In PvE everything serves :/
I had a harder time killing a trebuchet, and I play a conditionmancer.
Thuer
With Sword/Axe + LB, i scramble warriors how as if nothing They are trully easy to kill.
I think the great disadvanges of Warriors relative to ohters classes are:
*No easy and frequently access to defensive boons, principally protection.
*No active summoners for distract, interrupt, transfer dmg or conditions, attack or protect like live sheld.
*No utility skills that avoids take damage like stealth, teleport, invulnerability, shelds, tec…
*No boon/condition reaper/canceling/transfer.
*No heal.
*High cost low reward skills and traits.
*Useless traist (ex: Reckless Dodge. what the hell are that? A fart? That trait would be gain 5 stacks of adrenaline on dodge, or recover some hp on dodge).
This is some of several problem of warrior.
I just no longer play PvP with my warrior, and recomend another warriors make the same.
:D
Vou olhar aqui na agenda e te passo
S:
+ Thief
+ Mesmer
(i don’t even have way of fight or escape of this two)
A:
+ Elementarist
+ Ranger
+ Guardian
(All then bunker, sumon spamer and dd. Raise health and defences recources all time)
B:
+ Engineer
(Those trinkets damaging, controling, interrupting and defending all time… Also his Regeneration, Protection and lot of combos make him very strong)
= Necromancer
C:
- Warrior
(Absurdly weak. No sustain, no summon for help, no heal, very high cost and very lower reward in utility and elite skills, high cost and low reward in most of traits, no combo, etc…)
Obs¹: The only combo iniciator (fire field) requires use of bow and adrenaline bar.
Obs²: The real tier would X, Y or Z, but how the lower is C…
(edited by JETWING.2759)
Man i just no enter more in PvP arena. No way to stando against Bunker Regen Elementarist, Bunker Regen Rangers, Clone/Ilusion spamer Mesmer, Imortal Somoner Guardians, and Perma Stealth and buster Thieves.
Without speaking the amont of Sumons of all other classes, all hiting, interrupting, and a lot of another actions, all together player actions in own character.
the only profession that i can kill every tive are Warrior, and i kill easy.
simply are no way to play warrior in sPvP or tPvp.
Warriors have alot of combo finishers instead.
tell me again how hammer has 2 combo finishers, one being a crap kitten whirl and the other being a adren tied blast? and who gets the 4 second blast finisher? GUARDS? RLY??? warriors should have gotten that mighty blow skill instead of fierce blow…
He meant in a more general way.
Here’s a table of all of our finishers.
Going from this page, we get the following numbers of combo finishers, not counting utilities, elites or underwater:
- Warrior: 23
- Guardian: 17
- Engineer: 21
- Ranger: 18
- Thief: 17
- Elementalist: 22
- Mesmer: 11
- Necromancer: 10
And some of our weapons, such as Rifle, Axe and Longbow are absolutely overloaded with combo finishers.
Kkkkkkkkkkkk…
Hilarious
How do we make combo finisher without combo iniciator(field)?
Now we have only 1 combo field. Another professions has a lot more, Thieves, Engineers and Rangers for exaple.
We need spend 1 weapon set to have 1 single combo field.
As usual, we need soport of another professions to make anything :/
Blind are a big problem for all weapons except Sword and Longbow.
I agree with you, Anet need enable Cleansing Ire and Build Momentum to triger without land the burst.
No chance of fight Necros in melee range.
I some time was going with Sword/Axe, and Necros conter with tons of Fear + Torment + a tipe of bug that suround him and deal massive dmg at melee range.
I deal with Necros at long range with LB or Rifle, and have be happy.
8 / 10
I use Sword/Axe + Longbow, and get mobility, ark speed, condition dmg, raw dmg, range, CC, condition removal, and some things
However, i was in sPvP and another classes continues mixing bunker/regen/perma stealth/condition spamer/etc… Warrior show himself underpowered.
Warrior was greatly improved, but continues very underpower.
Need more improvements.
“Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent”.
1- On every hits i gain 1 star of adrenaline. With this trait, i could gain aditional stack per hit?
