You are talking about zerging I believe?
Conditions don’t do well in zerg versus zerg, as there is a lot of random condition cleansing being thrown around. Thus, 60% to remove a condi on crit is not worth it, IMO. Also this sigil costs an insane amount of gold.
I think he means sigil of Purity, though.
This is why I thought he was being sarcastic :P On another note: I’m gonna drop my current build to include Burst Mastery after patch. Are you using both bloodlust stacks and impact sigil? Or just one of them?
I am also going to use Burst Mastery I think. The adrenaline nerf can be somewhat countered by using it, and leg specialist was always a good trait to use with GS/Hammer (so 0/0/6/2/6). In fact, I think using sigil of intelligence will become more popular allround on hammer builds post-patch.
I am using both bloodlust sigil and sigil of impact, yes. I want my hammer burst to hit as hard as it possibly can, without having to go full zerk. Sigil of bloodlust is kind of mandatory on any warrior WvW roaming build IMO. It is 250 easily obtained power for both weapon sets. On a 2500 power build, that is a flat 10% damage increase.
Impact just has nice synegry with Merciless Hammer. If you find you need less damage and more survivability, Sigil of Energy is also incredibly potent.
Sigil of Air/Fire don’t make the cut on this build IMO, at least not on hammer. In one rotation, 10% damage increase far outways a single fire proc. Sure, fire is a little more reliable if your opponent stunbreaks or has stability, but this build focusses on maximizing damage when the rotation hits.
You could put bloodlust and impact on the hammer, then get Fire/Air on GS. You lose out on might stacking with sigil of battle (6-9 stacks continuously after ~10 seconds of fighting). Fire+Air is a very potent combination. I would use it, but again, the aim of this build is to burst with hammer, and get a little sustained DPS from GS. The loss of Sigil of Intelligence would be what really hurts my build.
Just my two cents.
I’ve been in those same rounds as you, the sigils is what keeps me busy right now. I’m a control freak. I want to know what’s happening when I do something. Which is why I never use swap sigils on both sets. I have a knights hammer that I will prolly use, it evens out my stats and makes up for the lost prec from the traits. On that I have Impact and intelligence, but I want to know it’s gonna proc every time so I’ll have to drop energy on second set. There’s really nothing to make up for an energy sigil so I’d have to go in another direction. Mobility is great anyway so might just go Bloodlust stacks instead. Which I havn’t since after the last nerf to it.
Glad to change ideas, but I’ve still not decided hehe. Will have to see about it after patch really.
Still seems to be a wide opinion of this patch tbh.
Cleansing Ire is allready a tough sell yes, but as it is now you can just switch weapons and try again. That will go lost. One try is all you get.
The rest I really can’t see what you’re trying to say. Not an english speaker, might be why. Sorry.
The Warrior GS picks up a massive improvement to Arcing Slice which will do nearly 2/3rd of a full HB on up to 5 targets with less than 50% HP and generates fury in one shot. The warrior gives up a bit of overall GS DPS and loses adrenal on misses but GS might warriors are getting a substantial improvement even with the adrenal changes.
Ah yes, that is why I said that it will still be popular.
Shout Heal: (requires guardian support.)
Pug Hammer: (selfish build when you don’t have guardian support)
You want the 10% power isntead of Dote, so for shouts – 0 0 5 6 3
The simple fact is that this patch will nerf Warriors’ sustain, passive regen and condition removal to a degree that will be noticable but favour a skillful play and fase out the mindless noobs. GS and Hammer will still be popular, Longbow will become more mandatory. It will also force people to actually consider adrenaline gain when making a build. You have also failed to see that after the patch Warriors will loose their adrenaline as soon as they get out of combat. Which makes that tactic a much worse than it is now. Reconsider your opinion.
Don’t think so. Sure there is a slight loss of general GS DPS but Cleansing Ire was already a tough sell against evasive condi opponents where it is needed most.
The big hole in the warrior builds has always been that burst was a problem outside of the axe, the EXTREMELY slow rifle and the channeled HB. Now when fighting a GS/Hammer warrior and wounded, enemies will have to pay attention. Dropping an 8k hit in one shot, that hole will be filled.
