First of all why is NSP using this thread to try to recruit people? Secondly like so many others said blame the bandwagoners, and pve achievements for the long queues. Thirdly Anet gave you warning and opportunity to transfer for free.
This group was obviously specced for long immobilization so looks like it works as intended. This condition should have been working like this since the beginning like cripple and chill does. They also sacrificed a lot of damage for immobilize if those 3 couldn’t down a rooted necro for 21 seconds. They also suck because you turned around and wiped them pretty easily. At least 1 was up leveled
Are you saying that low skill players on upleveled characters using bad builds should be capable of 20+ sec lockdowns? I don’t really think that’s a good argument. Especially since there is nothing preventing speccing for both long immobilize and enough damage to kill.
I’ve been seeing this tactic a lot recently, and it’s got me running on my thief more (withdraw and roll for initiative are good counters to this cheese). Too bad most classes lack a way to easily deal with immobilize specifically. I’d suggest buying Melandru runes and lemongrass soup ingredients as an investment, this tactic becoming “meta” will eventually require full -cond duration builds for anyone wanting to survive.
The change should either be reverted in PvP/WvW or stunbreakers and stability should be made to function on immobilize.
Since most if not all imob skills are single target and most are 2-3 seconds it cannot be stacked easily by one person or on a group. Only in these multi v 1 scenarios is this a problem and only by people who really spec to imob. I think the highest from one person is 9 seconds from a warrior with 2 weapons a trait and a utility skill and one good condition removal can take all that away instantly.
Woah, a warrior has to use 2 whole weapons and a trait and a utility to lock someone for 9 sec?
I guess it’s a good thing they get 2 weapons on swap by default and 3 utility slots to use and 70 trait points to spend. It’s also probably good that they can apply cover conditions easily, preventing most condition removals from even removing the immobilize. (I run a soldier’s rune shout guardian with PoV and this has happened to me, any skill that isn’t a full condi-wipe or immunity, hello again warriors=bestateverythingcrap, probably won’t even touch the immob if your opponents have half a brain between them).
Also, in any semi-organized, large scale fight, people call targets. Pretty advanced concept, yeah, but it happens, there’s even a function in the game for it.
Since you dodged my original question, I’ll ask it again:
Are you saying that low skill players on upleveled characters using bad builds should be capable of 20+ sec lockdowns?
Because that’s what I read in the post I originally quoted, and that’s some broken jive for any PvP game.
If there are enough low levels who have enough imob skills then yes they should be able to stack imob up to 5 times in duration. Conditions are stacking in duration as intended
This group was obviously specced for long immobilization so looks like it works as intended. This condition should have been working like this since the beginning like cripple and chill does. They also sacrificed a lot of damage for immobilize if those 3 couldn’t down a rooted necro for 21 seconds. They also suck because you turned around and wiped them pretty easily. At least 1 was up leveled
Are you saying that low skill players on upleveled characters using bad builds should be capable of 20+ sec lockdowns? I don’t really think that’s a good argument. Especially since there is nothing preventing speccing for both long immobilize and enough damage to kill.
I’ve been seeing this tactic a lot recently, and it’s got me running on my thief more (withdraw and roll for initiative are good counters to this cheese). Too bad most classes lack a way to easily deal with immobilize specifically. I’d suggest buying Melandru runes and lemongrass soup ingredients as an investment, this tactic becoming “meta” will eventually require full -cond duration builds for anyone wanting to survive.
The change should either be reverted in PvP/WvW or stunbreakers and stability should be made to function on immobilize.
Since most if not all imob skills are single target and most are 2-3 seconds it cannot be stacked easily by one person or on a group. Only in these multi v 1 scenarios is this a problem and only by people who really spec to imob. I think the highest from one person is 9 seconds from a warrior with 2 weapons a trait and a utility skill and one good condition removal can take all that away instantly.
