I’d say Charr, also Charr has one of the best GS wielding pose
The only thing that looks good on a GS using Charr is #5 Rush. Charr just look plain goofy using Hundred Blades and they feel absolutely glacial trying to use the auto-attack. I’d only use GS on Charr as a swap in when I need to skip stuff in dungeons.
If you’re using a Greatsword, play an Asura. Everything looks and feels faster on an Asura. The only bad part is they’re opposite of Charr…Asura look goofy using #5 Rush (scurrying in super-speed with the sword on their shoulder <_<) but they look bad-A using Hundred Blades.
My vote is for Male Asura. They are small and hard to see, so your armor or weapons might not be very visible, but it makes up for it by feeling so much faster. You seem to leap further, you look like you run faster, your swings feel quicker and full of energy, it’s just a joy to play and watch.
That’s…freaky looking
It’s certainly different…but yeah, A-net didn’t give many options to make a cute, handsome or youthful looking male Charr…I mean, look at the cubs walking around…those little freaks basically look like shrunken male Charr, abs and all.
It would make no sense to the warrior to remove boons, that’s what mesmers and necros are good at.
They have to either buff the damage that it does or change the trait line to be cooldowns instead of damage and have the damage be a grand master trait.
Understood. That’s why I suggested an alternate ‘boon shatter’ idea. You’re right that Warriors aren’t about boon removal, but they tend to also be ‘non-boon dependant’ too. That is, if you want a close ranged fighter with boons, that’s your Guardian but Thief and Warrior tend to just duke it out (Thief probably being better with conditions).
It’d be like the inverse of Guardian, who uses boons to survive/support, Warrior’s use boons to deal death. ‘Boon shatter’ in my iteration, wouldn’t be about removing boons but about doing more damage to a boon-laden foe to swing the fight to your advantage.
But yeah, I don’t think boon removal is Warrior’s style. Boon shatter (in my iteration) sounds a bit closer, IMO. Just spit balling ideas, really…
Any class designed around a specific weapon idea (dervish, unarmed martiala rtists) You will never see them again. They are too restrictive and do not fit the ideal of the game. The unarmed fighters lack weapons to equip for weapons kills (remember people, classes have to be able to use EXISTING weapons) and the dervish is locked to only one weapon meaning the dervish only ever has 5 skills available on the first bar.
Bards are offensive machines and already in the game (they are warrior poets…aka the kitten warrior class IS a bard people, you shout and you slaughter). Minstrels have no combat ability and would be slaughtered helplessly (British artists aren’t known for being good fighters). Skald could work as a chanter-style…again would need to be close combat though.
The ritualist is already in the game, the engineer and the guardian have everything that was the ritualist, let the dead horse lay burried and forgotten.
Also, the expansions will not be the old style new island/location ones! This game has a very specific story it is telling. One dragon down, 3 to go…and all indications point to Jormag being next…meaning we are going into the mountains and deeper into snow swept locations. The game throws so many mentions of Jormag at us directly that it is pretty clear that will be the next dragon, thus our direction is farther north. IF a new class comes into play it will be a norse inspired one. Expect it to be heavy armored and a brawler in gameplay style (the warrior is more of a weapon master and less of a brawler).
All that to express a desire for a heavy armor class?
It’s expected to have preferences and expectations, but none of your rationalizations have any impact on what new content will be introduced. I’d actually be disappointed if devs didn’t pull off something no one was expecting.
Our plan is to use Masterworks, which are EASILY attainable at 35 for a budget under 50 silver.
When are you planning to record? Do you already have your 4 extra members for this already?
I like the ‘shatter boon’ idea in general. Perhaps all burst skills could have a chance to shatter a (1) boon and the Discipline line increases that further as well as improves the shatter damage.
‘Shatter boon’ as a mechanic, would just be ‘remove boon + do extra damage’.
Shattering all boons is kind of OP, but if it was only one, that’s seem fair. Just make the extra damage moderately impressive. And the more boons a target has the higher the chance since it could check all boons on a target until either all boons have been rolled to shatter or you successfully shatter 1 boon.
