So, you want to give Thieve’s a Signet of Rage that’s far superior with that massive healing you gave it (at 2K power you would get 350 health per hit, with Pistol Whip thats 3500 health every time you use it, and could get 3500 X 3 = 10500 health every 3 seconds or so).
You just complained about the Warrior’s Signet of Rage giving boons for too long thus being too easy to steal and now you want a heal to do the same thing. It would be too OP.
Character Slot > Bank Slot for storage. 4 X 12 or 15 + 20 for a Character Slot. Bank Slot is 30 spaces
Shield: I can understand combining the 2 traits, but making it so you block attacks while healing isn’t necessary. 90 Toughness on top of what you get from the shield, 20% cool down, and Deflecting Missiles is fine
Mace: Auto-attack causing Vulnerability makes sense, I think Hammer should as well. The third doesn’t make sense. You can’t really block while swinging somethign at someone, it should be like it is but hit a bit harder with how long it takes. Mace Trait is fine and doesn’t need to be combined with Cull the Weak
Hammer: Auto-attack is fine, some vulnerability would be nice though. The 3rd attack should be a 30-50% chance at a Blast Finisher. All the other skills are fine though I’d like to see Hammer Shock become a leap, and the root on Staggering Blow go away but meh. As for Merciless Hammer, I think a 15% damage increase and 20% cool down is fair. Doesn’t need the Unsuspecting Foe trait added to it.
You’ve seen my posts on Physical Skills
Healing Skills: Way over the top. Healing Signet should do 300 HPS passive, 4-5K active. Mending fine as is, gain 600-700 extra health for each condition removed (while this isn’t logical it would make it a competitive heal). Healing Surge is fine
If you wanna be a Warrior tank you won’t be as good as a Guardian but I think everyone knows that, you can still be pretty good at it. I’d use something like this if I were to try and tank
http://gw2buildcraft.com/calculator/warrior/
Hammer is a good weapon choice too
What party am I with? The damage output is too dang high party
I wish there was a way to use town clothes in combat. My Charr Warrior definitley needs a Pink Quaggan or Panda “helmet”
Your cool downs are way too low.
Kick: Bull’s Charge is the Physical gap closer, Kick is already a quick interrupt. You can get that 15 second cool down (ok 16 seconds) if you use the Physical Training trait, which if I assume you plan of focusing on Physical skills, you should be using it
Bull’s Charge: Why would you nerf it like that? It’s fine how it is, 40 seconds for a 2 second knock-down gap closer that does decent damage is fair. And it’s 32 seconds when traited so it’s pretty good.
Stomp: 20 second cool down on an big AoE 1-2 second stun (don’t know the exact numbers for a launch) is a little much, especially since you could bring it down to 16 seconds. It should be reduced but around 45 seconds. Traited it would be 36
Throw Bolas is fine as is. Traited it’s a 16 second cool down 4 second immobilize. It just needs to be made more accurate
I got a fun Bomb build. 30/20/0/0/20. Traits are III, VII, and X in Explosives. II and V in Firearms. III and whatever else you fancy in Tools
Berserker armor with Cavalier Jewelery, 2 Superior runes of Altruism and the rest is Ruby Orbs.
Berserker Rifle and Major Sigil of Battle. Utilities are Medkit, Bomb Kit, Mine, Utility Goggles and of course Supply Crate.
You start battle with Netshot and an Auto-Attack from your Rifle, switching to Medkit to hit 5 for Fury, along with Utility Goggles and Analyze. You got 8 might, 20 seconds of Fury and the foe has 15 vulnerability at this point.
Switch to Bomb Kit drop Mine Field, Fire Bomb and Big Ol’ Bomb, switching back to Rifle you hit Jump Shot, detonate Mine Field in mid air, and Big Ol’ Bomb goes off not long after you land. Then you pretty much use Bomb Kit from there switching to Medkit for Might/Fury occassionally and Rifle for some more Vulnerability.
I do about 3K-3.5K per Bomb auto-attack, Mine Field can do upwards of 8-12K depending on how many hit/crit
What I think they need more than a cool down reduction is a damage increase. Specifically Stomp and Bull’s Charge. Slight CD reduction would be nice for Stomp though
From what I see, your stats are all over the place.
Dolyak runes aren’t very good, the 6th bonus only gives you 30 health per second. You’re better off getting Crests of the Soldier if you want toughness and vitality, you will also gain power. But I recommend Ruby Orbs.