This group was obviously specced for long immobilization so looks like it works as intended. This condition should have been working like this since the beginning like cripple and chill does. They also sacrificed a lot of damage for immobilize if those 3 couldn’t down a rooted necro for 21 seconds. They also suck because you turned around and wiped them pretty easily. At least 1 was up leveled
By ‘specced’ you mean the thief had devourer venom and venom share.
The warriors most likely had sword/ longbow and throw bolas. Just devourer venom isn’t enough for immobilization that long
This group was obviously specced for long immobilization so looks like it works as intended. This condition should have been working like this since the beginning like cripple and chill does. They also sacrificed a lot of damage for immobilize if those 3 couldn’t down a rooted necro for 21 seconds. They also suck because you turned around and wiped them pretty easily. At least 1 was up leveled
I’ve spent about $200 over box price and plan on spending more once I get a job. With the constant updates I don’t need to spend money on buying new games. I also just want to support arena net because I love the game
Yeah, give warrior 200 heal each time he deals damage. If I can strike five targets with GS autoattack (not that hard with AI), I’ll have 1000 health. I can strike twice per second.
Here, 2000 hps. This would give wars an interesting job: forcing fights off points. On open fields warrior have always been more vulnerable (unless they run away).
I’d like the idea, the more you stand in the heat of the battle, the more you heal.
If you want whirling axe to be a full heal. They did this with guard leech until people used multi hit attacks and healed way more than they got hurt
I’ve been able to land earthshakers on unlevel terrain since last patch. The slam effect is still in midair but it hits and stuns the target just fine
How do you expect anyone to listen what you say when you barely know how the game works?
Really?
Which part exactly did i get wrong? I’ve probably played more warrior pvp/WvW than you have, and run solo 99 percent of the time, so am fairly well versed on how they work.
So which bit? Oh I see, when you get blocked/evaded the hammer adrenal doesn’t get used up, it’s worse than what i typed. So until you actually connect with it, your adrenal bar stays full. Seems fair….
look at that guys build: http://tinyurl.com/ScarletWarrBuild
20k hps, with that power, and 100 percent crit chance. and having 42 percent damage reduction and he only has 10 points in an offensive mastery line with 30 in a defensive one.
To get close to that with a thief, you’d end up with 12k hps, 15 percent damage reduction, and you’d have no defensive capabilities and you’d have to throw all your points into the power+pres lines.
I’m not even mentioning the near condition immunity thanks to melandru and lemongrass.
Fully buffed war with food and full stacks with a 1v1 focused build is killing people in wvw who usually build for zergs. Working as intended. Also people only posts videos where they win. You could find these kinds of videos for any class.
erm no healing signet is not ok at all atm. ever fought a reen warrior in wvw? and no u cant just stunbreak all the time. mybe the firt 3 stuns, but imagine 25 warriors in a zerg or 30 of them. try to stunbreak that. then yes the regen is a big problem as it heals u even if u are cc’ed. we cant heal when we are immobilized or perma interrupted. u can.
as a mesmer i have barely any stability and yes ill get knocked doen and chain immobilized and stunned all the time. if anet doesnt fix this overbuff with a nerf, then id like to have my full confusion back and bb ant tc unnerfed on mesmers. plus i would like to get some more gw1 style skills for it too.
Heal signet OP because it out healed a longbow ranger auto attack at point blank?
The hardest thing for me to understand is not that they’ve brought the Warrior up to other classes in the past months, but that they nerfed the Elementalist into the dust and refuse to do any changes to Elementalists that are meaningful.
It’s also quite hilarious to me that Ride the Lightning was nerfed because it made Eles “too mobile” and then here we have Warriors with almost 2x the mobility, 2x the HP everything else with greatsword Rush, Whirlwind, and sword leap + utility bull charge.