Haha, the amount of gold these people are going to put into their Lv35 gear is going to be more than most people put into their Lv80s. Time to jack up the prices!
They said it was going to be blue gear. You planning to overcharge for blue gear? Seriously?
Or are you talking about armor repairs? I have quite a few instant repair kits stored now, I’d imagine others have a dozen or more.
Talking in caps always gets your point across better. The sooner you know the better.
Since this game was sold as catering towards casuals and probably has a higher population of casuals, I wouldn’t say they should stop ‘listening’ to them.
Edit: Ahhhhh, you’re a brony. That explains a lot.
Using a demographic to attack an individual instead of the views he has expressed is rather poor debate tactic, don’t you think? I’m kind of glad I haven’t stated my race then…
He is in fact attacking your views, using demographics as one of the pieces of evidence to support his statement.
Meanwhile, we are still waiting for you to put together this video. Since if you are correct you should be easily able to find a team and record this for everyone to see.
Considering the OP was made 6 hours ago, (put with far more politeness than I actually desire to express) perhaps you should learn some patience.
I’d help but I’d likely slow you guys down. Don’t have a lvl 30 character and it’d probably take me a couple hours. I just got home but if the time window is framed from now to tomorrow evening, I can get to work now and have a character at lvl 30 by then.
With easy access to the trait that reduces rifle CD, and give it shot penetration, is swapping between GS 100b and rifle Flurry viable?
Running 20/30/0/0/20 gives you a bonus of 10% on bleeds which you’re getting from rifle, and CDs line up well enough to swap back and forth.
That’s 2 traits in the same trait line though. The traits in Arms I enjoy using is either the vulnerability on crit, extra bleed duration, Greatsword or Rifle cooldown, and Quickness on low foes. I tend to swap between GS and Rifle so I can keep the vuln on the 1st slot, and quickness on the last slot. I suppose if you don’t mind giving up the Grandmaster trait slot, you’d be fine but I just enjoy it too much to do GS and Rifle both traited.
It gets better?
I don’t know what to tell you. After you start understanding the mechanics of the game, when to dodge, how to move while attacking, when and how to kite, plus all the other specific knowledge of your profession in the mix, it’s not so bad.
It was pretty crazy when I started playing the game, we had to focus down foes otherwise we’d die with several mobs down to 2/3 HP. But I also knew very little about special stuff, like how conditions worked, timing, how boons affected things.
In normal groups now, it’s not necessary to focus down enemies because if you kite them right and keep yourself moving (mobs tend to have to stop moving in order to hit you back), you can just spread your damage to multiple foes. With defensive skills, I can hold back a couple of enemies with my Mesmer, War or Elementalist while the others handle other stuff.
Another piece of motivation is seeing players solo the content. Really, anyone can do it too. All it takes is concentration, patience and knowledge. Know how to keep out of reach of the foe while doing damage to them, dodge their special moves, etc, and just keep your head straight and pretty much any mob is defeatable by yourself. So it got me practicing soloing various dungeons (AC, SE and made it through some of CoE) although I haven’t the patience to actually ever complete any of them T_T
Basically, if you can learn to do it by yourself, then it’s not that much harder to go with a team!
-snip-
You should add me to friends list. If you’re ever running a dungeon and I’m on, I’m always up for a dungeon run.
For open world bosses, you just have to know when it’s best to lay back. You don’t need to melee it if there’s a kitten load of people around doing the same thing. It’ll go down either way and if you’ve got your camera zoomed out, you can see when others go down and help them back up.
Quaggan does Queensdale?
I’m not sure what to tell you about this theory beside asking if you have any evidence that it works that way else we’re talking about fried air.
Anyways, do you seriously believe Anet is going to give such a major buff to Warriors?
It’s never going to happen, don’t get excited because it’d be a delusion.
I’d suggest hitting up the Guardian forums. They tend to go on about the ins and outs of Protection and other boons. But yes, damage reduction goes through armor first (reduced by toughness) then by boons and damage reduction. If the percentage damage reduction was additive, that would make the damage reduction multiplicative, which it isn’t.