Sorry but I just failed to see what you’re trying to say :P What is it you don’t agree with? And from what perspective are you talking about? A warrior’s?
I really havn’t said anything about GS dps at all, so idk.
Cleansing Ire is allready a tough sell yes, but as it is now you can just switch weapons and try again. That will go lost. One try is all you get.
The rest I really can’t see what you’re trying to say. Not an english speaker, might be why. Sorry.
So I built my Glass Cannon Zerker Warrior for PVE but now I find myself playing more WvW. I just invested most of my gold into ascended weapons so I don’t have a lot to change out an entire Armor Set or Runes.
What are some good, small changes I can make (maybe accessories/ amulets etc) or Dungeon Armor Sets That I could make? What stat combinations should I be looking at so that I don’t lose too much in the way of damage but Can take a few extra hits?
Is Toughness or Vitality more important? Should I give up Power or Precision or Ferocity?
Thanks in advance for help
Well there’s 3 power builds I’d like to recommend.
4 0 6 0 4 – GS/Hammer or GS/Axe+Sh
0 4 6 0 4 – Sw+Sh/Hammer
0 0 6 2 6 or 0 2 6 0 6 – Hammer/X
Then you have to know yourself and how much toughness you need/want. My advice would be to aim for 2K toughness for starters. You shouldn’t need more than that. Then you start switching out for more damage. Depending on who you ask vitality could either be good or unnecessairy. I for one don’t need any vitality: toughness>vitality imo.
Guidestats: 212% dmg/30% chance(>50% with fury)
The future of roaming belongs to nike warriors.
Nobody can catch you > bunker in a position.
Nuke in seconds > high damage over time.
Reset the fight nuking-running/nuking-running > fight till die.And warrior have everything, condi, CC, mobility, tankiness, immunities. The most versatile class in the game by far.
Shattered mesmer is going to be nerf and still without mobility and chasing power.
And more antistealth mechanic coming.The mechanic of nuking and running is just SO good, and works SO great, letting you a free out of combat card that never fail.
For me, in the future, the same amounts of Thief and now more and more Warriors. Both with the same mechanic, nuking hard and resetting the fight.
The simple fact is that this patch will nerf Warriors’ sustain, passive regen and condition removal to a degree that will be noticable but favour a skillful play and fase out the mindless noobs. GS and Hammer will still be popular, Longbow will become more mandatory. It will also force people to actually consider adrenaline gain when making a build. You have also failed to see that after the patch Warriors will loose their adrenaline as soon as they get out of combat. Which makes that tactic a much worse than it is now. Reconsider your opinion.
Rank 300 something here. I have gotten one ring. Nothing else.
harharhar got rekt by condi spec when running power…. bet it was a power bunker or less bursty power spec then….
The problem is that conditionspecs can be bunkers and tanky as hell but still do as much dps as a full spec zerker with no survival. It’s simple – it takes one stat to go full out condition and three stats to go power.
Conditions have a wind up, power doesn’t. Power builds always try to kite and outlive condition spec’s, I see it happen all the time. They think if they play defensive and stay at range somehow they’re safe. Power damage is instant, condition damage is over time. Aggressive power spec’d builds will always beat a condition build, but 90% of power spec’d builds are too stupid to be aggressive.
It’s simple. It takes one stat to go full out condition and three stats to do the same with zerker.
Really. It’s not more to it. Lets put this in perspective. Take healing signet. So you are actually saying that “a burst heal will always beat a ticking heal because the burst is instant!”
Now we all know that healing signet is healing too much right?
harharhar got rekt by condi spec when running power…. bet it was a power bunker or less bursty power spec then….
The problem is that conditionspecs can be bunkers and tanky as hell but still do as much dps as a full spec zerker with no survival. It’s simple – it takes one stat to go full out condition and three stats to go power.
Where did I say without buffs? I said without might stacks.
Classic learn to read?
With bloodlust and guard stacks (an additional 100 power) I reach 2900 power. This is without borderland bloodlust, averaging me at ~2930.
This is why I thought he was being sarcastic :P On another note: I’m gonna drop my current build to include Burst Mastery after patch. Are you using both bloodlust stacks and impact sigil? Or just one of them?
