Whirlwind All day!!!!
In a discussion with some WvW guys, we came up with a conclusion as to why people do not come over to spvp. It is not cosmetics of armor or weapons.
The answer is much simpler.
———-They cannot run the same build that they usually run in their respective game format.
What does this mean?
———-They cannot achieve the same stat spread across attack, defense, crit chance, and crit damage.
The end result?
————-The build does not play nearly the same. So effectively it is a different build or a different game altogether.
So why leave my comfortable game mode with the build I know how to play with the stats tailored to what I want?
———-There is no good reason.
And that is why people do not cross game modes.
+1
Especially to the deal with shield stance. Having a necro burst you down while you sit there with your shield up is nothing short of depressing. Unblockable attacks have been balanced around bunker classes (specifically guards), and warriors suffer for it.
You have to be careful here because I do not want unblockable stuff to just outright miss. My concern is how you still can take effects from fields. I have walked through poison fields or still received conditions from mesmer phantasms and clones while still in shield stance.
If a necro waits to use his unblockable fear once I hit shield stance, that is a skill play and they should be rewarded by having me come out of shield.
20 seconds of stability is a bit off in crazy land. Warriors have issues with sustain, but making them uncontrollable during fights given their raw damage output is a bit nuts.
Cleansing ire removing condis on burst use rather than hit creates a problem where you can use a burst multiple times if it doesn’t connect, which would make you invulnerable to condis in certain matchups.
Besides that, though, the suggestions look pretty good. I’d add some beef for offhand mace, though.
The stability is simply put, I feel like the elite is not defining. Honestly to play dedicated melee you have a window and the stability would make you more productive in that window. People need a reason to fear the melee like you fear a ranger using Rampage as One. That elite is one of the best self buffs in the game.
Maybe stab uptime could be 30%-50% of the duration of the other buffs something like:
Signet of Rage activation 1 sec cd 60 sec 48sec traited
Passive gain 1 strike of adrenaline every second
Active: gain stability 15 sec, fury 30 sec, might (3-5)x 30 sec, swiftness 30 sec.
Make the stability apply in a way such that it would be the first or second boon removed when targeted.
I didn’t suggest buffs for items I do not use as often. That is why I excluded offhand items. I will add the warhorn suggestions once I narrow them down what exactly needs a change.
When some of the best necros tell you its too strong. I don’t think they would lie about it. But its human nature who knows.
I am jelly. But then can you monitor them all. I feel like I would have to turn my head.
But in regards to the post, I think they have been concerned with putting in penalty for leavers because its still on a casual basis.
Must PvE for PvP rewards. ugh
Yea I figure might as well seeing as at least it will be seen and possibly internally tested. Who knows, but if you don’t put yourself out there, no one will ever hear you.
Wish list:
Skills———
Shield block: changes either 1 or 2.
1) Change from block to evade or invulnerability. Currently you still can get controlled and take conditions while you are blocking.
2) Make movement impairment skills duration -100% while using shield block. It is mainly used for disengagement and it would help get away.
Reduce cd of healing skills by 20-25%
Remove rooting aftercast on staggering blow so hammer cc chain is cleaner. It is not the skill aftercast that is an issue, it is the rooting that comes after the skill is over.
Axe AA needs readjustment as landing 6 strikes in a row is nearly impossible. Change it so that each strike gets progressively stronger. Something like 100, 110, 120, 140, 150, 170. Blends damage over entire combo so I don’t cancel cast after double chop, and rewards getting to the 6th strike with bigger numbers. But it does not shaft me if I only make it to say the 4th hit.
Mace AA – reduce damage by 10% reduce weakness by 1 sec. Decrease cast time from 1 sec to 0.5 sec
Signet of Rage- Add stability 20 sec. Elite needs to be a little more defining. Currently it is just a 10th skill and not a game changer. Most warriors almost always use it on cd unless running Lyssa runes.