You’re just going to make a new thread every time you come up with a new ‘sustain’ idea, huh?
Adrenaline is already used by plenty of traits. The key to helping Warrior is modifying what they gain access to via adrenaline, i.e. their Burst skills. Give them a splash of defensiveness (no, you don’t need HP return to ‘sustain’. Blocks, evades and dodges are -far- more effective) and suddenly you fix their survivability in dungeons while giving them higher skill-cap to compete with the likes of Guardian, Mesmer and Thief.
The blind in earth attunement with Sandstorm is very effective from what posters have said in the forums and has been enough of a reason to carry the skill all by itself. I wish a version of this was available as an elite. I find I am running all defensive oriented utility skills and can’t seem to get away from those.
Can’t have your cake and eat it too.
It’s not hard to skip out on most (or in my case, all) defensive utilities when you use a Focus because of the defensive nature of the weapon. Staff works similarly in that you can take fewer defensive skills for utility or damage utilities. Dagger is an aggressive weapon mainly due to its close range. Defensive utilities are better suited for it but Glyph of Storms can double as a defensive utility.
In short, if you want to use offensive utilities more, you have to compensate defensively somehow. Pick a more defensive weapon or improve your dodging capabilities…
But really, you could probably be swapping your utilities around for better application of utilities. Some arcane skills here, a conjure there…
They could have no stats on them at all (they might as well) and people would still pay those prices
I would pay MORE gold (not that much more, mind you) if the cultural actually were just applyable skins.
I’d like all of the different Glyph of Storms effects to become full damage AoE (like Earth is currently) rather than keep the meteor storm “random hits” type of effect. The skill already relies on attunement to alter its effects, and having randomness on top of that doesn’t really gel that well IMO, plus the random hit thing makes Fire and Water storms too similar to other attacks (Meteor Storm and Ice Bow #4).
Fire already does hit all inside it’s AoE every pulse. Basically, Fire and Earth work the exact same but Earth causes blindness and bleed while Fire does more direct damage. I think fire should be improved a bit to add burning or perhaps immobilize (magma or something) to give it more utility.
I wouldn’t want Ice or Lightning Storms to be changed to the same effect. Currently, both can do more damage than either fire or earth if the target is large enough to take multiple hits. It also helps that Lightning has a smaller AoE resulting in the increased likelyhood of hitting foes inside more often.
Fire and Air also need to pick up a debuff, since Water and Earth have one already. Air would be weakness or vulnerability (I’d go with the latter personally). Not sure about Fire, Burn would be the obvious choice but Fire attune has an overabundance of burns as it is. Or maybe Fire could have no debuff but do more damage to compensate, so you have a choice of 3 storms with different debuff effects or just raw damage with Fire.
Some of the things I’d suggest for changes to GoS (I use it quite often):
Fire Storm – Increase it’s AoE and keep its damage. Currently it works fine as an AoE attack since it hits everything in its AoE for a bit more damage than Sand, but making its range wider would mean it can hit more dispersed foes for similar damage.
Ice Storm – Make the ice projectiles 2x bigger so they hit a wider area for each projectile. Slow the frequency of the ice shards while extending the duration of the storm. Increase the chill. I’d like to use this skill as a more persistent AoE chill that can keep stacking chill for longer periods of time, kiting foes through the storm until it eventually dissipates.
Lightning Storm – Actually my favorite storm because it looks and sounds cool. Keep everything the same, just add Daze to its hits. Use it to eat through a boss’s defiance and apply an area of pressure in a quick instant against other players.
Sand Storm – Perfect, IMO. Maybe increase the bleed duration some. It is currently the best of all the storms as its damage is solid, constant has a great secondary effect.
I’ve been running a Glyph based S/D crit damage tank build and have been experimenting with Glyph of Storms. I find Fire actually does more DPS because it hits everything in the AoE instead of hitting randomly.
The blind and chill is fantastic for small group fights and fire is great for zergs. Even in 1v1s it can be used to create pressure and make your enemy back off.