I don’t think people are upset that the Warrior is now more playable in PvP and such, but it’s upsetting the Anet seems to have the Warrior as their favorite right now and just continually turn it into more of a powerhouse while ignoring the rest.
p.s. FYI i have an 80 ele, and 80 warrior. So i’m not that biased
You compare one ele skill to two warrior weapons and a utility skill. More accurately would be comparing the sword 2 with ride the lightning because they are both one skill on a one handed weapon. Overall health has nothing to do with mobility
400ish health per second. Most conditions do 100-120 dmg per second..ergo any 2 dmging conditions+auto attack has heal sig under control..they cleanse those 2 conditions..well no one is going to argue it is difficult to stack 2 conditions regularly.
I figured this out via mathematics i learnt when i 6.
400 health per second with no adrenal health or regen. This combined with stuns makes warrior very survivable while still maintain the ability to deal decent damage. Go mace/shield+hammer and you have an AOE knockback, 2 second knockdown, 8 sec weakness(so enemy is only hitting you for full dmg 50% of the time and with hammer cd reduc you have almost 100% weakness on a single target), 2 seconds AoE stun for burst, a block, 1 sec daze, 1 sec stun and a 3 sec stun. Between all of that time when your opponent is not dealing damage, you are regenerating at least 400 health per second and that is if you don’t have adrenal health which most warriors have. Combine this with the most common utilities, endure pain and berserker stance and you can turtle up pretty nicely.
Now for some simple math. Obviously we’ll have to assume all hits connect just to see an optimal put out but since it is unlikely you will cycle off 2 fully charged burst skills we’ll only use the mace one for calculation. Adding together all of the skills in this one weapon set that prevent foes from attacking gives us:
Shield bash(1 sec stun)Pommel(1 sec daze)Skull crack(3 sec stun)Shield stance(3 sec)Staggering blow(We’ll say 1 sec just from the knockback+interrupt)Backbreaker(2 seconds)Endure Painx2(One active and one from trait gives 8 seconds without stance boost)=1+1+3+3+1+2+8=18 seconds give or take some time assuming you do not repeat any skills or tumble and the enemy doesn’t stun break during your longer than 1 sec skills. Now if you put skull crack at the end and have signet up the entire time that is 407+(adrenal health, lets use a conservative stage two stat of 240) per second. 407+240(18)=11646 hp in 18 seconds while taking minimal damage due to stuns/blocks etc.That is more than 50% hp for most classes and honestly I’d kill for that type of sustain on my ele.
Now I know this is entirely situational, not all stuns will hit, not all enemies will waste a stun break on the 1 sec stuns, etc etc. This entire setup however only requires 30 points in a tree most warriors already go into anyway for adrenal and hammer cds.
I’m not saying nerf signet or nerf adrenal or nerf stuns. I’m just pointing out that when all of that is combined, it can be quite annoying to deal with and requires almost no managing of utilities or healing skills like other classes must do, that healing is entirely passive.
Adrenal health gives health every 3 seconds. Adrenaline would not even be at stage 1 after skull crack because it is very slow to generate with the hammer. One of those endure pains only activates when hit under 25% health. Nothing in that setup will stop condition damage. Anyone who can use that full combo should get a lottery ticket. Any class with that kind of best case scenario would be OP.
During that video he was using damage mitigation techniques just like everyone else: dodge, block, fear, knockback, and interrupt. If his regen is as great as he says he wouldn’t need to use those. Looks like his is just doing the same things everyone else does to stay alive
“just dodge the slow hammer”
We just faced a guild that is only hammer wars.ALL of them.
15+ all with the same effect.No question this is broken.
Usually they run in large groups never solo.
people here that disagree are most likely hammer warriors.
A group of 15+ guardians could have perma stability and protection which would completely shut down those warriors. That many of any 1 class and build could be devastating. Coordination is just too OP
There is no way a full bunker warrior can out heal a full dps thief. With blocks and invulnerable traits survivability will go up but the warrior is going to do 0 damage and eventually die.
