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Tested this with the new build, bugged still.
Yeah, unfortunately they can’t hit a moving target at all and constantly overshoot, do a 180 and go off in some direction, or just miss.. And god forbid you get stuck on a corner…
Shadow Trap just seems to be a badly designed skill that is staggering from one broken state to another. If it ever becomes fit for purpose it would become abusive at the same time so I’ve no idea why the designers are persisting with it. The shadowstep design is too similar and simply better.
Thieves would be better suited with the stun breaker put onto a signet instead, allowing a rework of traps to make them good utilities in their own right.
Berserker Stance is more useful than Signet of Stamina.
Incredible build. The flawless synergy. Absolutely zero criticisms, I can find nothing wrong with this impeccable build. 5 stars.
Tested with fear, daze, and stun. The most recently applied CC will overwrite the other and remove the previous CC, regardless of duration. A 0.5 second daze will remove a 3 second stun, a fear will remove a daze, and so on. Tested in the Mists.
This is borderline gamebreaking for PvP, especially for a class that relies on the interactions they have with stuns like a warrior.
Did not test with basilisk venom, knockbacks, or knockdowns. Immobilize was tested and it works fine.
Tested with fear, daze, and stun. The most recently applied CC will overwrite the other and remove the previous CC, regardless of duration. A 0.5 second daze will remove a 3 second stun, a fear will remove a daze, and so on. Tested in the Mists.
This is borderline gamebreaking for PvP, especially for a class that relies on the interactions they have with stuns like a warrior.
Did not test with basilisk venom, knockbacks, or knockdowns. Immobilize was tested and it works fine.
EDIT: Sorry, I made this in the wrong forum. I am going to repost it in the appropriate forum. Please lock.
This has been my only issue with the game since it came out. Unless you have a very knowledgeable guild helping you out there is just no way to know where you are supposed to do. Hell, I have a great guild and usually figure these events out no problem. This one though has me scratching my head on what’s going on. I get the basis of the story, and have gone into the labyrinth but after that there is no direction. just run around and close doors or fight two bosses that take 100+ players to take down and then don’t really drop anything better than I could get doing world bosses or even a champ run.
Butter.. the best that I can tell you to do is keep asking in game. Either /map or /say and hope someone nice will be able to help you in game. I know I tried to help some guildmates that were having issues with it. Figured maybe 2 heads were better than one at figuring out what the heck was going on.
You have two guides to follow. The first is the in-game meta achievement and daily check list. The second is the features guide ArenaNet made. It’s not very complicated.
Get Mail
Check Mail
Go to location
Do instance
Follow directions and finish meta achievement
Get mail
Check mail
Go to location
Do instance
Finish the Blood Prince story and enjoy the remaining features of Halloween, which are listed on the website.The Labyrinth doesn’t really have a purpose outside farming or the meta, unless you find it fun.
I don’t really understand people’s difficulties with things like this. I see questions like “How do I leave the Mad King’s Realm?” or “How do I get to the Labyrinth” and wonder how people can truly by that helpless and incapable of free thought. ArenaNet already does everything short of hand holding you through a step-by-step tutorial, and if you want that there’s plenty of resources available like Dulfy.
Yes, first part was easy.. showed me where to go. I never got a second email. All I got was some golem.. totally worthless. So the only thing I have to go off of is the Achievements.. and none of them tell you what zone to go to, or what to do. They are about as vague as you can get.
“complete a round of Mad King says” really? where? when? how? This is totally worthless unless I look it up online or ask someone. I shouldn’t have to do research on something like this. You click it and it shows the same thing.. that screen could have a detailed description of what you need to do. I don’t get why it’s so hard to explain something in this game.