I run a build with 3,5 cavalier trinkets (backpiece has a zerk jewel). 4/0/6/0/4, taking merciless hammer off course. Try putting sigil of impact and sigil of intelligence on hammer. I have only 30% base crit, but I do get to 2900 power without might stacks…. That, along with 212 crit damage is what gets you the best damage out of hammer, without completely forgoing survivability. Usually, you wont do more then 5 attacks while in hammer, three of them are now guarantueed crits.
It is not called sigil of intelligence because you get smarter from it, though. Expect your opponent to try even harder to make you miss when he sees the intelligence icon on your bar.
Could you explain how you get 2.9K power without might stacks though?? I use Cavalier Weapon and Ascended cavalier backpiece and accessories, rest zerker and hoelbrak. With 4 0 6 0 4 I get 2.5K power without stacks AND with food.
So you saw that too?
I got 2808 with full zerk except only 2 trinkets are cav. Also I have runes of the pack.Thats with Gaurd stacks, Food sharpening stones and steak dinner 100 Power and Minor borderland bloodlust. With same traits as him. Thats with NO might stacks or bloodlust sigil stacks as he claims. If I use signet of rage I gots 2983 Power.
Smells like bull skritt.
Not sure if you are being sarcastic or not. It was a genuine question, though. If I count in power food and guard stacks it’s up to 2.7K with no borderland bloodlust and cav weapon and acc+backpack. With signet of might it’s 2.9K so I guess I didn’t think my Question through enough.
I hope so too. I take pride in conservative use of burst skills and adrenaline management, and with the immediate adrenaline falloff after leaving combat and loss of adrenaline on miss it’s going to make Warriors not nearly as noob-friendly anymore (goodbye Earthshaker nikes, nice knowin’ ya). I am looking forward to the new GS burst, though, a 5 target AoE executioner skill that still grants fury — I can get on board with that.
Not to mention what’s happening with Whirling Axe — with Sharpened Axes it gets the same CD as HB, a 17% dmg increase, it’s mobile, and it’s a finisher. With HB dmg getting nerfed 5%, and adrenaline becoming more scarce, an offhand axe on one of my sets may actually have its place. Dual Attack will still be junk aside from a little bit of fury, but with Whirling Axe’s dmg boost and CD reduction it may very well be the new HB.
I think that this change will make no huge extreme change for good Warriors that knows allready how important it is to land burst and manage adrenaline, allthough it will notch it up even a bit further.
But where it will make a huge difference is to bad/mindless warrs that now can get away with being bad. That won’t be the exactly the case after patch. It will be alot more punishing to miss a burst. I think it will be a great change.
Can you please share your build?
secret Diamond Legend build:
(WARNiNG: only for advanced players)
oh wow LOL its worse than we suspected
He has just gone full out tanky and healy and uses as many AoE effects as he can to get kills and to heal allies, is that so weird when zerging? I mean that this is not for 1v1 or havocing. The zerg does the damage for him.
I run a build with 3,5 cavalier trinkets (backpiece has a zerk jewel). 4/0/6/0/4, taking merciless hammer off course. Try putting sigil of impact and sigil of intelligence on hammer. I have only 30% base crit, but I do get to 2900 power without might stacks…. That, along with 212 crit damage is what gets you the best damage out of hammer, without completely forgoing survivability. Usually, you wont do more then 5 attacks while in hammer, three of them are now guarantueed crits.
It is not called sigil of intelligence because you get smarter from it, though. Expect your opponent to try even harder to make you miss when he sees the intelligence icon on your bar.
Could you explain how you get 2.9K power without might stacks though?? I use Cavalier Weapon and Ascended cavalier backpiece and accessories, rest zerker and hoelbrak. With 4 0 6 0 4 I get 2.5K power without stacks AND with food.
GS is your main roaming weapon now(tbh even in zergs you will see much more GS warriors).
GS was always a support weapon a mobility weapon, in some cases some builds like the skullcrack tries to unleash the raw power of GS, but mostly its your axe or hammer that truly do the damage, GS was a merely a delivery tool.
now for a GS warrior its easier than ever, you got the mobility but also got the damage unrooted damage, imo that means good but also a bad thing.
So you’re saying that rooted damage will get nerfed and unrooted will get buffed when it comes to GS, I’m all aboard that one. What is the bad thing then?
