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Endure Pain/Balanced Stance/Berserker Stance

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Posted by: JETWING.2759

JETWING.2759

Stances isn’t good.
- Low time duration.
- Long cd.
- Poor effects.
- Brutish, low skilled and limited.
The unique good stance isn’t stance, is stability and swiftness (may also be vigor) for 8s with 40s cd. Trait empowered and get 2% or 3% extra damage.

Proposed Fix to Healing Signet

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but, it is working as intended.
warriors are supposed to be tanky, take a lot of damage before they die.
healing signet is finally allowing us to do that.

before this, people focus on warriors first because they die so fast.
now, people focus on warrior first as well, since they know they are hard to die, so they try to kill them first.

Warrior aways was an easy target (alone and irremovable), before they die fast, very fast, now they are few, few, harder to kill, but still easy with appropriate strategy.

- Before the every brainless enemy just face and hits to warriors unable to sustain in fight come fall down.
- Now warriors have a (only one of three) satisfactory heal skill, and the old strategy of charge and hit fearless do not work more, now requires minimal strategy and caution. As they (foes, enemies…) do not want adapt or review their play stile to actual meta, they just comes here and QQ to nerf, nerf and nerf.

[tPvP] Warrior Stance Balance/Usage

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JETWING.2759

I made some mock patch notes describing the direction I’d like to see Warrior Stances go. Don’t fixate on the details like it’s Anet who just announced them, but imagine the different kinds of plays:

  • Stances: Only 1 activated stance can be present on the Warrior at any given time. Activating a new stance replaces the effect of the previous one. The traits ‘Last Stand’ and ‘Defy Pain’ will continue to stack with existing effects.
  • Balanced Stance: Cooldown reduced to 30s from 40s. Stability reduced to 5s from 8s
  • Berserker Stance: Cooldown reduced to 30s from 60s. Duration reduced from 8s to 4s.
  • Endure Pain: Remains unchanged. I think this skill actually requires timing & thought to be worth it.

I’ll end with asking you guys some #’s.

  • How your experience is when using Warrior stances, and dealing with Warriors using stance?
  • Do you think there is room for improvement of this mechanic?
  • Do you also think using 2+ ‘stances’ is inherently weird as well? Haha.

Ty. I also respect your opinions
Answering the op post, i will say what i think:

- Stances: Only 1 activated stance can be present on the Warrior at any given time. Activating a new stance replaces the effect of the previous one. The traits ‘Last Stand’ and ‘Defy Pain’ will continue to stack with existing effects.

Fully agree!
Not as f2 – f4 burst skills, but as Clones and Phantasms.

- Balanced Stance: Cooldown reduced to 30s from 40s. Stability reduced to 5s from 8s.

I think actual cd (40s)is good due stance duration (8s). The pointless is that Balance Stance isn’t a Stance but just a boon that can be ripped, removed, converted…
As i said before, i think this stance could grant “Unshakable” instead Stability.

- Berserker Stance: Cooldown reduced to 30s from 60s. Duration reduced from 8s to 4s.

I think 40s cd would be good. But instead actual effect, this Stance could grant Quickness and adrenaline gain for 8s.
Yes! Could no longer grant condition immunity.

- Endure Pain: Remains unchanged. I think this skill actually requires timing & thought to be worth it.

May be i am alone with this opinion, but i still thinking Endure Pain weak.
This Stance could be better if prevent user of take raw damage and incoming conditions. CD could be also 40s.

Frenzy could be replaced for a new stance for grant skill diversity and skillful gameplay.

_Refresh Stance (new stance) could replace Healing Surge in heal slot, or replace previous Frenzy in utility slot. Could grant health and endurance over time for 8s (500 – 1000 hp/s and 1 or 2 extra endurance point per second). cd = 30s in heal slot or 40s in utility slot.


- How your experience is when using Warrior stances, and dealing with Warriors using stance?
Easy
I only use Balance Stance for bs, stability and extra (but not needed) swiftness with not too long cd.
Against other warriors i just wait stance ends for fight him.

- Do you think there is room for improvement of this mechanic?
Yes!
Latter i come back with other ideas

- Do you also think using 2+ ‘stances’ is inherently weird as well?
Yes!
Very weird.

[tPvP] Warrior Stance Balance/Usage

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Posted by: JETWING.2759

JETWING.2759

Stances are too bad that the only stance that i use on my warrior no are a stance and i use for the simple fact of have 40s cd.
Actually stances are relatively bad for effects and cd.