A decently played warrior using a hammer and sword/board can without too much effort. After spending a ridiculous amount of time attempting to come up with a counter to the crowd control and health regeneration on both my thief and ranger, I gave up and equipped my warrior with berserker/hoelbrak using a mostly defense/discipline trait line. Having very little experience playing one, it was already easy to deal with anything except similar build warriors, cleric guardians and condition necromancers. I could survive easily against glass thieves, and I’ll keep running this character until it gets nerfed. It’s that unbalanced (one more to the Warrior population for a while, and up the number goes).
The original statement was about a warrior being able to out heal a dps class. The only way for this to happen is if the warrior is full bunker. 300 Defense full clerics with
banner or shout heals and healing runes.
At its best a warrior can heal about 1000 per second and any full zerker class worth it’s salt can do much more than that
I’m pretty sure any class can tank 3 normal pve mobs with heals. Using the heal signet for the passive effect is a legit way to use a heal. It’s no different than any other class occasionally pressing 6. I saw a heal working as intended
First of all I’m not a troll, second of all i’ve been a long time player of guild wars 2 since beta, and third of all i speak the truth to everything i say.
My truthful track records speak for itself; and no, i don’t
I am a player of Action and the Truth; and that is why I’ve been encouraging many of you to see this as well.
Most Importantly to Arena.net because they are the makers of this game and they have the Absolute Power to take into action of any threats that is overpowering and breaking their beautiful world of guild wars 2.
And no, i will not be silent to see this class take this away from them, from their hard tireless work, great effort and their passion to their beautiful creation.
My purpose is to reveal the truth and so is the truth i’’m revealing to you and most importantly to Arena.net; to remove hammer from warrior class until it’s fully balanced.
As the saying goes, ‘the truth will set you free’
The truth will set warriors free from their OP status and their op hammer.
For, ‘I take my stand, I will not be shaken’
The “Truth” is that hammer is fine if you: can dodge, bring stability, stun breakers, or can kite. Your truth is different than everyone else on this thread. ArenaNet said the warrior is good where they are so go complain on another class forum
If the nerf criers would give a build that they think is OP including traits , utilities, armor, runes and sigils then people who actually play warrior would be able to tell them what the strengths and counters to the build are. Most people calling nerf in this thread are referring to the 30/30/30/30/30 and 10 utility skill build
If EB is full there is likely several commanders there already. Problem is lots of commanders don’t tag up when no one else is leading. I’ve seen this happen even when there is no queue in EB
I would say no because it is rather fine as it is BUT buff the other classes.
Warrior is the class that does the best dps, has the heavy armor, the most hp ( on part with engy and necro) and has a ridiculous passive healing mechanic that cost 15 traits points and healing skill.
I like Warrior a lot so dont ge me wrong here, but after some maths and a sad face later i realised how a warrior can self heal himself and support a party so much better than a guardian i almost regret having a guardian in the first place, i hate doing maths, i m always dissapointed by the results…
Warrior
healing signet, 392 heal (0.5), self, passive healing + active healing, low cooldown
adrenal health 360 (0.15) over 3 seconds or 120 second, scales with adrenaline, passive healing, self
vigorous shouts 1480 (0.9), active AoE healing, low cooldown
regeneration from banners 130 (0.125), passive healing, AoEGuardian
virtue of resolve 84(0.06), self but can become AoE
monks focus ( healing meditations) 1960 (0.4), self, active healing
altruistic healing 69 (0.01), healing is self but boons are AoE
writ of merciful ( healing symbols) 107(0.075), AoE, on every third attack ( hammer) or active skill
selfless daring 129(1.0) AoE on dodgeWarrior scales better with healing power than guardian ( exception of selfless daring), most of them are passive healing compared to guardian skills while having more hp and stopping power. This is just an example between the 2 but i did also some calculations on conditions, burst damage and so on.
Warriors are by far the best class in the game currently, nerfing them wouldnt be the solution be a buff for the other classes would be a welcomed addition: same base stats and hp for every single class so that way gears and traits will be the key component that makes you a hard hitter or a more resilient character. Heavy armor class would remains he same but the medium and light would regenerate dodge energy faster, medium 25% and light 50% but this is an example so dont burn me.