I think we might be more nerfed than we think when it comes to adrenal health and CI. Ofcourse we can only wait and see.
Despite what anybody says or what they will tell you, losing your adrenaline on a missed burst doesn’t increase the skill floor of this class. Because you already don’t want to miss your burst because it is a major mechanic of the warrior and it is often the difference between a win or a loss on most weapons.
Not having a full adrenaline bar at the beginning of a fight, and losing adrenaline on a missed burst I think are more significant changes then what people give credit for. It is kind of dumb in the sense that necros can start off with a full lifeforce bar just by killing ambients and we aren’t even allowed to keep adrenaline for one burst skill.
I doubt this will change the amount of roaming warriors, though possibly impact diversity. Warriors will still be decent roamers, but for most roaming builds they won’t have as much sustain, and won’t be as quick to jump out of the gate on you, giving opponents more of a chance to defend themselves.
RR and Brawler’s Recovery seem interesting, although they come at a DPS loss.
Hmm you say that it won’t raise the skillfloor but also that it is a more significant change that what we think?
I think it raises the skillfloor a bit. In the sense that you will have to pay attention to landing your CI. Now if I notice a heavy income of conditions, I usually try to clear them with weapon A, if that doesn’t hit I switch to weapon B to land it. It means I get 2 tries to clear the conditions off me. Now we only get one chance. Therefore I think missing your burst after patch will be more punishing than now. And that is, for me, raising the skill floor. It will show more clear wether a warrior is a good one or not.
RR and BR does indeed look interesting. 8 s of 1K toughness… Oh my.
Also a question I want to raise is if you think we will see an increase of healing surge due to adrenal changes? Would it be worth it or would you just cripple your build further?
(edited by Gamgee.8612)
I will never abondon my Warrior, I played it since beta and through it all and I love it. But as much as I love it I always hated the “Noob”-stamp it has gotten over the last few months. Will this Noob-stamp disappear? Will the skillfloor be raised so much that warrior will drop out of the roaming meta? Will people instead choose to go with another class after patch? Will we see more of a certain build after the patch?
This thread is an off-shoot of the “WvW roaming post patch?” Topic in the WvW section, and also made to establish the general opinion of how much it will actually matter. Some people seem to be devastated, some people seem to not care. I for one think it’s a great change. They directly nerf adrenaline and passively our condi clear and our regen(CI and Adrenal Health). An oddly smart nerf to be coming from Anet.
What do you think? Below I paste the copy of the changes from Dulfy.
Adrenaline
We reworked how the adrenaline works. Currently, your adrenaline is only consumed if you hit with your skill (i.e. if you miss with Eviscerate, your adrenaline is not consumed). Now If you miss your adrenaline dump skills, you will lose adrenaline. Additionally, Adrenaline will now decay when you leave combat so it is more beneficial for you to use the adrenaline skills rather than carrying them to the next fight.
Traits
Rousing Resilience – Give you up to 8s of bonus toughness, increase from previous 4s.
Brawler’s Recovery – Now remove a single condition on weapon swap rather than just blind.
Weapons
Greatsword
Hundred Blade damage reduced by 5% for the initial strikes, final strike remains same.
Whirlwind Attack also received 5% damage decrease
Arcing Slice – This ability is more executioner style, it will deal damage to 5 targets in an area and deal bonus damage to enemies below 50% HP.
Rifle
Bleeding Shot – this ability no longer applies Bleed and renamed to Fierce Shot. Fierce Shot has a 20% damage increase and will give extra adrenaline against targets with vulnerability debuff.
Axe
Whirling Axe – Axe offhand #5 skill has its damage increased by 17%, cooldown reduced to 15s.
Mace
Pulverize – Third strike of your mace autoattack has its cast time reduced by 25%
Sword
Impale – This offhand sword skill previous had over 100% upcoming on Torment, we felt this was too much. We have reduced torment duration from 12s to 8s.
Utilities.
Utility
Signet of Rage – boon duration of this ability reduced by 5s (might/fury etc will only last for 25s base), adrenaline gain increased by 50%
Signet of Might – You now have 6s to deliver unblockable attacks instead of 5 attacks.