  • Reduce condition duration in 100% for 8s is for GS user burst his 100b without fear of take conditions. I liked Berserker Stance as was, only granting adrenaline but with 25s cd. I think the change to actual effect and cd was a nerf.
  • No take raw damage for 8s only is for GS user. Useless against cc and conditions, and with too high cd… Weak and useless :/
  • Quickness (only the boon) is advantage and disadvantage at same time. More one skill better useful with GS and his 100b :/ . I never use! I think this effect could be added to old Berserker Stance but with 40s cd. The unlocked slot could be filled by a new stance focused in health/endurance gain.

Proposed Fix to Healing Signet

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My concern with purely passive regeneration is that it has no counter play: there’s nothing you can do to stop it. Poison slows it down, but that also works on normal heals, and normal heals can be interrupted. The signet cannot.

I believe that if you remove the existing counter play with a passive regeneration signet, you need to replace it with a different kind of counter play. It makes the game more interesting.

Additionally, CC such as stuns are rewarding enough in themselves: the idea that while you’ve incapacitated your opponent you are passively healing for 400hp/sec seems downright broken.

However a warrior getting 400hp/sec in regen because he’s doing a great job of sticking on someone and smacking the holy heck out of him/her sounds more balanced. The better the warrior is at staying on target and damaging, the better his healing gets.

This is why I’m partial to the heal-while-dealing-damage signet: teamwork and coordination will help the warrior stay on target, which helps keep the warrior healed. Conversely, dodging and CC can act as good counter play to the signet.

For example, look at the Necromancer’s Blood Fiend. You can CC it, dodge it or kill it to counteract the Necromancer’s passive regen. That’s good counter play. The Healing Signet needs its own counter play outside of just ‘poison’.

Has counter play to stealth?
A Thief heals much more than warrior with Signet Malice, Shadow Refuge, Combos and some other skills and traits.
Signet of Restoration heals all time, and in addiction to combos, skills and traits, Element can heal himself all time.
HS itself can’t face incoming damage, because any body deals only 392 dmg/s. If an warrior stand stopped, he fall quickly and easy.
- No have passive play!

Proposed Fix to Healing Signet

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Another I have seen that I really like:
Passive:
Gain X health per second (maybe 300)
Gain an additional Y health per second (Maybe 100) when within 450 range of an enemy
Active:
Heal Yourself

Still very warrior-like as it allows you to “stick in the fray” but lessens your ability to just run away, get back all your health so quick, and come back.

What happens in a fight against a ranged enemy? No heal?
:/
Range limit is an horrible and trolling idea, just stay over “x” range to disable warrior heal :/

Proposed Fix to Healing Signet

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You mean just like the thief signet but better? I guess that’s one way to fix the off hand axe and break the meta further. Healing signet is fine as it is, nerfing it to please whiners should only come with huge buffs to the other heals.

Yes, exactly like the thief signet. The thief signet is really more warrior-like than it is thief-like. Signet of Malice doesn’t really fit well with the thief style of play.

And no, the Healing Signet is overpowered. Necromancers are supposed to be the ‘sustain’ class and they have a healing pet that is supposed to do just that. Yet HS is even more powerful than the necro pet. And the pet can be killed!

But Necros have extra health bar, access to Teleport, Dark Field, Poison Field, Ethereal field, all boons, all conditions (can spam them), Minions, life siphon/life steal, can heal with other skills, and more, and more, and more…

Is Lyssa Balanced?

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They comes here to nerf HS under allegation that HS is passive play, but Lyssa comes just with opposite game play. to use 4º and 6º bonus of Lyssa, a warrior need use his signets.
Look all you how you are forcing warriors to run Dwiana or another rune 100% passive or based on status…
What all you will say after warriors or thieves adapt their game play? Will again comes here and QQ nerf?

Is Lyssa Balanced?

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Svanir>Nerfed>Air>Nerfed>Melandru>Nerfed>Lyssa>Nerfed?

And when haven’t no more thing to nerf, nerf GW2

Is Lyssa Balanced?

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Ridiculous someone comes here to QQ against a rune because can’t spam conditions in warriors.

How many QQ they will make against warriors?
aff

Lissa isn’t OP, the point is that Lissa is good with some elites (in warrior case, only SoR), but anyone come here to talk about Perplexity, Nightmare, Undead or Guardian…

3 new condition suggestions

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JETWING.2759

We don’t need more conditions, we need more boons to pair conditions :/
12 conditions with 1 or 2 effects against 9 boons with 1 single effect (might is the exception).
I think that are an unbalance

Is Lyssa Balanced?

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  • 5% chance on fire nova when hit
    • 3 second of burning on nearby foes on heal
  • group swiftness on heal
  • +5% damage when you have might
  • when you use a heal, you and your allies gain 5 second of regeration
  • when you use your elite skill, you lose all conditions and gain all buffs for 5 seconds*

The above is a sampling of the 6th rune bonus from runesets. Lyssa is listed last.