Traits are all over the place too. With a Greatsword you should have at least 20 points in Arms to make sure you get 1 Might every time you crit with it, 20 points in Strength is good too for 10% more damage.
For Greatsword/Longbow I recommend 20/25/0/10/15. Taking V and IX in Strength, VI and X in Arms, VI in Tactics, and V in Discipline.
Now from what I can tell you’re trying to have a mixture of good defense and damage, Warrior’s have plenty of health so you don’t want to worry about vitality too much. You could go Knight’s Armor with Ruby Orbs and Cavalier Jewelery with Ruby Orbs. This will give you maximum Toughness from Armor/Jewelery while also keeping your Precision/Crit Damage high.
If you want a little more damage and still keep survivability, try Berserker Armor and Cavalier’s Jewelery. Ruby Orbs in the slots.
Your weapons being Berserker is good, I’d choose a Sigil though instead of a Crest
For Utility skills, I recommend Healing Surge, For Great Justice, Banner of Strength, Banner of Discipline, and Signet of Rage. With the Banner’s and For Great Justice, you can stack alot of AoE might by using Combustive Shot>Arcing Arrow in the Fire Field>drop Banners in the Fire Field thats 9 stacks of AoE Might right there, can also pick up a Banner and press 5 for 3 more stacks and FGJ gives 3 stacks. So it would be 15 stacks of Might to party members in range.
Hope this helps, I think I covered everything
Your plan for the Control Panel sounds painful. What my Guild does (though we only run level 10) is kill the first group of dredge in the room, have 2 get on the buttons, 1 on console, and 2 defending the console person from the 1-2 dredge that spawn
If you’re going for a build focused on Eviscerate, I recommend a trait set up like 30/10/0/0/30.
Strength: V, VIII, X
Arms: VI for Vigor
Discipline: V, VI or VII, and XI (XI is key here to let you do Eviscerate 20% more often and you use 33% less adrenaline so you don’t have to worry about building it up as much).
Hammer is a good second weapon choice, the CC can come in handy.
Utility skills I’d use are Healing Surge, For Great Justice, Banner of Discipline, and Berserker Stance.
You can start the fight by hitting Berserker Stance to build up adrenaline and hit Eviscerate when it has 1-2 ticks left (gives half a bar every tick) and if you do that you’ll get an extra bar of adrenaline on top of the 1 you’ll have left over from trait XI in Discipline. So you’ll already have 2 bars total toward your next Eviscerate which is on an 8 second cool down.
Could also build up Adrenaline normally>Eviscerate>Berserker Stance>switch to Hammer>Earth Shaker>switch back>with another Eviscerate ready to go or soon will be
This would be for PvE, doubt it would be effective in PvP
I’m not gonnna comment on the holding points thing because I don’t know anything about spvp. However, there’s not one knock back skill that has shorter than a 15 second cool down (unless traited).
As for Stomp, most launch skills have a long cool down (Banish and Overcharge Shot have a 25 and 15 second cool down being the shortest ones also the launch from the Ele Lightning Hammer having an 18 second cool down). Those are all single target as well, while stomp is a large AoE launch which is also a pretty long stun. The Elementalist skill updraft has a 40 second cool down and only effects a cone. I think 45 seconds for a Utility skill is quite fair
I don’t see why anyone wouldn’t use it. And you don’t know no one would use it. Some 4/5 abilities have a cool down just as long. I’m not sure what you mean make it’s radius as low as 20 seconds. It’s got a pretty good radius. 45 seconds/36 traited is a sufficient cool down and doesn’t need to be less. The reason you would use it over kick is can effect more people in a circular area, knock them back farther, is a blast finisher, and does more damage
If you want this stuff do it yourself.
Perma-death? If you die, delete your character. If you end up backing out then you didn’t really want perma-death
Want people to be able to loot you when you die? When you die, send all your loot/money to the nearest player. Then delete that character because you wanted perma-death
Mentioning SW:TOR and an ability in it really has nothing to do with this game at all. The gameplay is completely different.
8 seconds on Kick is way over the top. Thats a 6 second knockback with the trait, that’s alot of interrupting/stunning for one skill. Looking at Kick again, 16-18 second cool down would be fine. Forgot about the 20% cool down reduction it could have.