2- When i use Burst Mastery, each burst consomes less adrenaline. If i trait Cleansing Ire and Burst Mastery, and have 3 conditions and 3 bars, i’ll loose 3 or 2 conditions?
Obs: Cleansing Ire are not giving aditional stack of adrenaline per hit.
- Thanks for now
I burn my adrenaline all time with burst, then the changes are goods
The problem is needs contact for triger the trait hability.
Two traits:
“Cleansind Ire” and “Building Momentum”
These two traits need triger without contact.
Looks same tipe of robot
Some of these changes are going to be rough.
And yeah it looks like they removed the longbow buff.
Beserkers power and axe nerfs frustrate me the most (and i dont even use axe that much anymore) not too mention the lack of sustain changes, and cripple chill and blind still destroying us. (Cleansing ire sounds like it is only going to remove condies if your burst lands blind is going to be even stronger).
If needs lands no serves. Imagine we need land Mace, Sword, Greatsword and Rifle f1 for be able to remove condition and gain endurance
We need have the option of remove condition for free choice. And talking about, the trait “Building Momentum” needs work the same way.
(edited by JETWING.2759)
Seeing this notes i make a build entitled “super sayajin”.
Looks fun
Ok, the changes are good for now. I am convinced
Now some skills are viable.
I’ll give me a breack of this forum :/
Too bad the next path will ruine this build
I dont know what i’ll do now :/
I like this:
Or this:
More closest warrior can be of tank dmg with conditon resist mobility and other things at choise, but are totaly dependent of gear.
Balanci only in pvp without gears (assuming all classes have access to all gears for free choise, and assuming any classe be afected for incompatible gear hability. Ex: gear hability that trigers o weapon swap but has internal cd of 9s do not serves for warriors)
They says “king of PvE” or “Op in PvE”, and i say “to hell with PvE”.
I am plaing MMO for PvP, PvP PeeeeeeeeeeeeeeeVeeeeeeeeeeeeeePeeeeeeeeeeeee!
I dont want know how class A or B are in PvE, if a class are god in PvE but trash in PvP, then this class does not serve.
All balance needs be considered only for PvP, the rest are rest (human ever will overcome the Ai).
Longbow all time (PvE, PvP and WvW)
Raw dmg with #1 and #4
Raw aoe dmg with #2, #3 and f1
Raw + condition dmg with #5
Raw aoe dmg + aoe condition dmg with #2 and f1
Burn, bleed, blind, paralise, combo field fire, combo finisher blast and projectle, good agains stealth and bunkers (but no grants victory)
With 25 in arms you deal more burn dmg.
obs¹: If you add bow range, #1 and #2 become 100% projectle finisher (comb with f1 for stack burns).
obs²: I run berserker stance for raise adrenaline and use LB f1, but with new path berserker stance become useless, then i don’t know how i’ll raise my adrenaline
Good Luck!
I think Anet want make GW2 what NCsoft made Adventurer, Duelist and Grand Kavatary in L2, giving insane power to 2 or 3 classes for gain fans or adepts.
I prefer leave the game that join Thieves or Mesmers.
Letf fix “Quick Breathing” and Signet of Stamina" of Warrior.
Conversion could be:
- Burn, Bleed, Poison and Torment = Regeneration (DOT = HoT)
- Weakeness = Vigor (low endurance regen = high endurance regen)
- Paralise = Aegis (unable dodge and escape of skills = block incoming attack)
- Chiled = Might (skill usage/mov spd reduction = extra dmg)
- Criple = Switfness (Ok!)
- Blind = Fury (Ok!)
- Fear = Stability (Ok!)
- Confusion = Retaliation (Ok!)
- Vulnerability = Protection (Ok!)In atual mode, warhorn #5 are useless cause chiled and bleeding grant vigor, and warhonr #5 alredy grants 12s vigor with 16s CD. warhorn #4 alredy cancels chiled/paralise/criple and grants perma swiftness, there is no reason for more swiftness in warhonr #4 and #5. I think this is waste of treat points that affect the warrior.
Signet of Stamine’s passive efect need stack with vigor for grant some advantage, like another Signets that stacks with swiftness and gives advantage in mov spd for another classes.