Edit: Rush- needs to function like bull’s charge without the knockdown. This will fix tracking issues as bulls charge will change directions. However, this would take away the ability of the Rush to turn corners. Which is meh imo, since I can’t land the hit anyway.
Traits——-
Tactics or Defense minor/major trait- Remove a condition at the end of dodge roll
Discipline 25 points- Remove a condition on weapon swap. Currently it is gain 1 might on weapon swap for 25 points.
Grandmaster trait somewhere- gain evasion during movement skills duration. Or movement skills cannot be interrupted. Being interrupted mid bulls charge, eviscerate, rush, earthshaker, etc. is just so detrimental to the class. Something like channel ability can’t be rupted.
Grandmaster discipline- burst skills cannot be blocked or blinded. Still can be dodged, evaded, or invulnerable against.
Leg specialist- needs a rework in order to not destroy the effects from the rest of the weapon sets with cripples. Few different suggestions
1) Change hamstring from 1sec cripple to 0.5 sec chill, revert the icd on leg specialist. Allows previous use of leg specialist to occur and still gets equivalent slow effect on sword main.
2) Increase hamstring cripple duration to 2 secs. Increase savage leap cripple to 5 sec. Leave leg specialist alone. Longer cripple compensates the icd on immobilize.
Heightened focus- move back to adept. revert crit chance changes 5%, 9%, 12%. Introduces diminishing returns for just sitting on adrenaline.
Cleansing ire- needs to remove conditions on burst use, not after burst is hit. But maybe this would cause issues of bursting mid air?
——-Edit: If this was an issue, thing about it like this: I would have to use a burst, weapon swap and use a burst again, just to remove a max of 6 conditions. Both bursts and weapon swap would be on cd now so it would balance out in that regard. It is not like you could just burst air repeatedly because it does go on cd miss or not.
Who knows maybe I am too optimistic. Or just too OP with some of these. But it would address some of the root issues.
(edited by Interpret Interrupt.3824)
How you get such a wide screen. Holy crap how can you see on all of that.
Sorry to hear but good luck again
Gameplay highlight walkthrough from Jumper X S/D Thief POV.
Yo Jumpa, I’m really happy for you, I’ma let you finish, but Five Gauge cleared Chieftain and wins the 1v1 at henge in the fastest of ALL TIMES!
http://www.twitch.tv/chaithh/c/1905589
(Disclaimer: This is an old video, in a non-serious post.)
I got your back cruuk. He won’t decap us anymore
Hah! Like you had Cruuk’s back at Henge.
Ok, I’m done. * poofs *
When warriors get a ranged 100 blades like grenade kit sure.
I got your back cruuk. He won’t decap us anymore
Where is our 1v1 video :p
Never seen this before. Are you using the weapon swap to drop it or the banner 5?
/close please. Thread is beyond trolled.
When I saw 30/30/10/0/0 I could not fathom how you generate life force. It really is an easy kill with cc.
@Interpret Interrupt: Maybe someone already told you but Sigil fo Earth has an internal 2s cooldown, even if not stated in the description. It was introduced some months ago to prevent Bleed-spamming builds.
Thank you much. I have basically transitioned to gs/ mace shield for my team. I love defektive’s builds though and I can second his knowledge of the class and numbers.
Everyone mentions sustain. But half of the time I swear it is used incorrectly.
Sustain damage , Sustain survivability. pick one as a community and go with that.
Torment covers conditions I need to remove.
Blind change is huge if your not in range your stuck on blind. So I have to get in range, miss an attack, then finally be able to do anything again.
The necro build is now 30/30/10/0/0
I think that is a big change, whether you claim it or not.
Whirlwind does not decap. And all you have to do is just not cap the nodes. We do tdm all the time in custom.
Because you don’t take something does not make it silly. It is there.