Is this really balanced? I see a lot of players running with it, and when they pop that elite, Lyssa acts like a mini-version of Endure Pain + Berserker Stance.

o.O

Is Lyssa Balanced?

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If is OP just use it :/

Who is the easy target ?

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Warriors is the easiest.

A single and irremovable target for i make what i want No price!

Why have warrior become the weakest class?

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Amazing how all 7 other classes forums complain on Warriors being too strong, while Warrior class forum complains on Warriors being the weakest …
Neighbor’s grass always greener I’d say

May be because warriors still being the easiest class to kill
I have problems against all classes, less against warriors :/
Engineers, Recros and Rangers still very hard to kill.

Post Dec. patch: M/A & S/Sh Warrior

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I told that this build is weak.
But as power build with condition as secondary source of damage, extra might grants extra dmg via power and cond dmg.
- FGJ grants perma fury + 105 power and 105 cond dmg to all allies. Also increase the damage via retaliation.
- Signet Mastery grants near perma might (175 power and 175 cond dmg), fury and swiftness. Also increase the damage via retaliation.
- Armored Attack will grant more power ( + or – 156 power ). Also increase the damage via retaliation.
- Spiked Armor will grant retaliation near 50% uptime dealing over 375 damage per hit. how more fast the enemy attack, more dmg he will take.
- I personally prefer spend +10 in defense for toughness, healing, armored attack and spiked armor. Talking about power, you will have 10% extra dmg for all hits, not only crit or burst (discipline tree still bugged don’t reducing entire 3s with 30 points).

Well… Good luck regardless build you use

(edited by JETWING.2759)

Leg specialist hammer VS sword

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Posted by: JETWING.2759

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TLDR version since many seem to have forgotten the original point.

leg specialist should take into consideration the fact that the skill being used is an AOE cripple even with a 5 sec internal CD if I use hammer cripple it should cripple & immobilize all targets hit and than go on internal CD.

Agree!

The solution is:
1 – Replace Criple in Sword auto attack for another effect. Torment would be a good option.
2 – Remove CD of this trait.

Easy!

(edited by JETWING.2759)

Is warrior really that easy?

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Easy class is Ranger, that only with Long Bow and Spirits can do everything :/

Post Dec. patch: M/A & S/Sh Warrior

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I think this build could be better with this:
http://gw2skills.net/editor/?fIAQRAse5XjkOpwxQKPMxBE0DNsKEwjikQJUKsD3A-TwAg0CvIMSZkzIjRSjsGNwYBxGjZAA

Remembering that Armored Attack and Spiked Armor will be tunned up
- More power
- more control and damage by retaliation
- more heal power
- more toughness
- more recharge speed of signets
- more might stacks (more power ans more bleed dmg)
- more group presence with FGJ
- more power by bloodlust
- more bleeding duration/dmg
- extra heal and extra dmg by life steal
- less inc condition duration, and inc stun duration
- etc…

Try this

(edited by JETWING.2759)

Revamping Banners

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JETWING.2759

The buffs banners grant are already good enough. In fact the buffs these banners grant are extremely good, except for banner of tactics, but well the 2nd skill of that banner can work aswell.
What we don’t need are toolkitbanners or blinks for warriors. I’m sorry but as Utrajoe already stated, banners are quite strong but are somewhat kept in balance by their unpleasant handling. Maybe a secondary skill with something like a 30 sec cooldown, starting once the banner was planted that brings the banner back into the hand of the warrior could work, but in return some of the banner utilities would have to go in return.

Ok

Then… Good luck with banners

Adrenaline v2, Downstate v2

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Hello fellow Warrior! I hope you’ve been having the time of your life caving in enemy skulls with your mace and hammer, slicing and dicing foes with your blades! Today, I’d like to talk about a few specific Warrior mechanics, that have been bugging me for a long time now.

First up, Adrenaline
Adrenaline is a fair straight forward mechanic, generate ‘strikes’ with each swing, spend them to activate burst skills. Some skills and traits grant you free adrenaline, and some even reward you for having a high adrenaline.

But the core of the system has a bit of an odd quirk, which has always existed. Each foe struck generates a strike. Therefore, if you hit one foe with an auto-attack, you’ll generate 1 strike. If you hit 3 foes with that same attack, you’ll generate 3 strikes.

Therefore, odd situations occur, where your adrenaline generation can literally triple by having extra foes nearby. This is part of the reason the Dev’s are nerfing Combustive shots adrenaline gain.