As for Stomp, it’s a pretty big AoE with a far launch and is a Blast finisher. 20 seconds would be way too low, there would be no reason to ever use kitteneconds is fine, would have a 36 second cool down with the trait. Which if you’re planning on building around Physical skills, I’d assume you’d have it.
I agree that half of Physical utility skill cool downs are too high (kick and stomp). But Bolas/Bull’s Charge are fine.
Kick is very meh and should have a 12-15 second cool down.
Stomp I can see having some use and like you said, 40 seconds would be a good cool down but I think 45 would be better. It’s basically an AoE Bull’s Charge without the gap closer.
Bull’s Charge cool down is fine for 2 reasons. 1 it’s a 2 second knockdown, which skills that knock down for such a period have long cool downs (see back breaker), and is a huge gap closer.
Bolas has a very short cool down actually. Most immobilize skills are 2-3 seconds have a 15-25 second cool down. Bolas is 4 seconds and a 20 second cool down that can become 16 seconds. It’s very good
Warrior – 80
Thief – 80
Engineer – 80
Elementalist – 80
Ranger – 80
Necromancer – 80
Guardian – 80
Mesmer – 58
I think this could work. Might have to make it single target though otherwise Earthshaker might be OP.
Instead of duration from Discipline make it last 4 seconds (doesn’t scale with condition duration), and every point in Discipline makes it take out .33% more health (up to 10% more with 30 points)
I don’t PvP but I fail to see how Berserker stance is garbage compared to Signet of Fury. Yes Signet of Fury is instant and has a passive, but, when used properly Berserker stance can give 4 bars of adrenaline. You just have to use your Burst Skill as it’s about to fill up
Trait VI in Arms to be replaced with a gain 5 seconds of Vigor on critical hit with a 5 second cool down trait.
Great Axe weapon
Healing Signet/Mending buffed
http://wiki.guildwars2.com/wiki/Omnomberry_Ghost
Read the “Notes” section
Edit: if there was a tonic that would give transparency to a character’s appearance. I’m referring to this part of your post
Well, I can see you’re trying to go for damage with survivability. For that, I recommend Berserker Armor (Ruby Orbs) and Cavalier’s Jewelery (Ruby Orbs) with Berserker weapons.
As far as traits go, do you know what weapons you want to use?
There are Charr Renegades that still want to war with the Humans and Human Seperatists that want to war with the charr.
Queen Jennah made a peace treaty with the charr that’s still fragile and the Seperatists/Renegades want to see it fail. Also the Charr have other problems, persistant Flame Legion/Ghost attacks they probably can’t afford a war
http://wiki.guildwars2.com/wiki/Queen_Jennah Read the third paragraph about her and
I think they could replace Last Stand in the Defense line with Stance Mastery: Gain health every second while in a Stance (say ~250 health with a .1 scale with healing power).
I agree for once Daecollo about gaining health when you gain a strike of Adrenaline. I don’t think it would require a trait and could be about 100. Perhaps Discipline could increase this effect by 1-2% per point spent.
And lastly, as far as condition removal goes, I think Shake it Off could remove 2 conditions, or have a shorter cool down. And Mending should heal more for each condition removed
Guardian is ok, didn’t like it as much as I thought I would. They have less HP, but more armor, permanant protection, lots of different ways for healing, alot more blocks.
If the Tanking doens’t work out you could try be a group offense booster. Using For Great Justice/Banner of Strength/Banner of Discipline/Warbanner. Weapons would be Longbow and probably Axe/Warhorn.
Could drop Combustive Shot>Arcing Arrow>Banner’s>Warhorn 5 (might not be enough time for this one) for massive AoE Might while also giving roughly 90 seconds of Fury from the Warbanner. On top of all that giving 170 power/condition damage and 170 precision/15% crit damage. Best trait set up off the top of my head would be 20/10/0/30/10.
Taking V, X| VI | V, IX, XI | V
These ideas are for PvE I don’t know how they’d work in PvP because I don’t do it
You could somewhat Tank as a Warrior. With Mace/Shield and either Mace/Warhorn or Mace/Sword. Using the trait Inspiring Battle Standard/Healing Signet/Banner of Defense (for Battle Standard and extra toughness/vitality), Endure Pain, Signet of Stamina and either Warbanner to buff allies or Signet of Rage for your elite.
Traits would be something like 10/0/30/30/0. When I tried tanking liked Cleric’s gear for better regeneration effects. Can get about 215 with Healing Signet, 235 with Regeneration, 300 every 3 seconds with Adrenal Health.