I’m not an MMO noob by any means.. but this is the most difficult game i’ve played for figuring out what you need to do for somthing. I get it that Anet likes puzzles, but holy crap. If so many people are having issues like you said, then there is a problem.
https://www.guildwars2.com/en/news/a-guide-to-blood-and-madness/
“The Mad King himself will visit Lion’s Arch on Halloween (9AM October 30 to 9AM November 1 PDT). Successfully playing his Mad King Says game will give you the A Royal Tradition achievement, which counts toward A Sweet Friend as well. You’ll find him either in the Grand Piazza or the Mystic Plaza.”
Difficult puzzle, that one.
“It’s on the release page” is not a valid excuse. I can’t think of a single update in any MMO I have ever played that a cursory skim of the front page was not beneficial.
You can also just look at the map and use some simple deductive reasoning if you’re absolutely and vehemently against that. It is Halloween. There are doors on the map that were not there before Halloween. Therefore, the doors are related to Halloween. You walk up to the door. You get candy or an enemy spawns. You have the ability to enter the door. You now end up in a strange place called the Mad King’s Realm. So on. Through normal experiencing of the content you will easily do the meta achievement.
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This has been my only issue with the game since it came out. Unless you have a very knowledgeable guild helping you out there is just no way to know where you are supposed to do. Hell, I have a great guild and usually figure these events out no problem. This one though has me scratching my head on what’s going on. I get the basis of the story, and have gone into the labyrinth but after that there is no direction. just run around and close doors or fight two bosses that take 100+ players to take down and then don’t really drop anything better than I could get doing world bosses or even a champ run.
Butter.. the best that I can tell you to do is keep asking in game. Either /map or /say and hope someone nice will be able to help you in game. I know I tried to help some guildmates that were having issues with it. Figured maybe 2 heads were better than one at figuring out what the heck was going on.
You have two guides to follow. The first is the in-game meta achievement and daily check list. The second is the features guide ArenaNet made. It’s not very complicated.
Get Mail
Check Mail
Go to location
Do instance
Follow directions and finish meta achievement
Get mail
Check mail
Go to location
Do instance
Finish the Blood Prince story and enjoy the remaining features of Halloween, which are listed on the website.
The Labyrinth doesn’t really have a purpose outside farming or the meta, unless you find it fun.
I don’t really understand people’s difficulties with things like this. I see questions like “How do I leave the Mad King’s Realm?” or “How do I get to the Labyrinth” and wonder how people can truly by that helpless and incapable of free thought. ArenaNet already does everything short of hand holding you through a step-by-step tutorial, and if you want that there’s plenty of resources available like Dulfy.
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It’s been bugged since release. The 5% extra damage is nonexistent. Tested in the Mists.
Sometimes the duration of effects is rounded down to the whole number. Skullcrack shows as 2 seconds post-nerf and it was 3 seconds pre-nerf, when in reality it is 3.45 post and 4 pre.
It’s best to use some external method to find the true duration, such as a stopwatch or even better a video recording and some sort of video manipulator with an accuracy of at least 0.1 seconds.
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Consider that the majority of those people would not have survived to reproduce, or would have had only one child, or had a child that didn’t reproduce, etc. It’s also possible that there was a lot of inbreeding, as that was common in real life.
The ability might only be present in direct descendants, or those who are most closely related. Even in real life, I don’t think anything beyond first cousins is considered very closely genetically related.
The math seems fine though.
200(2^41) = total descendants
200(2^40) = descendants not in the current generation
subtract and you get the amount of descendants in the current generation.
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1. How Rytlock ended up with Sohothin, and Ascalonian Ghost arc
2. Wizard’s Tower
3. Scepter of Orr and Livia
Human Gods, Bloodstones, and the Sylvari are also very high on the list too.
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So we can assume she’s still alive somewhere?
It’s probable that she is immortal or has a very long life due to the Scepter of Orr. She was about 20-30 years old during Eye of the North in 1078. She appeared in Sea of Sorrows in 1256, which is 178 years later. It’s not much of a stretch to assume she’s alive in 1325 as well.
She appears in the Sea of Sorrows book for a minor role. I believe the Scepter was mentioned but she didn’t actually possess it, or at least it never appeared.