Berserker Stance – Previous this skill gave just under 5 full bars of Adrenaline which was a lot. Adrenaline gain reduced by 40%, you can only get a full 3 bar of adrenaline.
Banners – Sprint ability no longer give an attack, will remove crippled/chilled and sprint a short instance
Rampage – We want this elite to make you feel more like a juggernaut when you enter this transform. Reduced the amount of incoming physical damage by 25% meaning that all strikes you take will be reduced. All incoming chilled/crippled/immobilize conditions will be reduced by another 33%. If you have dogged march and this ability you gonna be suffering from almost no movement impairing abilities
Increased the velocity of Throw Boulder so it is easier for you to stun ranged moving enemies.
This thread is about WvW and not PvE. PvP opinions are welcome but we talk mainly of WvW roaming.
Warriors will almost entirely drop out of the meta due to adrenaline changes. This change raises the skill floor so much that the current nike warrior noobs bolting around will be losing out on their combat ability by a wide margin as every roamer other then warrior has evade spams/stealth/protection boons, their bursts and adrenal health will no longer help them like it has been doing for a long time now.
You think so? Maybe. I’ve been running warr since beta and I hate the noob stamp Warrior has gotten and the amount of warriors in WvW. I hope you are right.
Axe/Shield before the patch
Hammer with GS after the patch
Made me a bit curious, why would you say that? Because Eviscerate is unreliable to land? It’s a serious question
It’s really a taste-thing when it comes to these builds. If you are looking to play with others I’d say take Hammer. You’re gonna be upfront and want to smash your enemies and keep them out of your friends’ faces so they can DPS the kitten out of them. Control the fight. Are they regrouping for a heal? Leap into them and scatter them.
Are you looking to deal as much damage by yourself, go Axe. If you are looking to benefit the group, take hammer.
Also if you haven’t tried it, I’d suggest you look into using Sw/Sh + Hammer. An awesome leap, a reliable block and a reliable nuke(final thrust) and a great immob on F1. You seem to be really wanting to play GS, it’s fine. It’s just that it’s only real damage source stucks you to the ground. It’s very very situational, especially in a group fight.
(edited by Gamgee.8612)
FYI if you turn 41m karma into linen you have about 4k gold.
That would take a long Long LONG time. Assuming you can turn 500k karma to linen a hour that would still take 80 hours of none stop clicking. At current prices you can get 15-26gold per hour from karma to linen. Depending if you have a mystic forge conduit so you do not have to port and if you get to bored to continue clicking. The main thing I notice is Diamond legend but only 1gold from farming all of that.
OP obviously got 99 problems but time ain’t one.
So I’ve recently reached rank 370 and like 15K kills, and I’ve played since beta. Lmao. I never roam with more than a full party though. Really puts it in perspective how dedicated this dude must have been.
GJ whoever you are. 6k hours is alot but still you’d have to be kittening productive during that time to achieve that many ranks and badges and karma.
Try reading this guide here.
It may help, but it’s aimed mostly for level 80’s.
However, it will still prove to be helpful in many ways.
To answer your first question, yes. It’s good to make use of all types of weapons. It just so happens that in PvE, hammer and rifle are almost completely useless. Hammer is only useful in PvE if you’re trying to “mountain goat” or leap into unorthodox areas that would otherwise be nearly impossible just for the sake of exploration.
I read it and it was vary useful but I think the rifle isn’t a bad choose, my rifle does lot fo DPS on PvE
You mean the skill “Volley” does. When it comes to DPS, it’s damage per second that matters. Damage over time. Not necessarily what numbers you put out at peak. Rifle does OK damage with Volley but during the down time of that skill your DPS drop so heavily that it’s not worth taking just for Volley.
Straight up nerf. At this time it is essentially 100% torment uptime given you land the skill. It was a bit too much.
Which is funny considering Mesmers is getting torment on their kittening auto attack + clone attacks but that’s not OP.
Completely different classes. You can’t really compare them.
Ofcourse you can, and it’s not done enough. You can’t deny that Anet contradict themselves in this matter. On one side, 100% uptime on torment is bad, and on the other it’s not.
I think the nerfs were in place tbh. It’s still viable though you would need a bit more skill and planning to actually land the entire combo. Maybe it will be a bit too much with the upcoming changes. I mean that they have worked a while with making it harder to land/easier to avoid. Now comes a patch that will make actually landing the bursts essential to in some cases winning the fight.