You become pretty stout, however you have to sacrifice about 50-75% of your damage to gain all this survivability. Guardians do it even better. I personally think its better to go with what Warrior is best at which is killing things. But if you want to Tank this is how I’d do it, hope it helps
Your Arcing Slice idea made me think of Ike from Fire Emblem and his signature Aether move. Would be awesome if it Arcing Slice replicated this and had an added effect like does 50% more damage to crippled foes
I make decent money overall in the game. Would like to be able to play the TP but every time I try I have no idea what items to look for
Do I have to leave it at my main?
Warrior: Fire and Brimstone- Bride
Thief: Sick Charade – The Letter Black
Engineer: Fire With Fire – The Letter Black
Elementalist: Pleiades – King’s X
Necromancer: Silence Screams – Eowyn
Ranger: Dogman – King’s X
Guardian: Rise Above – Bride
Mesmer: Identity – Eowyn
I think the Hammer is pretty much fine as it is. A few suggestions though
Chain: The 3rd attack should be a 30-50% chance at Blast Finisher. I don’t expect it to be 100% like the Elementalist’s Lightning Hammer for 2 reasons.
1: The Ele is alot squishier that close in melee and loses alot of it’s survivability skills to use said Hammer. 2: Lightning Hammer is temporary, yes there’s 2 and you can use those 2 to keep it up permanently but you’re missing out on 20 skills when you use it. Possibly add 1 stack of Vulnerability for 6 seconds for the first 2 hits in the chain
2: Fierce Blow and Backbreaker should do a little more damage, from my experience they hit about the same as the 3rd auto-attack hit
and 3: Staggering Blow should have a faster cast time or allow us to move while using it
Even if these changes aren’t implemented it’s still a great weapon
I think the active effect needs to be reworked. At 2K power you have almost a 10% damage boost all the time, don’t see it being worth activating to get 5% more damage for 5 attacks on a 45 second cool down.
Not sure what they could do. Maybe make it like Ranger’s Signet of the Wild and give a 20-25% damage boost for 8-10 seconds
I believe the off-hand axe is more for using axe 5 inside the Combustive Shot AoE to spread the fire more. Though with the amount burning it does you might not need that
Looks good, the only thing I’d say is if you haven’t gotten the Eagle Runes yet, get Ruby Orbs instead. They’d give you 120 power, 84 precision (about half of the Eagle runes), and 12% critical hit damage.
Possibly replace Endure Pain with Banner of Discipline or For Great Justice, Signet of Stamina gives alot of Survivability with the endurance regen and condition cleanse, but I don’t know your play style so if it’s working for you keep it
Trait stat allocations are fine.
Strength: Like most Power trees, it has Condition Duration on it.
Arms: This one is Precision and Condition damage, I’d rather it be Crit damage but it’s Condition damage for a reason, and that’s because it’s also a trait line for Swords and Rifles, which Sword specifically, does alot of condition damage through bleeds
Defense: Gives Toughness and Healing Power to make the Warrior tougher. Healing Power helps with the healing, and toughness with armor. The Healing Power would be good in Tactics for the 2 Grandmaster traits but it doesn’t make as much sense
Tacitcs: Vitality and Boon Duration. This line is focused around Warhorn/Banners/Shouts/Longbow. Meant to give boons and support allies with some healing, the Boon Duration makes sense
Discipline: And lastly this one, Critical Hit Damage goes to as well as Brawn (which needs to be buffed)
Edit: A suggestion for the Tactics line, since it doesn’t have Healing Power and the 2 Grandmaster Traits give some healing. Would be to change those traits to put added effects on shouts and Banner’s. Example
Vigorous Shouts: Shouts now grant a random boon to allies in range for 5-8 seconds
Inspiring Battle Standard: Banners now pulse a boon to allies in range (Strength gives 1 Might every 3 seconds, lasts 9 seconds, Discipline gives 2 seconds of Fury every 5 seconds, Defense gives 3 seconds of Protection every 10 seconds, Tactics gives Regeneration for 5 seconds every 5 seconds, and Battle Standard gives 2 seconds of Stability every 5 seconds)
(edited by Grok Krog.9581)
Personally think Berserker Stance would serve you better than Signet of Fury. If you’re at 0 adrenaline, you can hit Berserker Stance and time it right so you get another bar of adrenaline after you use your burst skill.