The only buff I’d really like to see for this utility is so that the Inscription trait works the same asb our Glyph heal does in Fire. (3 stacks of might when using a Glyph in Fire instead of 1)
Could definitely go with that (the inscriptions part) along with making Glyph of Elementals affected by this trait. Currently, Inscriptions is really nice with a glyph build or even just GoEH. Getting 6 stacks of might from fire attunement GoEH would make this a decently offensive build.
First your fat behinds block my view, causing me to fall to my death on many a jumping puzzle or fractal run. Now you’re blocking building entrances in major cities for fun!?
Take your filthy pole dancing to some place private where you’re NOT barricading the only walking path!
—Disgruntled Asura
You made your point too long winded. The mods probably just skimmed your post
I was actually thinking of doing the opposite…that is play a ranger although I wouldn’t ever drop a character much less my elementalist. I know next to nothing about the class though. Why drop it though? Or do you mean you’re just taking a break from it?
Lol I can’t solo her anymore. Warhorn used to make her poison fields a joke…
This should have been the way confusion works :P
Lol this is why I’d rather the cultural to just be skins (at the same price) that way you don’t have to add the cost for gems/stones ontop of the gold you spent on the armor :P
Or maybe I’m just being cheap
OP has a good point, and I feel it’s a good thing to discuss here.
Not about ‘buffing the difficulty’ or ‘nerfing it to be faceroll’, but the specific circumstances being discussed (namely the Krait and the Orr undead events). Personally, I find them fun, but they are rather annoyingly hard. Those Krait especially as they toss around lots of fields that apply lots of conditions. Part of it is learning their ways of attacking, but they’re also increasingly difficult to defeat ontop of having an easier time overwhelming the player.
The events then scale up with more people to the point things just blow up before you can react and next thing you know, everyone has wiped. I honestly don’t know what to thing. I’ll just keep participating in the changes to help give the devs more data on future game alterations.
Actually, I think the reason I find it fun is because it’s new. Sudenly, there are events that don’t behave like they normally do.
In this case, I’d LOVE the devs to keep changing events, but in a more randomish fashion. Next update, the Risen and Krait are back to normal, but then the Centaurs and Branded are sudenly crazy. Then a week later, they go back to normal and then a couple other events are temporarily altered.
How would people feel about something like that?
I was going to make a snide post about this being the dev’s way of telling you NOT to wear a full set of this mis-matched giver’s equipment, but the set is pretty horid when you get down to it.
The extra boon duration is…well, kitteny. The magic find is out of place and the condition duration is probably the best part of this but two-handers only get the bonus of a one-hander…it’s a mess.
My suggestion:
-keep all the stats the same except 2-handers which should get 20% condition duration.
-Add Boon Duration, Condition Duration and Magic Find to all pieces.
So the armor, for instance, would look like +toughness main and +healing/magic find secondary with an extra 1%boon and 1%condition (basically making those just extras ontop).
Two handers would get 2%boon added and jewelry would get an extra stat and 1%condition…basically, the Giver’s set would become a Magic Find set with some boon/condition freebies except for weapons which sacrifice a stat for lots of condition duration (when they fix it).
Nah, I’m just saying, even if T3 was made exotic, you’d still be transmuting it for the skin, rarely if ever the stats. Making the armor exotic would only be a psychological comfort.
Consider investing 20 points in tactics and take the quick breathing trait for war horn. I find war horn with trait bonus far more useful than a shield during that fight. It not only helps you, it helps everyone. Many times will party members suffer from burning, which a traited warhorn turns burning into Aegis. That aegis alone will migrate a lot of potential damage for the group when dodge won’t be enough or available.
It also helps when the lava elementals spawn and break the immobilize spam. Warhorn is also a more group friendly tool than shield. It also gives you access to a reliable amount of vigor for dodging.
You can also invest in Inspiring Banners and run Banner of Discipline. That alone will help boost group DPS.
As a warrior, and to be a great one, you should carry all the weapons for specific moments and aim to get used to them. We can’t main just one weapon to handle every situation perfectly.