So no, It’s not been over nerfed, but it will take a bigger hit than most other weapons from the upcoming patch. The hammer will obviously also take a hard hit from this patch.
Final Thrust is awesome, but I think we were talking about Flurry, the F1 skill on Sword.
Nothing bursty about flurry. :-D
You might be joking but just in case – the burst skills is the F1 one.
Delay with Final Thrust is probably as intended because the skill has a 3/4 second cast time. It may also be that it has a slightly longer animation(pre cast) but let’s not forget that it’s a powerful cleaving burst skill with immediate use and a 15 second cooldown—it’s not inhibited by adrenaline.
I’ve been using it since they replaced Hamstring with it and changed it’s functionality to something more akin to Eviscerate, so I can readily suggest that if you want to make the best use of it; figure out the timing and activate the skill before you align yourself with your target to make sure it hits.
Final Thrust is awesome, but I think we were talking about Flurry, the F1 skill on Sword.
I might be obvious but i started using sword again in pvp and noticed a huge delay when i activate the burst skill, and it’s costing me my life in the match. I might have been going on for a while but I’m not sure. anyone else experiencing this bug?
You mean a great delay in cast time? In that case, no, I haven’t experienced it. Mine does however bug out sometimes and is somehow impossible to interrupt. Cost me my life a few times.
Oh look another Warrior thread
Is it strange to find Warrior threads in the Warrior section?
If they would’ve just made the adrenal change it would be good aswell, doesn’t need anything in trade-off for it to be the right thing to do. Anet’s first good thing since…. Ever?
Is it only me that took pride in being good with the warrior back in the day? I mean when all you could do was go full out damage and hope that you could kill your opponent before you died. I don’t like being called OP whenever I kill someone. I’d rather play an underpowered class.
Frenzy time?? there where different skills/traits back then that made this possible
It wassnt possible after they nerfed that.. so we had to build more defensive..etc etc.
Yeah I’m not suggesting we go back to that state.
HS is too much. Nerf it to 200/s and upp the active to 7K, I’d still use it.
You would be a free lootbag.
I would not. Sadly I can’t prove it..
You dont need to prove it because an entire warrior population already proved it over 1 year ago.. when signet was indeed 200hps.
And they will never improve active to 7k… if you have that with signet master it will even stronger.7000 / 16 (signet master) = 437 hps..
it will be a mindless heal skill spam..Edit: and i like the mindless no activate healing skill :-)
I know it was. I said I can’t prove that I won’t be a free lootbag. I never was a “free lootbag”. Warrior was not in a good state back then I agree but at least you couldn’t be both tanky and deepsy. Either you went full damage and hoped not to die before you could kill or you went full tank. Now you can do both, only thanks to HS. Ok 200 is a bit over the top but I exaggerated a bit to make a point.
(edited by Gamgee.8612)
Is it only me that took pride in being good with the warrior back in the day? I mean when all you could do was go full out damage and hope that you could kill your opponent before you died. I don’t like being called OP whenever I kill someone. I’d rather play an underpowered class.
I like this. I might even consider taking Burst Mastery now. My hammer will be much more vulnrable which I have no problem with. Passive regen is indirectly nerfed aswell because you won’t be sitting at any adrenaline really.
HS is too much. Nerf it to 200/s and upp the active to 7K, I’d still use it.
You would be a free lootbag.
I would not. Sadly I can’t prove it..
How about CI procs every 10 seconds. 1 per 10% lost in life points?
No longer tied to longbow and supports defense trait line.
What do mean with 1 per 10% in life points?
So I’m basically for that CI gets an internal CD but it will be passed on as a back ground cleanse. Now you can build around CI and clean 1, 2 or 3 depending on what you aim for and how good you play. That will dissapear somewhat and you will basically only remove 3 conditions every 10 seconds. Question is if that won’t be even more powerful. As it is now 70% of the time I remove 1 or 2 condis and not 3. With an internal CD it will always be 3. I think that the LB is the real thief in this tbh. Fix that instead, or atleast first.