My suggestion to balance this out, is the following: All successful attacks generate 1 strike of adrenaline, regardless of the number of targets struck. As a result, the adrenaline bar would be shortened somewhat, to keep adrenaline generation roughly the same. As it stands, it takes 30 strikes to fully fill (10 strikes per bar, 3 bars). I’d suggest reducing the number to around 7 strikes per bar.

I think adrenaline generation needs be activated by every hit, regardless of the number of targets. How more foes. more faster adrenaline raises.
We are single and easy target all time, we need have our body and skills balanced with other classes that spamm minions/summons and remove target.

Burst Skills are another topic I’d like to discuss. Yeah, having an F1 is great, but I would love to see more diversity, more options. One of my favorite ideas is to have an F2 burst skill, based on your offhand. Here are two examples below:

F2: Dustbowl (Offhand Mace) – Strike the ground, kicking up a cloud of dirst, dust, snow. Damages and blinds nearby enemies, and creates a smoke field for [2/3/4] seconds.

F2: Shatter Eardrums (Offhand Warhorn) – A sonic screech that dazes all nearby foes for [1/2/3] seconds.

F3: Kick: Knocks back target foe, always consumes 1 bar of adrenaline

F4: Stomp: Smash the ground, causing a blowout of all nearby foes. Consumes 2 bars.

- Warriors could easily generate smoker field, the problem is that Anet don’t want warrior having access to stealth.
I think the only viable field in this moment for warriors could be Fire (we already has it), Dark and Light, but Anet need choose what skill generate these fields.
- F2 skills still more than needed, but for all OH Weapons.
- Physical skill like Kick and Stomp could grant CC spamming, they could comes and QQ to Anet increase CD of Burst Skills. Only Weapon Burst (f1 and f2) it’s Ok.

Downstate
1. Throw Rock – “I wanna Rock! ROCK!” Oh… wait, no I dont. Throw Axe. Make it happen. It’s just a visual change, I know, but it needs to be done.

2. Throw Hammer: All around inferior to Guardians #2 (which IMO is a solid, and balanced ability). Hammer is hard-countered by Multiple foes stomping, Pet/Minion body blocks, Stability, Immunity, Stealth, or even a well timed dodge since it’s got a moderate telegraph.

Fix 1 – Hammer becomes ground target, with a small AOE, and a faster cast animation
Fix 2 – Thrash: Damage and launch all opponents in a small radius around the Warrior, Radius 240, Blowout 240, CD 12 seconds.

3. Vengeance: Ah the heart of the imbalance. Vengeance is both OP and UP at the same time. What a mess this skill is. It’s also buggy and very RNG; sometimes I rally after a kill even without Sweet Vengeance, and other times I dont rally when I DO have it.

Vengeance Fix: Duration 8s, Cooldown 25s.
-After Vengeance expires, the Warrior simply returns to a downed state, instead of outright dying.
-Sweet Vengeance now increases the duration from 8s to 16s, and gives the Warrior 5s of stability and protection when vengeance is activated.

Constructive criticism is always welcome, so please, offer up your ideas and advice!

- Throw Rock is ok, i think.
- Throw Hammer is UP, because inly affects one single target.
- Vengeance is OP only in PvE with Sweet Vengeance activated.
In PvP is UP because CD is very long, and all that foe needs to make is run and wait the time ends

Revamping Banners

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I still astonished how Anet allow Thieves to drop an entire Shadow Refuge (and dark field), but not fix or rework these banners :/

How is that similar/relevant in the slightest?

Banners and SR are two completely different things.

Are two AoE offensive and defensive support of two non mystical classes, but one them (skills) looks mystical, granting stealth, mass blind, mass life steal, etc…

No doubt that one single SR are most better that all banners together, and with too lower CD

Banner lacks rework in effect and all active skills.
Previous suggestions was rejected But i have news:

- All banners could have their AoE increased to 900 w/o trait, and 1200 w/ trait.
- All banners could lasts 60s and starts 20s CD (Battle Standard could be 30) after vanisher.
- All active skills need have their cast time reduced in 50%.
- Skills #2, #3 and #4 need follow the range effect of respective banner (will only be affected by conjurer traits)
Banner of Tactics: Could be moved to healing skill slot replacing Mending. This banner now could grant heal over time (1000 hp per pulse) instead previous boost status (heal power and boon duration).
Banner of Strength: Could also increase condition duration (now could grant 170 power, 170 cond dmg, and 15% cond duration).
Banner of Defense: Could also increase heal power (now could grant 170 toughness, 170 vitality, and 170 healing power).
Banner of Discipline: Could also increase boon duration (now could grant 170 precision, 15% crit dmg, and 15% boon duration).
Battle Standard: Revive could affect both downed and defeated allies.
Banner of <banner name> (skill that summon the banner): After summon the banner, a new skill could be allowed in this icon slot, Go to Banner.
Go to Banner: This skill is available after summon, plant or drop a banner. Make the Warrior (only the warrior that summoned the banner) to blink to banner and pick up. If some other player already is wielding the banner, the skill will fail/miss.
The range could be the same of banner (900 w/o trait for all banners), and CD could be 10s. When the banner ends or vanisher, this skill change back to summon banner that starts CD.
Banner #1 (stab): Could deal additional effect according with banner:
- Strength: Inflict vulnerability (1 stacks for 10s).
- Defense: Inflict weakness (1 stack for 10s).
- Discipline: Inflict blind (1 stack for 10s).
- Tactics: Inflict confusion (1 stack for 10s).
- Battle: Inflict torment (1 stack for 10s).
Banner #2:
- Strength: inspire allies granting Might (3 stacks for 5s). CD = 10s.
- Defense: inspire allies granting Protection (1 stack for 5s). CD = 10s.
- Discipline: inspire allies granting Fury (1 stack for 5s). CD = 10s.
- Tactics: inspire allies granting Regeneration (1 stack for 5s). CD = 10s.
- Battle: inspire allies granting Stability (1 stack for 5s). CD = 10s.
Banner #3:
- All Banners: Inspire allies granting Swiftness and Vigor for 10s. CD = 15s.
Banner #4:
- Strength: Could also knockdown for 2s. CD = 15.
- Defense: Could also knockback in 250. CD = 15.
- Discipline: Could also blowout in 450. CD = 15.
- Tactics: Could also daze for. CD = 15. CD = 15.
- Battle: Could also stun for 2s. CD = 15. CD = 15.
Banner #5:
- All banners: Could be affected by powerful banner.

Are few changes that could make banners more attractive without make them OP.

(edited by JETWING.2759)

Post Dec. patch: M/A & S/Sh Warrior

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Protection + Retaliation destroy this build.
Warning with guardians, Rangers, Ele and Condition Warriors.

I think this build is weak.

Longbow, a decent weapon for WvW?

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In WvW Rifle > LB.
With inc path this will become larger.

Revamping Banners

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I still astonished how Anet allow Thieves to drop an entire Shadow Refuge (and dark field), but not fix or rework these banners :/

Bunkers, Bunkers everywhere

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people play bunkerish cause of condimeta and its nothing new
everyone goes for max condiremove and alot vita or get facerolled

it has nothing to do with thiefs and has nothing to do with bad player goes bunker – seriously

people would die in seconds every fight – nerf necro and the AOE spam (necro + hammerwarrior) and everything will be back to normal + makes mesmer op^^

How to fight Thieves, Ranger, Mesmer and Minion Spamers without AoE or CC?

Bunkers, Bunkers everywhere

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even warriors i see are all sword condition bunker now…can’t even see a single hammer in soloq..

Because hammer are good only when backbreaker is available?

All we already knows that next QQ will be sword cond bunker :/
Then Anet will come and nerf another thing at the point of the class come back to easy kill.

A simple fix for warrior

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I don’t really think hammer is the cause of warriors being amazing right now.

I think the real culprit is that the longbow field is a guaranteed 3 condition removal/giant burning field.

Instead of nerfing hammer, I think that making the longbow burst skill a Single target skill which will create the field on a successful hit would make this weapon a lot more balanced and make the hammer/longbow build require more skill to play.

I actually find fighting against a hammer warrior quite fun, trying to kite/dodge well telegraphed attacks is engaging, but having to stand in a pulsing damaging burning field that I can’t do anything about isn’t.

This skills is the only field that warriors have access, and you want to make necessary hit atarget to get this field?
I think this is horrible and trolling idea

The Truth about Rangers

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Just LB all time and kill a lot No need swap weapon :/
The class with more combo variations, resume to spam LB skills and wait pets, spirits and passive skills do all job

there is no doubt that Ranger LB need be tuned down. He just have all in one weapon:
- High damage and boost damage (long range shot and rapid fire for example).
- Control (point blank shot and barrage)
- Sustain (hunters shot)
- AoE (barrage)
- Insane range (1200 w/o trait and 1500 w/ trait)
All this with very low CD. No need trait, just go LB and run in circle :/

(edited by JETWING.2759)

December 10th Warrior Changes

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Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.