I think this two changes meke the things more just
Trust me warriors don’t need buffs of any kind. They need nerfs especially in PVE.
I don’t agree.
Warrior has more bit armor and health, this helps in PvE couse PvE enemi are stupid monster (no way to compare Ai with Human inteligence, experience, antecipation and improvise). But in PvP warriors no have tricks or way of mislead the enemi, also have no way of transfer and reduce incoming damage and conditions without help of gears.
(edited by JETWING.2759)
I think Regeneration boon needs changes in formula.
Ex:
“The Regeneration boon grants healing over time determined by the following formula:
5 + (1.5625 * Level) + (0.125 * Healing Power) per second "
At lv 80 and 300 healing power gives 165,5 per second. Then All another classes fills all health before warriors and necromancers (two more weakenes classes).
I think “health points” (no vitality) needs be added to Regeneration formula and this way provide equality benefit to all classes.
Letf fix “Quick Breathing” and Signet of Stamina" of Warrior.
Conversion could be:
- Burn, Bleed, Poison and Torment = Regeneration (DOT = HoT)
- Weakeness = Vigor (low endurance regen = high endurance regen)
- Paralise = Aegis (unable dodge and escape of skills = block incoming attack)
- Chiled = Might (skill usage/mov spd reduction = extra dmg)
- Criple = Switfness (Ok!)
- Blind = Fury (Ok!)
- Fear = Stability (Ok!)
- Confusion = Retaliation (Ok!)
- Vulnerability = Protection (Ok!)
In atual mode, warhorn #5 are useless cause chiled and bleeding grant vigor, and warhonr #5 alredy grants 12s vigor with 16s CD. warhorn #4 alredy cancels chiled/paralise/criple and grants perma swiftness, there is no reason for more swiftness in warhonr #4 and #5. I think this is waste of treat points that affect the warrior.
Signet of Stamine’s passive efect need stack with vigor for grant some advantage, like another Signets that stacks with swiftness and gives advantage in mov spd for another classes.
I think this two changes meke the things more just
Fire deals good dot, i play LB with power and crit for more raw dmg.
I want be able to get good dps with main hand Axe.
Nerf Axe Chain not help warrior and class balance. Are hard to close another classes, evicerate are only 300 range, and low time i can land chain i can’t hit full dmg cause the enemi will evade, escape or interrupt before i finish all hits :/
yea!
I likes my warrior, and no think drop him.
Has some classes realy much more powerful than warrior, but i not give up him
In general Anet is making a great job.
They want us run sword/axe + longbow.
Savage Leap + Whirling Axe looks good. I hate GS, and no want be forced to play with it.
+25% mov spd (warrior sprint) and -20%cd of axe skills and extra adrenaline per hit… I liked
I run axe/warhorn + longbow all time (PvP, PvE and WvW), my dps was brutally nerfed :´(
Axe chain become useless, forces the play to land all 6 hits to get 100% dmg. And berserker stance become useless. This is ridiculous.
I hope this part be fake
Warhorn skills needs be reworker.
Warhorn are used for Warriors, Rangers and Necronaces, and bettwen 3 professions, warrior are the only that no gives damage, no summon…
I think all efect of warhorn #5 needs be mixed to warhorn #4, the skill name continue being charge, and the cool down and range continue being of the actual warhorn #4.
Warhonr #5 would a new skill that deals AoE dmg and induce daze or fear (same efect of “fear me”) on foes.The utility skill “Fear Me!” would as adictional efect cancel all boons and inflict confusion for 10s (this reward the long cool down)
Well with my idea having a daze on a 10 second CD (8 if traited) would really help with CC for interrupting stomps and survivability for group encounters. We already do alot of damage, I don’t agree that it’s necessary to have a damaging ability on warhorn. Here’s what I’d do to Charge
Charge:
Grant swiftness and fury to yourself and allies, while curing chilled, crippled and immobilize.Swiftness: 10 sec
Fury: 6 sec
Cures Crippled
Cures Immobilized
Cures ChilledSo you’re still improving DPS in a sense, while not actually doing damage from the ability.
