I’ve actually done something similar to this on my thief, but rather than capitalize on the condi-portion of the build, I’m focusing on the leeching portion by upping direct damage. I’m running 30/10/30 for the extra precision & crit damage, Knights gear and Trinkets with Valkerie jewels throughout (Gets me up to about 14.5k health), and I’m pretty pleased. Throwing out an average of 6 stacks of might to the group isn’t bad, plus my friend and I have learned how to chain stun with Basilisk effectively, which is just great.
I don’t do much damage with the condi’s, but they do enough damage when stacked by 5 people. Heck, they might do more if my allies are running a bit of condition damage. I’ve found it to be tanky for a thief, still do enough damage for me to care about, and overall just fun to play. YMMV, though. Oh, and I use Sword/Dagger. Big no-no in PvE, but it’s our only cleave weapon, and I main a warrior, so I’m somewhat addicted to built-in melee cleave.
When we eventually get greatsword as a weapon, I’m not sure I’ll ever look back at anything else.
I think it’s important to note that some people really do just play the builds they’re happy with. I run a sword/shield & greatsword warrior with full Celestial Gear and Shout Heals. I find that I like having the security of being able to heal in a pinch, and still put out enough damage to be relevant in most game situations.
I also realize, however, that my build isn’t geared towards speed clearing, experienced groups. I know that my build won’t measure up to the standard of those groups, so when I run dungeons I always put “Noob Friendly” in the tag. I typically get grouped with people with some understanding of their classes that can benefit from the support I provide, and I get to run dungeons without people kicking me for not running a meta-DPS spec.
In short, if you join a group clearly listed as “speed clear” and can’t pull your weight, then yes, you’re being disruptive with the build you’ve chosen, and playing your way is going to get you kicked, just like complaining about my group being full of noobs and people in crappy gear is gonna get you kicked from mine. It’s all about ensuring a good experience for everyone, and it’s up to us to determine what that means in any given situation.
They give you the tempo before the piece begins. That’s more than lots of musicians post-high school get. We don’t need a metronome to keep the beat for us. If it was implemented to help those without any musical training or background, sure, I could see that, but those are the players who will likely switch the sounds off and rely primarily on hand-eye coordination to finish the game.
Can I ask what you’re doing that you don’t even get counted in by a conductor? I mean I’m a professional musician myself and I’ve never once had the scenario you’re saying happens.
And just so we’re clear, I consider professional to mean I’m able to live off the funds from music alone. Being good at an instrument in your room, you could be the best in the world and make nothing from it. You’re still lacking real world experience when it comes to a professional setting, organising salaries, protecting your legal rights.
Actually, I’m a professional musician as well :P It’s cool to meet others. It probably has a lot to do with conducting style, then. I’ve worked with a lot of conductors who expect your knowledge of the piece to be such that you don’t need a count in, except for maybe during the first few rehearsals to get a feel for it. However, YMMV, and I don’t mean that in a bad way. Different conductors do it different ways, as I’m sure you’re aware of :P.
@jokke: Have you ever played or been a part of a small ensemble without percussion? String Quartets and Piano Trio’s come to mind (yes, the piano is a percussion instrument, but he doesn’t exist to keep the beat for the ensemble :P), but I’ve also had instances where choral directors, for whatever reason, have decided to allow the chorus to dictate their own tempo as a group for stylistic reasons. In such instances, occasionally a single person will be decided as the “leader”, but typically (in my own experience, at least) the ensemble is expected to perform as a single unit, using their knowledge of period style, tempi, and various musical markings to dictate when the music should be played, and how quickly. Should certain parts fall to artistic license in regards to the tempo (as can be the case, more often than not in music from the 1800’s through the modern day in small ensembles), then it is usually only given to one part, which would be the part to follow.
However, in a video game without the ability to give artistic license due to a scoring system, this seems largely irrelevant.
I only have one remark: I was always taught piano was a string instrument?
A statement I hear a lot, as well. Actually, the typing of instruments is given based on how the sound is produced: In string instruments, the string is bowed to produce a steady sound, and in percussion the sound-producing material is struck, most commonly a skin of synthetic material or leather. In a piano, the keys are connected to small, felt mallets which strike the strings inside it when the keys are pressed, thus making the piano, technically, a percussion instrument, albeit a more melodically oriented one than we are normally accustomed to.
There have, however, been recent attempts (relatively successful ones, I might add), to create keyboard string instruments, such as the Wheelharp (http://avoision.com/2013/04/25/the-wheelharp-keyboard-instrument-that-lets-you-play-up-to-61-strings.php).
A string instrument doesn’t have to be bowed. A guitar is a string instrument, for instance.
And a piano is both a string instrument and a percussion instrument.
Well, yes, but it is more widely regarded as a percussion instrument than a string because the way that it is played is more consistent with the means by which percussion instruments are played.