Warrior damage is adjusted against stationary targets I think. There was no other reason I see why axe damage chain was readjusted. Landing 6 attacks in a row is difficult on anything that is actively trying to avoid damage. Not to mention there are not traits that directly buff axe damage. So I think it was a little over the top. Since Berzerker’s power was moved to grandmaster anyway.
Or you just swap to sword set. Come on now.
For perspective, the 3 builds I would use now are as follows:
The above Defektive longbow build
A derivative of Defektive hammer 0/0/30/20/20 hammer sword warhorn
Skirmisher greatsword mace shield 0/20(30)/20/0/30(20) undecided on which is better for last 10 points.
Versus dual necro I would run the hammer.
For small splits, the gs build excels versus non teleporters
And longbow build is good versus ele air spike imoIm interested in your hammer build, mind to share? thanks
It is a Defektive derivative 0/0/30/20/20
http://intothemists.com/calc/?build=-sF-t;1VKkP0d4NL-60;9;6TJJ;418908-57-5wW4;2CoF2CoF25Zt
I am sorry I could not make the event. I was presenting at a conference. I focus more on 1v1 encounters and Defektive was supposed to organize the team fight perspective. I consider him more productive in the team fights then myself.
In terms of builds, we do not want to change your build because we think a build is bad. We just have to think in terms of team composition. For example 5 longbow warriors will not work well together. We have to run different specs to compliment a team. So do not take it as you have to change your build because we don’t like it.
For perspective, the 3 builds I would use now are as follows:
The above Defektive longbow build
A derivative of Defektive hammer 0/0/30/20/20 hammer sword warhorn
Skirmisher greatsword mace shield 0/20(30)/20/0/30(20) undecided on which is better for last 10 points.
Versus dual necro I would run the hammer.
For small splits, the gs build excels versus non teleporters
And longbow build is good versus ele air spike imo
I have fallen out of favor of the masses. I must stream again.
Maybe if warriors had like 30k hp base I wouldnt mind the survivability of other classes so much.
Ladies and Gentlemen, Charr and Asura, Sylvari and Norn! The July State of the Game is upon us!
- Tuesday, July 2nd, 4:30 pm PST with Jonathan Sharp!
I will be joining Grouch, Zombify, Battosai and the developer Jonathan Sharp in discussing what is going on in the PVP realm of Guild Wars 2!
… Did Warriors get enough love?...
*We can’t talk about that right now.I want to be a guest one day.
I promise to be nice.
I think a Kpop, Defektive SoTG would get high numbers.
Question: The necro skill Deathly Swarm, the blind on the necro is just transferred and it does not blind the Deathly swarm attack. For warrior burst skills using trait Cleansing Ire, can the blind be consumed or bypassed on burst skills so we can actually get the effect from Cleansing Ire?
I just want to point out also that classes represented on the SoTG have dominated the meta. It is time to get warriors so we can move up.
I find flurry to be painful but I operate at the edge of melee range a lot
wow well then this weird math somehow makes sense. touche
Here are some more thoughts post HotM testing. I retract my sigil of earth statement from before. ignition happens 3-5 times and it is less damage to get bleeds then fire proc.
Furious only gives double adrenaline. I am disappointed. Considered burst mastery, but then you lose out on conditions removed.
Oh i just got an idea to make that hammer build better.
Mid fight thieves are prolly losing popularity so I will consider it.
Reason for blood suggest is that your running bleed extension and it will hit everything. Fire will only proc on one person in the field so unless they are right next to each other I would imagine you would hit one person per field duration of 8 secs.Oh btw, I haven’t used coalition gaming because I have not figure out how to get it working. I don’t see the sub where we post.
The +50% bleed duration isn’t to make the most out of the bleed damage, but to have the highest uptime of +10% damage against bleeding foes.
Lets say you Longbow F1 and then it applies bleeds, the F1 has already been casted so it doesn’t gain the +10% during each tick.