Ask yourself, with the cooldown reduction, do you believe that anyone will take this Grandmaster trait over Defy Pain (or even some of the lower-tiered Defense traits)? If the answer is yes, then you are getting close. “When struck” (instead of when critically struck) with the 15-second internal cooldown would make much sense and even then …

I’ve tried to see if spiked armor was worth picking up lately.. I don’t know if it belongs as a grandmaster trait, and given how many other good choices the defense line has right now, I don’t even know if it belongs in the line at all – besides the name itself. I do like the idea of warrior’s having more access to retaliation besides just this one trait..

Basically Anet remove Hammer and Bow from game, and one more time buffed GS.
They looks like very much of GS :/

- Spiked Armor with 10s CD allow retaliation in 50% up time (Retaliation in power builds deal much more damage)
- Armored Attack with 10% of conversion grants more power (oh! more power!)
- Last Chance in 50% health increase 100b and Kill Shot efficiency.
- Burst Mastery nerf do not affect GS builds, because anybody uses GS Burst :/

I think Anet will give a step back in terms of build diversification

(edited by JETWING.2759)

Reduced AoE Cap? SPvP Only.

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As we can tell everyone loves 2v2 and 3v3 small scale combat.

If you think about it, if they reduced large amount of skills not all skills to max limit of 3 targets wouldn’t this make for better game play.

I’m not talking every single skill, mix it up E.g. make half the nade kit only hit 3 targets and maybe the F skill skill hit 5 targets. Just using that as a E.g. so don’t get all icky about it.

I just think if we are to reduce the amount of spam and start pushing towards a more solid state of pvp balance we need less spam aoe skills. Rather then nerfing them into the ground reduce there AoE limit.

What does everyone think? would this work or would it destroy the meta even more.

This AoE limit is one of most ridiculous things in this game. Ridiculous! Ridiculous! Awesome Ridiculous!

Imagine i fighting a Necro with 5 minions… All then will hit me at same time, but my AoE attack do not will hit all then because i can hit only 5 enemies…
Anet needs review his AoE concept and allow all AoE to work in all eligible targets.

The Opening Post request a situation where Mesmers, Necros, Engineers and Rangers become immunes to AoE.

Ridiculous idea!

(edited by JETWING.2759)

I've lost the will to play :(

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JETWING.2759

what killed this game for me was the major buff to conditions

“what utilities will I bring?” “how should I open?” “when should I disengage” are questions I asked myself some months ago whenever I faced an opponend… but right now? Its all about “how many condition removal my class has?”

conditions should never have been worked as a primary source of damage, it lets these classes have tanky stats while doing insane damage. conditions should always have been a secondary source of damage.

its even worse in wvwvw where condition duration is mandatory in food and runes…. if you dont have those then you are a dead man. its just sad how power builds are useless right now

But conditions are a real weapon in our real world (see poisons, diseases, bleeds, etc…). I don’t see why not let them be a primary source of damage.
I think Anet is in right way for let players choose between condition or raw damage, this allow more diversification and forces the player to build better his character.

I just think that Torment could deal damage ONLY when in movement. And Burn could stack in intensity for logic reasons (has huge difference between have only 1 part of body burning, food or hand for example, and have 4 parts of body burning, foots and hands at same time. How more parts of body burning at same time, more fast somebody will die).
The rest is:
- Balance the formula of all DoT conditions. They need have deal less base damage and scale better with condition damage.
- Rework amount of stacks dealt by all classes. Its very easy to Necros and Engineers burst several stacks of several conditions without CD.
- Maintain conditions as optional main source of damage.

Block any message that is not English

in Suggestions

Posted by: JETWING.2759

JETWING.2759

But i agree with you, if this mechanism could be turned On or Off by the player, so that only himself have non English words filtered.

Actually it might be nice if a player could set their preferred language, so that the folks speaking Chinese could filter out English as well as the other way around.

Yes!
I messed a bit, but you said all Thanks!

Block any message that is not English

in Suggestions

Posted by: JETWING.2759

JETWING.2759

Bad idea
This kick out every player that don’t have minimal control of English (like me).
I think GW2 community waste with this, resulting in mass leaving by non English speakers.

But i agree with you, if this mechanism could be turned On or Off by the player, so that only himself have non English words filtered.

(edited by JETWING.2759)

Warriors are OP atm.

in Warrior

Posted by: JETWING.2759

JETWING.2759

I don’t like this build :/
Looks weak against condition or bunker.

December 10th Warrior Changes

in Warrior

Posted by: JETWING.2759

JETWING.2759

I will not discuss, but i think the real goal about Combustive Shot is:
1 – Decrease raw damage by reducing number of pulses.
2 – Decrease burn application rate by increasing time between pulses.
3 – Decrease adrenaline gain by reducing number of hits.
4 – Decrease area of effect by scaling radius with adrenaline level.