I like this man’s style
Another point, Warhorn #4 removes immobilize as well so the elementals can be decently countered by traited warhorn. Few people actually know of it’s uses because they tend to focus on the DPS weapons. IMO, Warhorn (and shield in certain situations) is what makes the Axe the overall superior DPS weapon. Not because of the damage which is a bit lower, but because of the versatility.
Don’t rely on the Aegis to block the arrows though (burning might quickly drop it off), use the vigor, swiftness (moving back and forth fast enough can dodge the arrows) and weakness to help everyone you can.
I wish combos were more powerful…
Still wouldn’t have the stat combos you’d want (‘you’ as in the person seeking the stat combos the current T3s don’t have).
Anybody here use D/F? I really don’t see that combo anywhere.
I like Focus but not a fan of dagger main hand. I wish the combo had a niche but ‘close-ranged defensive’ isn’t a very good one…not when dagger offhand has some defensive skills of a different flavor that are more universally useful.
As an offhand, I feel focus more easily synergizes with a ranged mainhand.
One great thing about staff is it’s forgiving and allows you to use lots of different utilities. With Daggers, you’re likely stuck with cantrips and if at least not those, PVT gear.
I don’t often use D/D anymore, I usually use S/D, S/F or Staff and with those, trait and utility offensively. With either setup, I lean toward Air and/or Fire traits and murder stuff with either Glyph or arcane abilities (also throw in some conjures for specific situations). You can also keep water traits to help give your offensiveness a spllash of support.
Of course, you can go D/D with full offensive traits and utilities…just not very much room for error if you join a mediocre team.
(edited by Leo G.4501)
Personally, I’d prefer they remove the ‘armors’ entirely and you just buy (for the same price) skins that you can then apply to whatever armor you want without the need of a transmutation stone. For me, fine transmutation stones are already rather precious. If I wanted this armor’s look on a lower lvl alt while they were lvling, I’d prefer not to have to waste a stone just because it’s lvl 80 armor.
I’d probably agree if it also didn’t rez multiple teammates. For utility like that, most professions have to sacrifice a utility slot. I can tell you right now, as an elementalist, I would KILL to have glyph of renewal as an elite skills since glyph of elementals is often not usable for anything but a distraction…and glyph of lesser elementals can do the exact same thing!…and as a mesmer, I’d KILL to have a rez that didn’t KILL MY TEAM!
Someone mentioned a longer duration coupled with a longer cooldown and I’m just wholly against that. I think it’s alright as it is. It’s a nice ‘over a minute’ AoE buff for those looking for support during a big fight as well as a great ‘GET UP!’ on a 3ish min timer. It strikes a balance I wouldn’t want to upset. Just straight increasing its duration with no consequence…I wouldn’t be against, but frankly, this skill doesn’t need it.
So many other professions (like ELEMENTALIST!) have ‘meh’ elites that are, compared to Warrior’s, useless and weak. Battle Standard is a solid option for Warrior elites, unlike Rampage…
OP, are you making this up?
Because that sounds like a bunch of idiot sheep forum posters that that will go out of their way to make sure you play their way or constantly hound you about how the profession ‘Should be played’.
There are plenty of unique looking weapon and armor skins and there will likely be many more to come.
What I honestly hate though, is how everyone gravitates to the same armor/weapons rather than mixing up their look a bit. I mean, why do people think CoF stuff looks good? And that you can’t color the flames to something else is just another strike. The final strike is that practically everyone wears it along with the same played out color scheme (usually black, reds and/or white).
I’ve actually seen some pretty great looks that mix cultural and various other armors together quite well. One thing you want to try to do with mixed looks is to keep a similar texture across each piece to help unify it.
I want to play a Ranger.
I know, we have rangers now…but I want to play a TENGU Ranger T_T
IMO, Battle Standard is too versatile to last as long as the other banners. While the other banners can pretty much be around constantly, their buffs are rather minor. They’re ‘good’ because they’re pretty much permanent extras. Battle Standard, on the other hand, can stack quite a bit of might, swiftness and fury. Even after it’s duration expires, you often have 10-15sec of buffs after it vanishes.