Here is what the wiki has to say on it:
In 1256 AE, after the Rising of Orr, Livia was still the personal bodyguard to Kryta’s monarch and was called an Exemplar of the Shining Blade, a title now held by Countess Anise. She was aboard the Balthazar’s Trident when it was attacked by Dead Ships, and used her magic to prevent Risen attackers from coming aboard. Livia claimed to have studied much of Orrian magic after acquiring the Scepter of Orr, and had retained her youthful appearance. How she had managed such a feat is not known—some tales said she’d sold her soul to become an immortal lich, and others claimed that Livia sacrificed prisoners in the dungeons of Divinity’s Reach and used their blood to give herself eternal youth and beauty. There were hundreds of legends, usually told around Mad King’s Day, when children were trying to scare one another with spooky tales.
Livia’s current whereabouts are unknown.
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I had some unplayable random freezes in sPvP last night and the night before as well. The latency was maybe slightly higher than usual, but the main thing was the constant psuedo-disconnect. Buttons wouldn’t work and everyone would freeze. 5 seconds later it was back to normal and I was dead.
The burst ability goes on a full cooldown not 3-4 seconds, and mesmers have four different shatters compared to the warrior’s 1 profession ability.
This reminds me a lot of the eviscerate whining, and people received the exact same response: learn to dodge.
It’s probably because the puzzle isn’t new anymore. Last year it took me 30-60 minutes to complete. This year I did it in probably 5 attempts. The puzzle relies partially on the element of surprise, so that’s obviously ruined the second time around.
I’d love for them to make a new puzzle next year or revamp the clocktower, for the reasons above. It doesn’t have very much replayability after the third year…
I play a Rune of the Soldier + Purity of voice Bunker guardian. Which means I have 3 shouts and each removes 2 conditions from myself every 24 to 48 seconds. I also have purity which removes 1 condition on a 10 second cooldown. Over the course of a fight a condition necro will eventually kill me in 1v1. If they are staff and scepter/focus. Their sustained damage and corrupt boon will eventually take me down. That leaves a 4v4 at the other point which lends to the fact that condition does indeed eventually take down bunker builds. If you really want to defeat a bunker build. Send 1 burst and 1 condition. Like theif+necro. Once their loaded with conditions pop the fear and Assasins trinket to burst them down for the finish. It’s what me and my friend do vs bunkers. That would mean there’s a 3v4 at another point. But assuming we have a bunker too then we would be winning that point. Bunkers add strategy to the game. A condition build can 1v1 a bunker over time. Or a condition + a burst can take them down quickly with some strong cc after you bait out some of their cooldowns. By quickly I mean 20 seconds or so which may be enough time for the enemy team to react but in my experience it usually means a capped point at least.
Nah the other team will run Svanir runes and break the stun to be invincible for ages, along with the mace block bug.
They’ll also use their Tome of Courage with perma stability to full heal everybody, you can’t do much about that.
Gotta watch out for those backstab thieves and frenzy+bulls rush warriors too.
Man, I wish spirits were actually useful! They die so fast and don’t do anything.
hmmm because they can be very powerful in the right hands?
No…. they can’t. I made amazing builds for a bunch of classes in WoW, and one of my builds was ranked number one on a build site. Thousands of people used my builds. I come to GW2, and every single Elementalist build I have ever come up with has been nerfed almost instantaneously. I came up with the best glass cannon build I could find, and I still only do 30% of the damage a warrior (with twice my health and armor ) does. I agree. More than just the health needs to be evaluated though. Damage, armor, and health all need to be redone.
That’s because you can’t go make a sim and copy and paste whatever it poops out to the internet like you could in WoW.
Replacing the Stun meta with the Immobilize meta. Here we go!
You literally just listed off every single class and called them all OP.