I think this is very hard nerf. The skill (only combo filed of warrior) will stay near of useless

Dec 10th balance preview.

in PvP

Posted by: JETWING.2759

JETWING.2759

About Warriors…

I don’t liked Long Bow changes, this forces LB users to go condition builds due to buff in burning damage and Nerf in raw damage.
1 pulse every 3 seconds destroy the aoe effect, because after dodge 1 pulse, the foe will have more 2 or 2,5 seconds safe if the field. Was an insane nerf! Thieves, Rangers, Mesmers, Necros and Guardians just will dance over combustive area
Not forgetting the unnecessary base damage Nerf in Staggering Blow and Earthshaker, the simple fact of remove 10 points of Defense or Discipline for spend in Arms is a huge nerf in damage, sustain and recharge rate. Unsuspecting Foe could affect disabled foes instead only stunned (this allow this trait to synergy with physical skills, juggernaut, rifle, mace, banner, etc… Increase build diversity)
Now we will not be able to react to these classes without AoE CC, damage or/and conditions

I agree with build diversification

Defense: Good and long time needed tweak in Armored Attack and Spiked Armor But we still depending of defense tree to have some sustain
Merciless Hammer and Surrendering Mace need be mixed as one single trait, because isn’t possible use Mace/Sheld + Hammer without sacrifice Cleansing Ire and one of Grandmaster Traits. the new trait need increase Hammer and Mace damage in 10% against disabled foes, and decrease skill recharge of both in 20%.
Rabid warriors may become more popular. I fear that next QQ about warriors may be about conditions and passive heal.
Strength: I think burst skill could synergy better with Building Momentum (not need to hit the foe for trigger. Cleansing Ire could work in the same way). Stick and Move could increase damage in 10%, 25trait points for 3% extra damage looks underpowered and not attractive
Arms: WvW warriors get buff with Rifle + GS or Rifle + Sword/???, this will be good for build diversification. But this tree need synergy better with other weapons, due be important for power and condition builds. I think two simple things could make this tree fine, attractive, and agree better with warrior theme:
Critical Burst - Move to major adept tier.
Furious Speed - Move to minor minor master tier. Need increase movement, action and skill speed in 10% (as they says, warrior rules in “speed”, etc… Movement this need stack with quickness movement speed boosters).
Blademaster could be sent to Discipline Major Master and mixed with Sharpened Axe, because isn’t possible use GS + Mh Sword without sacrifice one of Grandmaster traits.
Tactics: Leg Specialist need immobilize for 2s instead 1s, or in last case need have CD decreased from 5s to 3s.
Burning Arrows need be sent to Major Adept and mixed with Stronger Bowstring, because isn’t possible use LB and Warhorn without sacrifice one of two Grandmaster traits.
Discipline: Thrill of the Kill is completely useless. I think this trait could be more attractive if gain health on kill (need scale well with heal power).
Versatile Power could grant 3 stacks of might instead 1
Burst Mastery: I don’t liked of Nerf in this trait because affects all weapons, even that needing buff. Now Axe, Sword, Hammer and Greatsword f1 will become completely weak and useless in terms os raw damage

For now it’s all. Gl to Anet.

Jetwing.

(edited by JETWING.2759)

Dec. 10th Balance Preview - Warrior changes

in Warrior

Posted by: JETWING.2759

JETWING.2759

They still QQ nerf because Rifle/GS now is viable.

Some weapons, builds, and traits still inviable.
- MH and OH Axe need buff.
- MH Sword need buff.
- MH and OH mace need buff.
- Hammer need buff (this nerf was very hard. Just compare Warrior Hammer with Guardian Hammer).
Earth-shaker could create point blank and stunning waves according adrenaline level (effect similar to combustive shot), each wave deals damage and stun for 1s.
Level 1 = 1 wave with 200 radius.
Level 2 = 2 waves with 400 radius.
Level 3 = 3 waves with 600 radius.
Leap finisher.
Also about Hammer, the skill #5 could be blast finisher, and #3 could be projectile. The overall damage of all skills could be decreased.
- Rifle need buff. Just replace #1 (bleeding shot) for Brutal Shot. Brutal Shot could deal 1 stack of vulnerability for 10s.
Rifle #2 could just inflict 5 stacks of Torment for 5s, instead actual effect.
Rifle #3 could also inflict 1 or 2 stacks of bleed per hit for 6s.
Rifle #4 Could be a ranged cc (daze for 1s sounds good).
- GS #5 need buff. This skill could make the warrior run to behind targeted foe while deals an horizontal slash (this slash need be while running, not after, and need hit all foes in the way).