Aslo recommend taking 10 out of Arms, your only trait would be V or VI, I prefer VI for the fury/vigor. Put those points into Discipline to get faster recharge on your burst skills and they’ll cost less, so with what I suggested with Berserker Stance, you’d have 2 bars of adrenaline after using a Burst Skill (assuming you’re at 0). If you were at 1 bar of adrenaline, you could use Berserker’s Stance, fire off adrenaline skill, switch weapons and fire off another fully charged adrenaline skill
I can solo a Karka in a few seconds on my Greatsword/Hammer Warrior, I lead with Hammer so when it starts it’s rapid attack I just use Backbreaker>switch to Greatsword>Hundred Blades and if it’s still alive Whirlwind Attack
20/25/0/0/25 trait set up. Strength: V, IX. Arms: VI, X. Discipline: V, VI or VII. Full Berserker gear
They should make it .5% per point spent, so it comes out to a 15% boost. Or if not that, just change it straight up 3% more damage
Healing Signet: Gives 300 HPS, 4K activated heal
Mending: Heals for the same, heal for an extra 800 for each condition removed.
Healing Surge: Fine as is
Greataxe for Warrior/Guardian and possibly Ranger.
Scythe for Warrior/Necro
If you want Axe to feel more single-target go Axe/Sword. You’ll have one “aoe skill” by your personal definition
By that logic daecollo my Hammer should apply a 1 second stun on every hit, and insta-kill with backbreaker.
Final Thrust is more of a stab to the stomach anyways
I agree that the trait is bad and should be replaced.
Not sure what you could replace the trait with, or keep the trait and gain might when interrupting
Why would it be an interrupt Daecollo? It would be better applying 1-2 bleeds since that’s the warrior Sword’s main focus.
I believe my highest has been 150K. I’m usually the one running to the buckets so I don’t hit the boss alot but when he’s at the last ~10% or so I jump down and use Hundred Blades after he’s been hit with the bucket
One thing I forgot to add is with your weapon set you have 2 AoE blinds, make good use of those. AI takes like 2-3 seconds (depending on the foe, some attack fast) inbetween each attack so chaining your blinds can give you alot of time to kill them
They’re already very good, almost 200 points in 2 stats, or a huge % boost. I think their cast time is fine, they’r meant to be used before combat and carried in in my opinion, or placed as you’re running into melee range
Only new class I could see them adding because it’s not partially/heavily put into other classes is a Dervish type class.
It’s F abilities could be Vow of Silence, Vow of Strength, and Zealous Vow. Commiting to a Vow puts the others on a 20 second cool down, and the Vow itself has a cool down.
Vow of Silence: Gain 2 seconds of invulnerability and when it ends give 5 seconds of Protection to nearby allies and yourself. 60 second cool down
Vow of Strength: Your next 5 attack cause 2 Vulnerability for 8 seconds each and give 2 Might for 15 seconds. 40 second cool down
Zealous Vow: Give 8 seconds of Fury and 8 seconds Vigor to you and nearby allies. 30 second cool down
The class specific trait would reduce the ability cool downs (not the 20 second global cool down) by up to 20%.
Enchantment skills would be one of the unique things to the profession. A heal, say Mystic Regeneration would work like this.
Activate Mystic Regen: Gain the effect “Mystic Regeneration” heals for 275 HP a second, this effect lasts until the enchantment is stripped. Also remove a condition on acitvation. The skill Mystic Regeneration is replaced with Pious Renewal.
Pious Renewal strips Mystic Regeneration, healing you for ~5500 and removes 1 condition. The skill reverts back to Mystic Regeneration and has a 30 second cool down
In dungeons Pistol/Shield might be useful to switch to from a kit for some added defense, I’m not real familiar with this weapon set as I didn’t really use it.
I believe you do keep the attributes but won’t get the benefit from the trait that gives 90 toughness. To test this I’d look at your stats with Pistol/Shield, then look at them with the Flamethrower equipped.
It will get better as you get higher level because engineer’s highest damage comes from kits (Bomb Kit and Grenade Kit have the highest, Tool Kit might be good too). Try Pistol/Pistol. In the very early levels I could destroy stuff with all the conditions it applied pretty quickly
Well, Flamethrower isn’t the highest damage kit Engineer’s have. It’s decent though. Pistol/Shield doesn’t offer the most damage either. To me it sounds like you might be killing stuff to slow. If you have it try Bomb/Grenade kit and either Pistol/Pistol or Rifle