I’ve seen it listed as 100% condition duration reduction, but in reality I think it’s just pure immunity regardless of duration. ArenaNet doesn’t exactly have the best tooltips…
example: http://wiki.guildwars2.com/wiki/Bull's_Charge
Charge your foe and knock down fleeing foes.
Wait, what? Fleeing foes? It’s not reflected in the actual usage of the ability, though. It knocks down regardless of “fleeing”. Also, am I crazy because I swore this ability was called Bull’s Rush.
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10 seconds for all boons in unprecedented in spvp.
Technically Save Yourselves pre-nerf.
Guardian is a 5 second daze
Warrior is whirling axe that does about twice as much damage and reflects projectiles
Necro is a three second AoE fear
Ranger is a water field that heals and cleanses conditions
Hmm
Anyway, anything that limits the impact of downed-state is a welcome change in my book.
Naw, man. Downed state is probably the most impactful, creative, team oriented element of design in this game. It is FAR from perfect, but is absolutely necessary in a game the features one-shot kills (or very nearly one-shot) and stun locks that can 100-0 you.
I disagree, the interesting part of combat is over as soon as one person is downed. Then it’s just the same old dance over and over again (depending on which class). Stomping every Thief is the same, stomping every Mesmer is the same and so it is with every other class as well.
And additionally, downed-state is a huge snowballing mechanic.
You’re fighting 2v1? Here, have a mechanic that makes it virtually impossible for you to fail.
Your zerg is larger than the enemy’s? Here, have an additional crutch by being able to revive even faster and easier than your enemy.
Downed-state is terrible in every PvP situation.
My personal favorite is when you down a warrior, and you go downed, and then he wins because lolvengeance.
They should add in a mechanic that increases the amount of points the team with the orb receives the closer the person with the orb is to the center of the map. That would discourage thief trolling. The orb should also reduce healing taken by the orb carrier, and maybe damage done increases. That would be pretty interesting.
Honestly, at this point anything is better than conquest anyways.
For anyone confused, many many Necros ran tests of our own, and the general consensus was that Death Shroud was approximately 100-120% of our real HP. However we’ve been told by devs that it was 60%, and the preview showed that.
So there is a bit of confusion as to what exactly is happening, people aren’t quite sure if its a nerf, or if somehow our numbers are off by a pretty massive amount and there is some kind of bug happening to mess up our testing.
Assuming you compensated for the natural Death Shroud decay, that number might just be wrong so you overcompensated.
Ohh spear is underwater, ok that sucks. I never like underwater combat. What other weapons are suggested for PvP ? What about Greatsword ? I personally would prefer a 2h type weapon, any suggestions?
Longbow/Hammer
Hammer/Mace+Shield
Greatsword/Mace+Shield
Those are the most commonly used weapon combinations.
0/10/20/0/20 is the default trait combination. You have 20 to spare. GS builds can put them in Strength for 10% extra greatsword damage, or Arms and Discipline for GS abilities have a reduced CD and Burst Mastery. Hammer builds typically go 30 in Defense for Merciless Hammer and 30 in Discipline for burst mastery.
Unsuspecting Foe, Dogged March, and Cleansing Ire are all mandatory. In Discipline, 25% movement speed is the preferred adept talent. Destruction of the Empowered or Mobile Strikes (only consider Mobile Strikes with a Greatsword build) are the Master talent options. You can use a soldier amulet or berserker amulet with hammer builds. With the greatsword build you want a berserker amulet.
Healing Signet is the best heal. Healing Surge is viable, however. The only good elite for solo play is Signet of Rage. For utilities, most people have some combination of these:
Signet of the Dolyak
Signet of Stamina
Balanced Stance
Berserker Stance
Endure Pain
Frenzy
You typically want Dolyak or Balanced Stance as a source of stability. Berserker Stance is almost mandatory, assuming you can use it well. The third is situational, but it’s mostly preference.