- There are many treats about weapon, some them could be mixed for unlock space for new and lacking traits:
Merciless Hammer and Surrendering Mace could be mixed. This trait could make Mace and Hammer deals 25% more damage in disabled foes, and decrease recharge in 20%.
Blademaster could be send to discipline master tier and mixed with Sharpened Axe. this trait could make critical hits with Axe and Sword grant extra adrenaline, also make Axe and Sword recharge 20% faster.

For now is that, but there are much more things.

Warhorn

in Bugs: Game, Forum, Website

Posted by: JETWING.2759

JETWING.2759

Anet.
Plz, fix Quick Breathing Trait. War-horn Skills isn’t converting or removing Torment.

Tks!

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: JETWING.2759

JETWING.2759

Warriors are pretty strong right now, but will be seeing changes in an upcoming patch.

We like how they can be tanky, and we like how they can do DPS if they want. We also like the CC they can bring. We just don’t like them doing it all with 1 build.

I actually wonder if unsupecting foe will be moved up.

He will not change this… he will change all builds at same time, because each class QQ one or two things in warrior.
We will take a nerf so strong, that will back to trash like some months ago

Warrior = Ele 2.0 ?

in PvP

Posted by: JETWING.2759

JETWING.2759

Warriors are pretty strong right now, but will be seeing changes in an upcoming patch.

We like how they can be tanky, and we like how they can do DPS if they want. We also like the CC they can bring. We just don’t like them doing it all with 1 build.

You pretty much summed it up very clearly how I think most of the community feels.

You guys have your hands full with this task. Good luck.

The problem is, when I read the warrior threads now, they still have threads all over demanding unreasonable buffs. As this is the most played profession, the amount of backlash will be vast. The problem with the warrior forums in my opinion, is the quantity with a lack of quality.

With other class players going there and making trouble… Yes! Lacks quality!

Warrior OP? Let's prove it.

in PvP

Posted by: JETWING.2759

JETWING.2759

I want increase the fact that this list not talk about life siphon/life steal, stolen skill, boon Regen, trait combos and combos.
Ex:
-> Water Field + Leap or/and Blast.
-> Dark Field + Projectile or/and Whirl.

And some classes don’t have access to many fields while some them have access to several.

(edited by JETWING.2759)

Warrior OP? Let's prove it.

in PvP

Posted by: JETWING.2759

JETWING.2759

Nerf HS…
Nerf anti-condition…
Nerf this weapon…
Nerf that weapon…
Nerf this skill…
Nerf that skill…

They just want Warriors free kill and unable to react their attacks, like was some months ago.

Warriors are beyond broken - ridiculously op

in PvP

Posted by: JETWING.2759

JETWING.2759

2 professions ANET love so much they do not want to balance/nerf them at all : Warrior and Thief

Thief is the most nerfed class in the game lol…

But yeah…that healing signet.

Yes!

A class that hit several foes from stealth, and refill full hp with that skill can’t talk about healing signet.

Who counters Warriors?

in PvP

Posted by: JETWING.2759

JETWING.2759

What skill?

Just spamm 1 or 2 skill tipe or comand?

Warriors are beyond broken - ridiculously op

in PvP

Posted by: JETWING.2759

JETWING.2759

Needed nerfs:
Nerf HS (make it scale better with HP: 300 HP/s with 0 Healing Power and 400 HP/s with 1000 Healing Power sounds nice to me).
Make Warriors lose their adrenaline if they don’t hit with burst skills.

And make building Momentun and Cleansing Ire triggers even if don’t hit burst skill.

Borderline nerfs:
Reduce zerker stance to 5 seconds duration from 8 seconds.
Increase Pin Down cast time to 0.75 or 0.5 seconds from 0.25 seconds.

—> a balanced warrior

And increase Dual Shot damage in 200% or 100%.
:)

Blast finisher for #3 OR #5 on hammer?

in Warrior

Posted by: JETWING.2759

JETWING.2759

- Projectile with #3.
- Blast with #5.
- Leap with f1.

I don’t know why f1 isn’t leap finisher, and #3 isn’t projectile :/d

Why Warrior is popular

in Warrior

Posted by: JETWING.2759

JETWING.2759

I see why warriors are so easi to kill…

thief bug?

in Suggestions

Posted by: JETWING.2759

JETWING.2759

L2p

Good luck in next time

We need more boons

in Suggestions

Posted by: JETWING.2759

JETWING.2759

Actually, Quickness is an effect accompanied with some another bad effect.
If a boon, Quickness could eliminate the bad effect, stacks in duration, be converted,
ripped, stolen, etc…

The main goal is make Quickness more accessible, to counters Chill, Criple, Torment, and grants Power builds more chance against condition builds.