closers usually what you find yourself doing is blowing your cooldowns and being left with a useless weapon that they have no trouble kiting.
the only issue that the mace really suffers from is a really slow auto attack, but that’s about the same as the only issue your car having is that the battery won’t charge. not to say that some people can’t get it going, but that most people don’t think its worth it to have to struggle with their weapon all the time.
Anyone ever considered that if ANet would add a mainhand pistol, it wouldn’t necessarily mean it’s going to be another condition-based weapon. We already have the Scepter as a ranged onehanded condition based weapon, but we are currently lacking a ranged onehanded power based weapon.
And because we are currently lacking a power based ranged onehander that’s one of the reasons why I believe that ANet originally intended to have the pistol as a mainhand option at launch. That, and Duelist Discipline being a Master trait as well as having 2 illusionary pistols in the game (Lyss and Ilya).
Just thought I’d coin that possibility.
i agree, if we do get a main hand pistol i would want it to be power based.
i kind of feel like is should have some kind of stun and/or gap closer to it though. we already have a trait that does damage when we interrupt an opponent. how about this for a pistol skill
2. shoot the target in the head dazing them for 1/4 of a second, teleport behind them leaving a clone at your original position (range 700, CD 8 sec)
needs more confusion hendrik
how about the number 2 skills summons a clone next to you (displacing you like the mirror image or decoy utility does) and any nearby enemies get a stack of confusion.
or you shoot them in the head giving them a stack of confusion and teleporting behind them leaving a clone in your place.
here you go, by far the best solo pve build for warrior i’ve ever used. also one of the best warrior builds for dungeons i’ve ever used.
zerker warriors can’t solo 6 risen veterans at once, this one can.
Solo Lupicus with that, then we can talk about soloing.
not even anything close to a valid point since nothing is established or debated, also its off topic since OP is talking about solo pve, not dungeons.
here you go, by far the best solo pve build for warrior i’ve ever used. also one of the best warrior builds for dungeons i’ve ever used.
zerker warriors can’t solo 6 risen veterans at once, this one can.
i have a female sylvari guaridan
if you combine the HotW pants with the AC chest piece using hands and feet of your choice then it looks extremely similar to wearing robes.
i use the greatsword ebonblade for its smooth longsword like look, very jedi like
Traiting longbow also makes the auto attack a projectile finisher (2 actually) 100% of the time. playing smart with fields you can be inflicting conditions on the bad guys or removing them from the good ones, stealing health, and all other kinds of nifty things.
the fact of the matter is that the stronger bowstrings trait is one of the most powerful weapon buffing traits in the game. if not the most powerful. it makes every attack on the longbow either a combo field or a guaranteed finisher.
i’ve used [fan of flames] in my own fire field at point blank range far to many time to not love this trait, after getting hit with that an opponent either needs to cleanse or die, then there is hitting someone trapped in a feedback bubble for massive confusion stacking.
some people claim signet of fury, others would say berserkers stance, either way you will want one of these because a rifle wielding killshot warrior is always going to be adrenaline starved.
i actually like berserkers stance myself, if you time its use right then you can get two adrenaline bars from it, it is instant cast and has a slightly shorter cooldown then the signet.
you are using FGJ, a great utility, but really more of a PvE utility. not to dis FGJ, but balanced stance would probably serve you better. makes you a lot harder to interrupt when you go into your KS pose.
lastly your link is broken
nah, warriors don’t really need a buff, we already have a few things we do, and we do it well.
i’m personally not really geared and traited for duels, but that’s fine, duels aren’t really what i’m going for with my warrior. now running between everyone else’s fights dropping explosions and fire fields, immobilizes and knockdowns, that is incredibly useful.
so yeah, some people think that the inability to win a one on one is a bad thing, i think the ability to win everyone else’s one on ones and survive is a very good thing. as a warrior i can take a losing fight, and turn it into someone else’s loosing fight.
some would argue that the thief or any other class can do the same thing, and that maybe true, but they can’t do it with a warriors style.
in WvW for an engineer if they changed the elixir X so that instead of turning you into a mr. hyde wannabe or a tornado it just gave you bladder control issues then it would probably be better then it is right now.
either form will just get you killed while my proposed change will just embarrass you instead of also getting you killed.