It’s too good of a skill to last as long as a regular banner. I might be able to see it improved my allowing the stability to pulse after it’s summoned or to let the #2 skill be usable while moving…but it’s already a very powerful elite, better for teamplay than Signet of Rage at every turn. It’s basically signet of rage for your party and can rez 3 (or is it 5?) downed allies/NPCs.
On the other hand, if you have runes that activate specials on the use of an elite, you can’t beat SoR
Tsk. What high-level/dungeon monster is not going to 1-2 shot kill you? Some people may find it fun to just stand there and be able to get monster-slapped all day long because of their tanky spec but seriously, how you don’t find that boring is mind-boggling….as boring as farming…oh wait wait, there’s the issue really at the base of it all isn’t it…that kind of game play would certainly simplify farming…where you only get excited when you see a gold item drop.
I think though that ANet had in mind for players to feel rewarded by defeating monsters/bosses in a challenging encounter. The chest at the end is just a thank-you for participating really, because how often do you get fantastic loot from it anyway!
To those crying about soloing content (read dungeons) …M-M-O… – the middle M means m-u-l-t-i-p-l-a-y-e-r (does not mean having many alts!) – it is obvious that ANet has developed the game more along the lines of players interacting with other players to accomplish things. There being no trinity has proved successful for the players willing to adapt and think over their strategies and prepare for an encounter. Every player has to bring skills that benefit the party, both support and dps because everyone is going to be in the kitten more often than not!
Not one of the boss encounters is terribly difficult in this game, perhaps the learning curve is too steep for players of traditional stand-around-and-do-the afk-dance while you get monster slapped or it could also simply be that some players have a more difficult time learning their profession, it certainly is different from other MMOs out there, but seriously; adapt and dodge or die. It really is that simple.
ANet developed this game with a certain player-style and player-base in mind. In my opinion and no doubt countless others’ they have succeeded. It is not their job to conform their game vision to yours simply because you cannot adapt to theirs (which you have to do if you want to play their game). It is not their job to nerf encounters over and over because it is too difficult for you when others are completing these encounters successfully and are even calling for more difficulty!!
ANet, where’s my Hard Mode!? The message here is, learn to play the game that has been developed, don’t try to make the game the way you want it to be – that is not your job, it is not your game.
You didn’t actually read any of the posts here, did you? :P
Hah, I read that thread earlier and all I could think of was ‘What is this!?’. Not the build, but she was talking about a whole bunch of other crap that had nothing to do with the game. Dunno why she linked to her personal pics either. If anything, the mods probably modded her for her own protection
I do remember, and if I was the art director on the team, the artist which came up with that particular gem would be in the closet cubicle for a month.
Rule no.1 in MMO game design: if the item is something a portion of your player base has already invested in, you can improve the existing concept, but you do not change it. Ever. If you really want that new concept pushed in, you give players choice and options.
Rule no.2 of game design: you do not waste time on re-doodling stuff that is completely fine while there are items which are outright broken.
Which leads me to believe that there is, in fact, no Lead artist on the team and ANet designers just do what strikes their fancy.
Where are missing skill effects? Where are missing legendary effects? How about more weapons and armor skins?
Nah, let’s just slap the karka skeleton on top of the air elemental orb and call it a month for the graphics team.
Arbitrary numbered rules are arbitrary.
But I’d say neither of those rules has anything to do with game design…maybe with customer support and PR or something…
And nor am I expecting to. Having a chance to do something about my situation instead of just taking an astronomical amount of damage in the blink of an eye is the issue here. I realize you can’t paint the entire game with the issue because yes, I agree- many & most things are easily dodge/whatever-able. Stupidly overbalanced things like Captain Ashym fiery rush hitting me for a lazy 14k then immediately going into a fiery whirl that does another15k worth of multi-hit damage that clips you even during dodge animations. Is this sort of thing really necessary? I’m not made of blocks/dodges/whathaveyou. Yeah, its avoidable, but all it takes is a mistake by anyone and I burn a dodge/aegis on helping a team mate and boom- I’m done for should he decide to do -anything- to me. Completely cheap and unforgiving gameplay.