This is a good idea, but i think 10s vigor are beter fury. We have “For Great Justice” and “Signet of Rage” for permanent fury. 10s vigor + singet of stamina (i think this signet needs stack with vigor for 1 evade every 4s instead 5s in vigor efect) grant some survivability for equality with several resources in others classes.
Here some sugestions for some skills:
obs¹ – The goal are make warrior not dependent of gears, and make him viable in sPVP and tPVP
obs² – Its for free choice, if Anet are interested…
- “For Great Justice!” -> Grant might, fury and vigor for yourself and allies.
- “On My Mark!” -> Induce vulnerability, weakness and confusion in foes
- “Shake It Off!” -> Remove 3 conditions of yourself and allies
- “Fear Me!” -> Remove all boons and induce fear in foes (could reduce cool down of this skill to 60s).
- Signet of Might -> Passive its ok. But active umblockable could last 5s without limit of atacks.
- Signet of Dolyak -> Passive its ok. But active skill could be 5s invulnerability.
- Signet of Stamina -> Passive skill needs stack with vigor like Signet of Air and others Signets that increase 25% mov spd and gives Thieves and and another classes speed of light in front us. Active skill could convert all conditions in boons.
- Signet of Fury -> Passive efect coud be changed to -20% duration of incoming condictions. Active efect could be the same, reffil all adrenaline.
obs: The name of signet could be changed to “will” or another for Anet choice
- Berserker Stance -> Increase dmg in 20% for 8s. Cool down continue 25s.
- Endure Pain -> Reduce incoming dmg in 20% for 8s. Cool down change for 30s.
- Balance Stance -> Unshakeable (not stabilit) for 8s. Cool down continue 40s.
- Frenzy -> Frenzy and quikness for 8s. Cool down continue 60s.
For now is this. Later i see the Baners.
I hope Anet consider
Warhorn skills needs be reworker.
Warhorn are used for Warriors, Rangers and Necronaces, and bettwen 3 professions, warrior are the only that no gives damage, no summon…
I think all efect of warhorn #5 needs be mixed to warhorn #4, the skill name continue being charge, and the cool down and range continue being of the actual warhorn #4.
Warhonr #5 would a new skill that deals AoE dmg and induce daze or fear (same efect of “fear me”) on foes.
The utility skill “Fear Me!” would as adictional efect cancel all boons and inflict confusion for 10s (this reward the long cool down)
More armor are good, but shoud result in full berserker Warriors and Guardians (invincible/imortals Guardians)
Warriors needs better resources in his heal, utility and elite habilities for equality with others classes (i think aditional efects or/and rework in atual skills).
I think warriors needs changes im basics mechanics.
All other classes have more than one way to use their proffesional mechanism, while Warriors has one single skill (burst).
Adrenaline are a fisical based concept that allow Warrior make adictional and skillful use of weapon, like weapon master.
Warrios, like true weapon masters, batlefield specialists and with trained and improved fisical body, should make beter use of this teorical conceptual features, but the actual mechanic does not allow.
My sugestion are 2:
(1) Do not change actual adrenaline mechanic, but allow warriors to use 3 weapons set like true weapon master unlike another professions that use 1 weapon set + kits/atunements, or 2 weapon set + another mechanism.
2) Do not change actual weapon set mechanic, but allow warriors to use 2 or 3 adictional mode of adrenaline utilization.
- weapon based (“Burst” skill. Cost 2 bars, 1 if traited)
- fisical body based (“Convert” adrenaline in health and endurance. Cost 2 bars, 1 if traited, and each adrenal bar equality 50% of endurance and 20% of health)
- orientational (Heat of batle. Dificulty = Will Strenth. Break stun and remove condition, cost 1 bar for condition)
Obs1: Adrenaline based skills shoud be named “Adrenal Skills” in trait discipline XI
Obs2: Warrior would only 2 andrenaline bars.
Obs3: Change Brawn of discipline trait line for aditional adrenaline bar (each 10 points in this line = 1 aditional bar) at max of 5 bars.
Is my first post and i don’t know speak english.
Sorry for some thing