(see one stack of confusion in tornado form, and giant walking target in Hyde form)
you probably should go with one or the other, the warhorn is a great weapon and has a lot of utility, but any time you would really need the utility you can just switch to it out of combat.
the sword mainhand is a great weapon, but you aren’t doing yourself any favors by making it your main hand weapon on both weapon sets you use. my advise is to get a longbow, it sets up some nice combo fields, with the sword main hand you have access to every type of combo finisher and the [savage leap] weapon swap into [pin down] is very potent at catching hard to catch classes.
zerkers should probably zerk with the sigil of force
5% increased damage might not seem like much, but it adds up pretty quick.
i feel your pain zox, i tried a lv80 ranger in WvW and had to put it down in disgust. i have several guild mates that love it and do extremely well. but i just feel that compared to a warrior rangers don’t do much of anything other then provide a waterfield.
that said i’ve fought many bunker rangers who where nearly unkillable, but because of the nature of WvW there is no point in fighting them because i don’t need to, plenty of open space to just go around them (not like a ranger could catch a warrior anyway)
a crit build is indeed the way to go. you don’t need to go full zerker (i think it’s pretty dumb to do so in general) but 50-65% crit damage is pretty good and will allow you to crit for 10k easily with the rifles kill shot.
at that point since you are not going to be cleaving you might have trouble building adrenaline. but luckily berserkers stance is a utility you have that is actually surprisingly good.
generally its probably best to build your traits towards one ranged weapon, not both. if you build towards bow then you have to take traits away from raw damage. if you build towards rifle then you have to take traits away from defence.
luckily building your traits towards one ranged weapon and one melee weapon is very easy to do.
its the cast animation on stomp that kills it
if it was a lot faster then i could see it, but as is it’s nothing but a blast finisher. or maybe if you are chaining crowd control it would be a viably option, but at that point bolas does its job probably better.
when a thief jumps on you with mug, heartseeker, C&D and then uses the axe they stole to do the spin to win move. only to hit your shield stance/endure pain
actually come to think of it, a pretty sweet buff/content addition would be if you got a full set of skills when using only one weapon.
if you used a main hand dagger with nothing off hand, you got a full weapon set based around using only one dagger. idk maybe you punch them or something, or use your other hand to hold them still while you stab them.
i think it would be pretty safe if they lowered the initiative cost of dancing dagger.
maybe make blinding powered pulse a blind 3 times
give shadow step a 40 second cooldown
make scorpion wire instant and do more damage
buff the damage on head shot, by a lot
it needs to be reiterated that if you take the time to upgrade something, currently you are rewarded with nothing.
less then nothing because you had to spend time and money to do it.
teamwork is all fine and good, to a limit. 50 people storming across the map isn’t teamwork in my book though, that’s just a mob. fortifying a location is currently a form of teamwork that is completely unrewarded, and the player base is correct in asking for that to change.
Take it out, replace it with a pull.
no, i don’t want to feel like i’m role playing an abusive boyfriend.
sword/shield/warhorn – longbow
sword and warhorn allow me to travel really fast, really far and possibly speed up my allies along the way. i can do terribly terribly things to my enemies with a sword and shield as well.
longbow is for when i want to spread lots of damage or spike someone for 6k or set up combo fields/finishers.
not that great by myself, deadly in small groups.
a massive number of enemies are attacking ogrewatch as me and my guild are defending, we manage to push them back into the ogre camp and they are setting up siege, but me and a small team of engineers and rangers sneak around to the side, and use our jump skills to hop over the ledge into the back of the ogre camp.
we called for help and the entire fight gets into a stalemate at the door with neither side able to cross. i sneak around to the top of the little cliff overlooking the door and spy a cluster of staff ele’s at low health backing off from the fight to heal up.
i had full adrenaline, was near glass cannon spec and was using a rifle. i take aim lining up my kill shot and instantly down three of them. the effect was immediate, their allies near them turn tail and run after seeing three guys go down at the same time, i jump down at the same time as our engineer run in with flame throwers blazing and the 4 of us break the deadlock, routing a zerg of about 40.
insta downing three guys at once with a well placed kill shot. priceless.