Here’s some motivation:
https://forum-en.gw2archive.eu/forum/game/dungeons/Easiest-dungeons-to-solo/first#post1554296
If you don’t want to read that, I’ll just out and say it, people solo the content you’re talking about. It’s doable, so add 4 more players and you shouldn’t be having as much trouble as you are
There comes a point where any amount of defense won’t save you from cheap 1-hit kills or attacks that hit so incredibly hard and fast that it just boils down to dodge-or-die gameplay.
Dodge-block-teleport-invulnerable-distort-or-die, actually.
Part of the fun people have playing tanky characters in other games is the sense of power you have exchanging blows with a monster that is way more powerful than you. In GW2 you are constantly 1-2 (connected) hits away from death, which removes this element of satisfaction and leaves behind bad gameplay revolving around kiting/dodging all over the place.
Ever tried looking for an attack in the fuzzy ball of spell effects? Anet said they wanted people looking at the combat, not hotkeys for cooldowns etc. In these situations I find myself staring at my health orb, waiting for 90% of it to just vanish, so I can hopefully mash my dodge key in the slim chance I’ll make it out alive.
You’re not suppose to sit around and get punched in the face. You get nothing profitable from being kitten slapped all day (well, there’s Retaliation, but that’s more for punishing the foe).
And no wonder you’re getting 1-2shot, you’re staring at your health. There are other visual cues on the screen that help indicate your health (like the blood-haze boarder around your game screen) but generally, the orb is visible enough not to need to keep your eye on it.
You should be moving and watching the enemy’s attack patterns. Understanding how the foe attacks and what their animations look like can help you take no damage at all. Just because you’re wading through a hoard of mobs doesn’t mean they all need to be or will be hitting you. Nor does this mean you’re spamming your dodge and kiting as far as their leash lets them go. You can be hitting the mobs, moving and taking a fraction of their attacks all at the same time! When you see the foes charging attacks or changing aggression to someone else, you shift your tactic to blasting them in the back as their attack blows up in some other direction.
And yes, I can totally see how this could feels sexist…
I dunno…how many pink quagans do you see in the game? The way I see it, you can buy the common types which just so happen to be blue. Now if it was a yellow quagan instead of a pink one, would you feel it less sexist? Maybe, but pink is probably cuter.
There’s nothing wrong with Quickness. You might have a point about Time Warp though. It can be a pretty broken skill since it effectively has no drawback, not even it’s long cooldown balances it’s 10sec of quickness.
I wouldn’t be opposed to ‘nerfing’ the skill a bit, like for every second you’re inside it, you get a stacking duration of ‘fatigue’ that comes after your quickness ends. Fatigue could be another condition added to the game that lowers crit chance, increases condition duration on the victim and decreases the effectiveness of endurance recovery (sort of like weakness but even endurance replenishment like Sigil of Energy, is lowered).
Quickness on Thief is kind of their thing and Quickness for Warrior comes at a high cost (and cooldown).
I tend to stick in water or air. I swap to fire, spam all its cooldowns and then return to either water or air and shuffle through them. Swapping to earth is usually for the sink although the blind field is nifty too.
Water is really good if you traited for Water cooldowns (I tend to do that when I use a staff) which lets you do the icewall more often. The AoE sink+regen is a good tool too but to help get off the 5 charge, I usually just follow it after icewall or you can use it to get away from stuff.
Air skills are pretty good too, because they are relatively fast. Earth is fast too but it’s partly bleeds. If you have Signet of Restoration, you can heal pretty good with Air 1 and for better damage, just get in the target’s face. The AoE shock is fast and recharges fast, but most importantly it has your only float. Also, a cube cage of electricity is just cool.
Are omnomberries the only heal-on-crit foods that was nerfed ( 1s CD ) ? Mixed berry pie doesnt seem to have a cooldown based on wiki
http://wiki.guildwars2.com/wiki/Mixed_Berry_Pie
All on-crit foods now have a 1second cooldown.
This goes for all the lifesteal pies, the might/chill peppers and so forth.