HS is too much. Nerf it to 200/s and upp the active to 7K, I’d still use it. Thing is we allready have the highest hp in game. And alot of armor. Even though our playstyle is self destructive it’s too much. I think HS and LB should fixed and it would be fine.
It’s great. Nice music. Epic. Yeah maybe some 1v1s where you mention who you fighting and stuff. Keep it up.
Love how the topic is called Hammer racism, I like.
I think the reason it lacks is because it’s mostly formed around the party you play with, that’s also why it’s hard to just give you tips, even if I want to. It’s more about playstyle and group comp than builds.
Now:
What to target? Always pick targets to reduce the enemy numbers as quick as possible. This is not just pick rangers first then Eles etc, but for example a necro can take longer time to kill than a warrior but in order to stay alive and kill the entire enemy group faster(due to blinds mostly), the necro goes first anyway. Get mah point? This is unique for any group. If you have 2 shout warriors as back bone condis won’t be a problem, but maybe hammer warriors will. Etc.
How to stay alive? Well. Also depends on group comp. We usually run 1 warr, 1 engi and 1 ele, and we depend solely on water fields blasting. So, naturally since I only have one blast and the engi and ele together can full heal the entire group, I don’t back off but keep pressure up to bridge the gap in pressure. But then as we said before, if your group comp is different maybe you have 3 guards and 2 zerk dps thieves, your tactics will be different. So we get a slight gap for a few seconds while blasting, but in return we can spike alot more than if we were to build tankier to stay alive.
If you get my point it’s very hard to give you any straight tips without knowing your group comp. However I feel that warrior is a natural for damage and CC in a group, up at the front as it would in any scenario really.
It takes a bit of playing with the actual group to know how to spec. Given my role in the usual party, I rely on my mates water blasting to stay alive. But I still need to bridge the pressure gap and be up front, which makes a bit of toughness in it’s place. I keep enough toughness to not drop in seconds, but as little as I can for my role. I try to keep it above 1.5-1.6K. No vitality at all, it’s not necessary. I never saw the point in staying alive longer than your group can. I get 2.5K from guard stacks aswell so it’s allready 21K hp. So I get all my toughness from Traits and 3 cavalier ascd trinkets(2 accsessorys, 1 backpiece). That’s it. This also means I got to move around more, therefore I use a sword and shield for secondary set. Final thrust is crazy good, so is flurry and the leap. Hammer, naturally. Always go hammer in wvw!
Ofcourse this is based on MY group. My kittens know how to stack kitten right up. So I’ll be sitting at 20+ might stacks the entire time and engi with vuln stacking makes me hit 10K final thrusts, and once a 5.7K hammer final auto-attack. Never forget that one. Crazy. This is with (on paper) 1.9K toughness(in reality around 1.6 ish K), which makes this almost ridiculous. Notice i’ve put a sigil of battle on my shield here but I swap to energy sigil mostly because I don’t need the extra might frankly. I like to move it.
Long post, little said. Feel free to ask more specifics, it might be easire and shorter to answer!
Good Luck.
I have been using your builds a for a long time. I started with a almost full zerker s/p shatter build that you posted and fell in love with mesmer at that moment. I later switched to shatter cat ghost, since roaming was requiring more toughness vs large groups. I have since switched to your Napalm Cat build as I just finished all the ascended gear needed to get it going. I have been having an absolute blast with your build and wanted to say thanks for putting in all the work and inspiring mesmer everywhere.
I had a quick question though … I noticed you run a stacking sigil on your water weapons only (corruption). I was curios if you had an alternate weapon or something to get stacks and then switch it out for the increased burn duration?
Osi havn’t played GW in 2 months now, he’s all up in Wildstar(which seems to be great). Just wanted you guys to know, as he haven’t really told his “fanbase” what’s up more than that he will be back soon which, truthfully, I don’t see happening. Some time maybe.
Purple and Guanglai youre both wrong. I do care. Especially when or if I ever group I do want to fulfill my role whatever that may be.
But youre also wrong. There is nothing you can say that will convince anyone with half a brain that “they are playing wrong”that is a grade-school, cry baby, complaint. How can someone play wrong? are they having fun? yes. is that the purpose of the game? yes.
where is the wrong in that?fk world of clonecraft where everyone was expected to be the dps with the same build as everyone else.