The playstyle of all three builds relies on Unsuspecting Foe. The majority of your burst will be from when the opponent is stunned. For GS builds the combination is simply Skullcrack (mace adrenaline ability) at three bars then weapon swap and 100B. For Hammer builds they chain together stuns, mainly Earthshaker and Backbreaker. Frenzy is useful for this.
Cleansing Ire is your primary means of getting rid of conditions. Make sure to pay attention to this, since the cleanse is active and not a passive one.
Condition warrior builds are also very strong, although they’re fairly squishy compared to these CC builds. Sword/Sword and Longbow are the most popular weapons for that.
The warrior forums have a bit of a thing for “unique” builds that are terrible and completely ineffective, so anyone who tells you any other build is better than those four for PvP is probably wrong. Judging by the patch notes, this’ll remain true for the next month at the very least.
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Jesus take the wheel.
Do you ever have any constructive contributions to threads or do you just spam them with meaningless gibberish?
Do you agree with that?
The way I interpreted your post was that elementalists have a fundamental design issues, such as from this bit: "Warrior has such an easier time to hit with their skills. Ele’s skills have longer cast time and are more predictable given both their known rotations and highly telegraphed visuals. "
I’m not saying elementalists are fine, I’m just saying the issues are number issues versus class mechanic issues. You pretty much defined what I consider “number issues” in your “what changed” list.
If what you’re saying is that eles need to spend so much effort being defensive that it hurts their offensive capabilities, then sure I can understand that and might agree with it. I think I was just misunderstanding your post when I made mine.
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with the build I’m running going this route I only see a 1.75 % drop in DPS.
This is what Guild Wars 2 has become…
You can be bound while attempting rtl.
I apologize. By snares, I mean chill and cripple. It’s a WoW term.
Here are two more problems to add to the list.
—If the ultimate goal is to have equal viability between classes we need to turn a critical eye to the issue of mobility. It doesn’t stand to reason that the devs selectively target the lowest hp/armor class with a 40 sec mobility nerf while allowing the highest hp/armor class to run wild with incredibly low cd gs/sword mobility skills. There’s at least a decent argument to be made for why a low armor class needs more mobility than a high armor one. The devs either need to unnerf rtl or tack on a 40 sec cd to warriors gs/s if they don’t hit an opponent.
Warrior Rush is affected by snares. RtL was not. That is why Rush is not, and was not, overpowered and a 20 second RtL was. RtL also crossed the distance significantly faster than Rush does. The two skills are not equivalent. Ranger Swoop is similar to Rush, minus being a little bit faster. You can’t just tack on a 40 second CD and call it a day.
I did disagree with the 40 second CD change, don’t get me wrong. I think a more adequate change would to just make it a normal movement ability with all the hindrances of a movement ability.
— Attunement swapping,
I definitely agree with this though. The recharge on attunements is too high and it’s just a really cumbersome mechanic compared to other classes.
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I don’t understand why they gave rangers “Sick’em” to have revealed for 4s, undodgeable.
As if rangers actually have problems fighting thieves? >_>
How about we give thieves a utility to kick their pets in the face so they stop following us for 4s?
Weird.
I believe it’s mainly a WvWvW change. No ranger in sPvP will use Sic Em as a utility, whereas in WvW individual utilities aren’t as important. Warriors can take Stomp, Guardians can take Wall of Reflection, etc. for those very niche moments that don’t happen in sPvP.
The balance isn’t perfect and there’s a lot of things wrong with what ArenaNet is doing, but they’re doing the best they can with the very limited resources available. The slow and small changes are frustrating to the players, but the game would be a volatile mess if they did sweeping balance patches every two weeks like everyone apparently wants.
But it already is a mess. A terrible kittening mess.
Despite all the complaining on the forums, it would be worse if they did what everyone wants them to do.
You should be happy that you have developers who actually care about PvP balance in the first place. Probably 70%+ of the balance changes in this game were directly because of PvP.
It doesn’t matter a flying kitten that they care if they are incompetent. The balance changes still sucked. Sucked hard.