The only foods without a cooldown are the on-kill foods. So the might-on-kill, swiftness-on-kill and heal-on-kill can keep rolling in for chewing up trash. The bonus power/condition damage-on-kill are ‘nourishment’ buffs though, so they don’t stack. They do refresh, if I’m not mistaken, so you can keep that 200 power/condition for 30sec bonus up for longer by resetting to 30sec every time you kill something.
I need to test the on-kill foods a bit more. I didn’t really use them much before…
Because I find going for Knights with Berserker trinket to be far more useful.
On top of that, since damage is the warriors role (and Berserker Trinket ascended are much harder to acquire than armor sets) I find it to be better to go berserker trinkets.
Maybe they want to keep crit damage up? I’m actually thinking of doing Cavaliers on my Elementalist just because of that. Since I keep 30 in Air (so 30% crit damage from traits), it still benefits me to improve that stat while splashing some toughness on the build (don’t need percision, wears Valkyrie armor and just whatever rings/trinkets I got as drops). Basically, I like having 95% crit damage and 14k(EDIT: 16.5k) HP and toughness would help more than precision to make better use of the HP.
Perhaps it’s just people value stats differently from build to build. You could say extra survival is only for if you can’t time your dodges right…but it also comes in handy when someone else has a bad run of luck and you want to help them out without fearing for you life in the process.
(edited by Leo G.4501)
I would say stick with zerker trinkets as cavalier does have a huge trade off in both power and precision.
That’s what I’m thinking.
90% (Not all, mind you people that will flame saying “not me!”) of the people that say go for Cavaliers have been all talk and no screen shots or videos. They say that Cavalier is better overall and say the extra defense is worth it…. then in another thread they say to go berserker ascended and that glass cannon is best if you know how to play.I’m sitting here thinking, “wtf?”
Thanks for the reply!
Why can’t both be true? Going Cavalier for your trinkets means you can either go full offense for the rest of your gear, have a bit of sturdiness to your bite and not sacrifice crit damage, or accent any other toughness/defensive traits with toughness while still improving your bursts. The other is just stronger for damage overall. The way you describe those posts, they’re just keeping in mind the advantages and disadvantages of being a hybrid and a offense focused build.
As for my plan, I keep the armor/weapons/trinkets berserker but I haven’t gotten the berserker amulet yet (dunno why I decided to get both my warriors ascended crap…) and haven’t gotten infused versions of their rings either. It’s still rather a hybrid though since the traits, runes and sigils will likely be defensive which is fine since they’re so easy to swap around.
(edited by Leo G.4501)
Glad you made a thread on this as I was going to suggest that you do. While I’m no designer some of these would feel pretty clean to me while playing a warrior. I would go so far as to hope that maybe if they add this element to burst skills in I wouldn’t mind them cutting back on other things if need be to make this balanced – Although some of them feel a little toooo special xD But I love the idea of Burst Skills being complimented like this in some form. It’s a very interesting idea I think
Thanks! Yeah it was just an idea that I had fun thinking up. Like I mentioned in another thread, I think the thing I’d like about it the most is the element of unpredictability. The skills would look exactly the same so there’d be no way of your opponent telling what effect is behind it.
1) Brawn is changed to give 25%/50%/75% bonus to burst skills vs mobs only.
Makes burst skills worth using in PvE, doesn’t touch PvP balance.
2) Slashing Power makes Arcing Slice give the Fury bonus to the team as well.
3) Sharpened Axes makes Eviscerate place 20 stacks of vulnerability for 5s.That’s all.
That might be fun, adding to the bursts via Brawn but might favor some weapons over others. What about the other burst skills? And I’m not a huge expert on PvP (I only dabble in W3) but I’d say Warrior could use help there on that front.
Hammer changed to an AE damage debuff and snare instead of a stun.
Greatsword changed to a parry and if you block a melee attack it has a 100% chance to crit at +100%/200%/300% damage. If you don’t block you gain 2/4/6 might.
Sword changed to a parry for 2/4/6 seconds and blocks all damage and each attack blocked puts a bleed on the target. If you don’t block an attack you gain quickness for 2/4/6 seconds.
Don’t think many would like that hammer change but I like the idea of a parry in either sword.