I think of the Fire on Longbow in these terms. Most of the time im pointing the F1 at their node. Generally 1-3 people in a team fight are also on the node. There’s a high probability I’ll be hitting more than one with it. Plus the spike makes bunkers a little nervous.
and don’t worry about the Coalition thing, it kinda fell flat because everyone else is lazy.
For the ignite hits, it should make a difference. They will be bleeding so you should get +10% bonus. Don’t get me wrong I see your point. I think just my playstyle I like on swap sigils, so fire would cramp me. But I will try this out tonight. Just theory crafting on your crafting.
Give Hoelbrak credit where its due gosh lol.
Make this better by putting sigil superior earth on lb. It has no icd and the ignite procs will give more blood chances in aeo fashion.My question to you is can I run this with Warhorn or offhand mace instead of shield?
Without shield I would go with dogged march.I’ll stick with fire :P 1k dmg to everyone or 2-3 ticks of bleeds that can get removed.
Plus LB #3 + Fire proc = omgthedmg.You could probably run it with warhorn and dogged march, your survivability against say Thiefs would be lower, but against Necros and Engis it would be higher.
Mid fight thieves are prolly losing popularity so I will consider it.
Reason for blood suggest is that your running bleed extension and it will hit everything. Fire will only proc on one person in the field so unless they are right next to each other I would imagine you would hit one person per field duration of 8 secs.
Oh btw, I haven’t used coalition gaming because I have not figure out how to get it working. I don’t see the sub where we post.
Give Hoelbrak credit where its due gosh lol.
Make this better by putting sigil superior earth on lb. It has no icd and the ignite procs will give more blood chances in aeo fashion.
My question to you is can I run this with Warhorn or offhand mace instead of shield?
Without shield I would go with dogged march.
egotism to the max.
Explanation of why new blind is hard counter for those defending it.
Old Blind
Reckless dodge could be used to clear my blinds.
Swiping before the skill I intended to use could clear my blind.
Swapping to hydromancy would clear my blind.
New blind
reckless dodge useless unless ure in melee range at end of dodge
cleansing ire does nothing except with sword since blinds make burst miss
auto attack does nothing if we are out of range. key words range for melee
hydromancy useless against it out of melee range
Most blinds come around 5 secs. if your melee and your being kited, you basically can’t clear the blind its duration.
Solution, tone down blind durations to like 3 secs max. Still will cause next miss. Promotes timely use of blind.
Why this is preferred solution? Ranged classes can still hit from range so random blind just stops one attack and does not hard counter entire class mechanics.
Examples:
Blind ranger, pet still chasing you.
Blind mesmer, clones still shatter on you
Blind guardian, probably doesn’t matter
Blind engineer, rest of the grenades still hit you
Blind elementalist, fields still appear on the ground
Blind necromancer, they just scepter auto it off 900 range
Blind Thief, probably has some trouble, but blinding powder will still make its field
Blind Warrior, sad panda, cause cleansing ire does nothing.
Warrior versus warrior is not a basis for balance. I would even say war versus thief is not one either.
Another melee hard counter. Let’s make burst skills remove conditions, then lets make a condition to hard counter this effect.
Brawn now says reduce burst by 1% up to 30% for each point in discipline. However with 30% in discipline, burst skills recharge shows 7 3/4 seconds. From 10 seconds originally 30% would be 3seconds so the recharge should be 7 seconds and not 7 3/4 seconds.
thanks.
Reckless dodge is pointless now that blinds only removed is in range.
WOW no words bro.
Infraction incoming but seriously though.
PEMDAS man.
Transitive property
I still don’t get why you don’t think someone would just dodgeroll the point
Warrior signet of Might is bugged: It says 3 unblockable attacks but if you use only one AoE skill and hit 3+ targets it will loose the 3 attacks doing just one attack.
1 attack hitting multiple targets. It is why confusion hurts grenade engineer. I think each hit counts as an attack. It sucks but I think it is intended.
I will be available next week. We can talk.
Solutions too EEEZZEEE
Or or, you could just dodge through the trap and it doesn’t activate.