In what way do “they suck” if they addressed the majority of issues in the game?
To show that they suck, I do not need to even point in what way exactly they suck. I can just observe consequences: pvp is dead, and almost all people I know (myself included) think that the pvp is not enjoyable atm.
Then stop posting on the forums with your nonconstructive opinion if you think the game sucks so much. You contribute nothing, have the debate capability of a three year old, and this forum doesn’t need more pessimism.
The balance isn’t perfect and there’s a lot of things wrong with what ArenaNet is doing, but they’re doing the best they can with the very limited resources available. The slow and small changes are frustrating to the players, but the game would be a volatile mess if they did sweeping balance patches every two weeks like everyone apparently wants.
But it already is a mess. A terrible kittening mess.
Despite all the complaining on the forums, it would be worse if they did what everyone wants them to do.
You should be happy that you have developers who actually care about PvP balance in the first place. Probably 70%+ of the balance changes in this game were directly because of PvP.
It doesn’t matter a flying kitten that they care if they are incompetent. The balance changes still sucked. Sucked hard.
In what way do “they suck” if they addressed the majority of issues in the game?
They buffed numerous underpowered builds, as well as support.
They massively improved the quality of life for many builds.
They nerfed stuns.
They nerfed conditions.
They nerfed AI.
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http://www.guildwars2hub.com/guides/professions/engineer-build-guide-hghtoolkit
Is this build/guide still up to date? It’s from May. If not, can someone make one in a calculator?
The balance isn’t perfect and there’s a lot of things wrong with what ArenaNet is doing, but they’re doing the best they can with the very limited resources available. The slow and small changes are frustrating to the players, but the game would be a volatile mess if they did sweeping balance patches every two weeks like everyone apparently wants.
But it already is a mess. A terrible kittening mess.
Despite all the complaining on the forums, it would be worse if they did what everyone wants them to do.
You should be happy that you have developers who actually care about PvP balance in the first place. Probably 70%+ of the balance changes in this game were directly because of PvP.
Warriors have some of the most choreographed and easiest to predict abilities in the game.
But nevermind that. The class mechanics of ele have not changed much since they were disgustingly overpowered. Why does all of this apply now, and not then? If the class mechanics are proven to work, why can’t ArenaNet just change the numbers?
You people should be glad ArenaNet isn’t like Blizzard when it comes to patches. From what I can see, this patch will address the majority of the issues. It’ll nerf stuns, nerf conditions, and buff support. The long term implications of this might not be obvious, but the slow changes are much healthier to the game than a patch like, “Dhuumfire removed from the game. Bleed damage coefficient reduced by 50%. Mace now dazes” etc.
The balance isn’t perfect and there’s a lot of things wrong with what ArenaNet is doing, but they’re doing the best they can with the very limited resources available. The slow and small changes are frustrating to the players, but the game would be a volatile mess if they did sweeping balance patches every two weeks like everyone apparently wants.
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A limitation of the engine.
depends if they’re good, but even if they are here’s something I put together:
Initial Defense Rating (IDR)
A class’ starting armor and health levels get a 1-3 score. Each class’ rating is a combination of the values of their armor and health.
6 (3A, 3H)- Warrior
4 (3A, 1H)- Guardian
4 (1A, 3H)- Necromancer
4 (2A, 2H)- Ranger
4 (2A, 2H)- Engineer
3 (1A, 2H)- Mesmer
3 (2A, 1H)- Thief
2 (1A, 1H)- ElementalistBased on this a Warrior is always going to start with more survivability than any other class, there are four classes with good survival, while Thief, Mesmer, and Ele have the lowest. To me in solo Q, where nobody is communicating effectively, doesn’t it make more sense to bring the 4 and above IDR classes than the lowest?