This is just a constatation, all those values mentionned above are from the wiki and the rest are my opinions. There is no trinity in this game wich is an awesome concept but the fact some classes do have more hp that others while naked do suggest some unbalance.
For the notes i am a PVE player, mostly tanky support when it come to heavy armor ( i like being the last one standing). All i said dont support the PvP experience since i dont really participate in it. My full cleric guardian tanks less than my knight dps warrior spec
Coefficient on healing signet is wrong. Can’t have healing shouts and regen banners. Would need to spend at least 45 trait points for all that healing. More research needs done before you post
My my point of views it was as if she had 100 000 hit points,god knows how much armor 5000? and 50-75 dodges per minute.
This shows the OPs tendency to over exaggerate. I hope someone credible on the forums gets to record a fight with this guy so we can get the truth instead of exaggerated numbers and obviously distorted points of view
That warrior only posts vids of the people weak enough to not kill him. As many people mentioned a good DPS build would have no problem. There just needs a vid of someone else fighting him to show the real picture and dispel the unkillable warrior rumor
If stat swapping was a basic feature then they would have put it on existing ascended gear (trinkets) and on weapons when they came out. Since this was not implemented it seems that it was the devs intention to have these exclusive to legendaries.
Since when is stat swapping supposed to be a basic feature? Seems like OP wants the advantage of a legendary (and then some) but without putting in the work to get one. While we are at it why not make an ascended weapon turn into any other weapon or armor piece and be able to hold objects like a bag
If they post a vid showing stats or actually attacking it would be more believable but I watched 3 videos and saw nothing amazing just someone with lots of healing power
If ascended gear can do everything like swapping skins, sigils, and stats why make legendaries? There’s no sense of permanence if you can just swap everything whenever you want.
From what I understand there are interlinked systems and whatnot that cause one change to affect other areas. I think it is less conspiracy and more mistakes. I think they should hire Scarlet because she seems smart enough to fix everything
You would rather get one shotted instead of a push back? They have this concept where the sinister triad is where a gate is guarded by lvl 80s in a 25 zone. I would not like to have to repair and waypoint whenever I go to the edge of the map
If 2 people got him to 50% he is hardly unkillable. His damage is probably so bad you would be unkillable to him
I’m making a build that will have just power with no precision or crit damage in order to provide more support. I’m wondering if power without precision will provide decent damage so I don’t massively slow down a dungeon group. My build has full soldier and empower allies for 150 power to everyone else. What do you think the power should be at to be doing good damage?
This already exists. It’s called laurels. You can get 3 tier 6 materials for 1 laurel so 21 per week if you do all the dailies
Making pve monsters behave like humans would be far difficult than splitting pve and Pvp. Also the pve and wvw are the same balance if I recall correctly
In what setup does rush cure all movement conditions? You also mentioned 3 different weapon skills that cannot all be used at the same time. Maybe if you roll a warrior you’ll see why your statement is a contender for the dumbest post of the year
20/0/0/20/30 axe/war horn. I use war horn to add condition removal with DPS
I’ve been using quick breathing in spvp lately at noticed that it seems to remove 2 conditions instead of just one (this doesn’t include movement conditions from charge). I was wondering if this was just spvp because I haven’t tested in pve yet or is a bug. Boon from it seems correct from wiki just curious if anyone else noticed it removed an extra condition
When I read the OP I was sure it was a Daecollo thread
Would anyone else like to see a set of ice or frost-like armor added to the game? I recently finished Frostfang to go with my Corrupted Bulwark and now need ice armor for the complete ice or Jormag inspired theme. As far as I know Honor of the Waves armor is the closest due to it being inspired by the Kodan. I would really like armor that makes you look like an icebrood but mostly just to complete my “Norn revenge on Jormag” look. All opinions on ice armor, how it might/ you want it to look welcome
I’m a US central time zone player but whisper anytime you want to run SE