Though to be honest it seems that the only ROLE anyone has in GW2 is to kill stuff fast, and not die quick.
Armor is all exocts with a few ascended pieces, all power, crit, crit dmg. (used to be condi, till I realized that only helped on targetable units that could bleed) runes I use +10 to all stats,
build is 6/5/0/0/1
as for details I’d have to log in when I get home from work.
Uhm… The final 2 points goes where?
hi guys, I just got my warrior to 80, and was wondering if anyone could give me a build for doing dungs and thingies for pve ^^
I use a greatsword, because I read it’s the best for warriors, but I’m not sure what to get for my offweapon set…is a long bow okay? or what else should I be using?
A longbow is absolutely OK. You would use it to let your party stack might and in certain places put down massive AoE damage.
Thing with PvE is though, that contrary to PvP or WvW, you always know what you’re up against. This means you can change weapons to suit every single occasion. Are you coming up to a certain boss just swap to weaponsets that suit that challange.
The cooldown is fine as it is. It’s viable. I’ve used it in a couple of builds, but it’s surprisingly hard to land!
…+ evasion + blocking + dodging.
Brawler recovery don’t affect that. Plus, warriors would lose out the powerful burst mastery trait. Therefore they miss out extra damage + faster adrenaline building.
Please explain what you mean. I say blinds counter warriors in a good way, not much else do. Remove the trait because it’s not even good enough and if it were it would be unblanaced. Thus, a bad trait. What does Burst Mastery have to do with this at all? You mean that you have to turn down Burst Mastery for Brawler’s Recovery? That would be true. But the difference isn’t that great. You will hit more often and land your burst more often so your adrenaline will build up fairly quickly and what good is 7% extra damage if you never land it?
Stances. For PvE I mix and match depending on the obstacles.
Weapons: Greatsword and Longbow. Greatsword simply because it’s beast in PvE. Dishes out crazy damage and has great mobility. Longbow because it’s a great weapon to learn. You have a fire field and a blast that you can use to stack might(A boon) for even more power, you have a blind and an immobilize and a great burst. Also crits very high.
Gear: You would do best in just going straight out damage. That means Power, Precision and Ferocity. Ferocity was the old Critical Damage, so you know how it works if you have played another MMO before. Power is just straight out power, ups your damage. Ferocity increases your critical damage, and precision makes you crit more often. You will be hit hard if you do not evade, but with a GS(Greatsword) and LB(Longbow) you have very good mobility and should be able to, after practicing, evade most of the damage you are up against. It might be hard for starters but it will be rewarding.
Utilities: Warrior has some very good signets and you would not be totally wrong in just equipping 5 signets and the trait “Deep Strike” for more precision. I’m not saying that you should, but it’s not wrong for leveling. For new players that way to go just seems so good. And it is, on paper. You will notice the lack of real situational stimulation pretty quick though I reckon. For example signets have a passive effect, but as soon as you use the skill that passive effect goes inactive. More often than not the passive is what makes it look good on paper as it generally boosts your Hero Panel stats. However when you get to higher levels that is not the best option. To be honest most utilities are viable so you should just test your wings really. For healing skill you should open with Healing Signet, largely considered to be the best healing for us warriors at the moment.
It will not be long before you can open all of your utility skills so I wouldn’t be too worried about putting them wrong. At your level you can just run around collecting skillpoints and it goes very fast to gather.
Idk. People have huge problems with blinds and me aswell. I just think that it’s ok. Because it’s really the only thing that counters my warrior. If these suggestions got implemented I would land my burst near enough every time, which is just too good combined with Cleansing Ire. The only thing that makes Cleansing Ire not outright OP is blinds.
Though I hate blinds deeply, I still like the challenge of trying to avoid it when fighting a good thief for example and it’s really an element in the game.
It should be as it is, or remove the trait entirely. It’s not good enough, but these suggestions would just make it too good.
I have run Hydromancy sigil since a long time because it does basically the same thing as the trait. If I’m blinded, and swap to my hydro sigil and if it procs, that will remove the blind. Meaning I’m free to land my burst. But you still need a bit of skill to make good use of it. For example stay in range and in the theorycrafting have it on the best weapon strategically.