The difference between light and heavy is 300 toughness. That is a completely useless chart, and it doesn’t take into account actual class abilities. Were warriors the most tanky class 6 months ago? Nope, they were probably in the bottom three squishiest. BUT TOP ARMOR GUYS
All ele pros abandoned the game or rerolled the class but Im still hoping [I know in vain] that maybe one day, on the next 2-3 years, eles might get to be decent. A man can only hope.
You poor dramatic baby.
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You could take this post, and it literally would be accurate any time between now and when the forums were opened.
wai 100b op
wai bs thief op
wai zerker op
wai portal repair op
wai pistol whip op
wai ele op
wai trap ranger op
wai aoe op
wai hgh op
wai bm ranger op
and that’s only for August to December, I quit by then. The only class I don’t think that has ever been complained about to ridiculous proportions is the guardian, and that’s because they’re pretty much the exact same mid-point bunker they’ve been since BWE1. I do remember someone kittening about some Zealot’s Defense burst build in beta though, so there you go.
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Racial abilities are intentionally weak.
The ideal leveling build for a warrior is Greatsword/Longbow, Power/Precision gear, all signets for healing, utilities, and elites, and at least 10 points in Arms for +40 precision pure unused signet. I like 10 in discipline for 25% movement speed too.
That said, play whatever you prefer. That build is a min/max build for leveling and wont actually help you learn the game because of the playstyle. Just pick a weapon you like, and then go power/precision/toughness as your main stats. The only exception is a sword, in which case you’ll want to swap out power for condition damage.
Healing Signet, Mending, and Healing Surge as heals are all viable. Use whatever you prefer.
For elites, Signet of Rage is the best, and the other ones aren’t really that useful. Rampage is fun though.
For utilities, they’re divided into 5 categories. Physical, Signet, Banner, Shout, Stance. For leveling, you probably want a good mix of defensive and offensive ones. So taking Endure Pain (5s of taking zero damage) or For Great Justice (might and fury boons) is good.
For weapons, you can divide them into some categories:
One-hands:
Mainhand/Offhand Axe is almost entirely damage orientated
Main/hand/Offhand Sword is a mixture of physical and condition damage, primarily being a condition weapon (conditions are DoTs)
Mainhand/Offhand Mace is a defensive natured weapon with a lot of CC in mind
Two-hands:
Rifle: Strong single target ranged weapon, physical damage mainly
Longbow: Strong AoE ranged weapon, is viable for physical or condition damage (about the same, maybe a bit in favor of physical)
Greatsword: Very high mobility and damage
Hammer: Medium damage and high CC
Off-hand Only:
Warhorn: Good utility and support for allies and self
Shield: Good CC and defensive utility
Basically, for all weapons but swords, you want power. Even with power, swords are okay for leveling. So, my suggestion is to have these stats (a good mix of them) as priorities: Power/Precision/Toughness. Vitality is a possible replacement for Toughness.
Stat explanation:
Power: Increases direct damage
Precision: Increase critical strike chance
Toughness: Decreases damage taken
Vitality: Increases health pool
The rest are very obvious. Crit damage is critical strike damage, condition damage is more damage from conditions (the DoTs), condition duration increases the length of conditions, healing power increases healing, etc
But again, it’s really irrelevant. My first character I leveled was a warrior, and I did this really silly Longbow/Axe burning build, but it was plenty effective. Leveling content just isn’t hard enough for build min-maxing, at least at the first half. Once you get to 70+ the zones are much harder.
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@Larynx.2453
I am sure there is only 1 warrior. Maybe its the final hit?
I might be misunderstanding the tooltip, but it says it strikes 8 times. It might just be that the final strike isn’t counted, yeah.
There’s 9 hits of 100B, 100B only hits 8 times. Therefore, there were two warriors. Also, what the hell is up with that damage? ~25k is over double a usual 100B.
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You guys do know that dev’s play warrior mostly right?
Ghostcrawler mains a frost mage too. Right, right?
You are completely incapable of any sort of logical thought process if you believe that the developers could buff their own pet class on a whim, even if they were willing to.
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