They give you the tempo before the piece begins. That’s more than lots of musicians post-high school get. We don’t need a metronome to keep the beat for us. If it was implemented to help those without any musical training or background, sure, I could see that, but those are the players who will likely switch the sounds off and rely primarily on hand-eye coordination to finish the game.
Can I ask what you’re doing that you don’t even get counted in by a conductor? I mean I’m a professional musician myself and I’ve never once had the scenario you’re saying happens.
And just so we’re clear, I consider professional to mean I’m able to live off the funds from music alone. Being good at an instrument in your room, you could be the best in the world and make nothing from it. You’re still lacking real world experience when it comes to a professional setting, organising salaries, protecting your legal rights.
Actually, I’m a professional musician as well :P It’s cool to meet others. It probably has a lot to do with conducting style, then. I’ve worked with a lot of conductors who expect your knowledge of the piece to be such that you don’t need a count in, except for maybe during the first few rehearsals to get a feel for it. However, YMMV, and I don’t mean that in a bad way. Different conductors do it different ways, as I’m sure you’re aware of :P.
@jokke: Have you ever played or been a part of a small ensemble without percussion? String Quartets and Piano Trio’s come to mind (yes, the piano is a percussion instrument, but he doesn’t exist to keep the beat for the ensemble :P), but I’ve also had instances where choral directors, for whatever reason, have decided to allow the chorus to dictate their own tempo as a group for stylistic reasons. In such instances, occasionally a single person will be decided as the “leader”, but typically (in my own experience, at least) the ensemble is expected to perform as a single unit, using their knowledge of period style, tempi, and various musical markings to dictate when the music should be played, and how quickly. Should certain parts fall to artistic license in regards to the tempo (as can be the case, more often than not in music from the 1800’s through the modern day in small ensembles), then it is usually only given to one part, which would be the part to follow.
However, in a video game without the ability to give artistic license due to a scoring system, this seems largely irrelevant.
I only have one remark: I was always taught piano was a string instrument?
A statement I hear a lot, as well. Actually, the typing of instruments is given based on how the sound is produced: In string instruments, the string is bowed to produce a steady sound, and in percussion the sound-producing material is struck, most commonly a skin of synthetic material or leather. In a piano, the keys are connected to small, felt mallets which strike the strings inside it when the keys are pressed, thus making the piano, technically, a percussion instrument, albeit a more melodically oriented one than we are normally accustomed to.
There have, however, been recent attempts (relatively successful ones, I might add), to create keyboard string instruments, such as the Wheelharp (http://avoision.com/2013/04/25/the-wheelharp-keyboard-instrument-that-lets-you-play-up-to-61-strings.php).
File a bug report and play an alt until it gets resolved.
They give you the tempo before the piece begins. That’s more than lots of musicians post-high school get. We don’t need a metronome to keep the beat for us. If it was implemented to help those without any musical training or background, sure, I could see that, but those are the players who will likely switch the sounds off and rely primarily on hand-eye coordination to finish the game.
Can I ask what you’re doing that you don’t even get counted in by a conductor? I mean I’m a professional musician myself and I’ve never once had the scenario you’re saying happens.
And just so we’re clear, I consider professional to mean I’m able to live off the funds from music alone. Being good at an instrument in your room, you could be the best in the world and make nothing from it. You’re still lacking real world experience when it comes to a professional setting, organising salaries, protecting your legal rights.
Actually, I’m a professional musician as well :P It’s cool to meet others. It probably has a lot to do with conducting style, then. I’ve worked with a lot of conductors who expect your knowledge of the piece to be such that you don’t need a count in, except for maybe during the first few rehearsals to get a feel for it. However, YMMV, and I don’t mean that in a bad way. Different conductors do it different ways, as I’m sure you’re aware of :P.
@jokke: Have you ever played or been a part of a small ensemble without percussion? String Quartets and Piano Trio’s come to mind (yes, the piano is a percussion instrument, but he doesn’t exist to keep the beat for the ensemble :P), but I’ve also had instances where choral directors, for whatever reason, have decided to allow the chorus to dictate their own tempo as a group for stylistic reasons. In such instances, occasionally a single person will be decided as the “leader”, but typically (in my own experience, at least) the ensemble is expected to perform as a single unit, using their knowledge of period style, tempi, and various musical markings to dictate when the music should be played, and how quickly. Should certain parts fall to artistic license in regards to the tempo (as can be the case, more often than not in music from the 1800’s through the modern day in small ensembles), then it is usually only given to one part, which would be the part to follow.
However, in a video game without the ability to give artistic license due to a scoring system, this seems largely irrelevant.
Least favorite? THOSE DOLLS. It’s better now that I’m tankier, but nothing is more frustrating than finding out that about 15 stacks of confusion killed you while you were perma-weakened >_>
Favorite? GRIFFONS! They’re just… so adorable. I don’t like fighting them, but it’s worth it for the fluffles.
Favorite to fight? Charr dolls. Retaliation ftw.
They give you the tempo before the piece begins. That’s more than lots of musicians post-high school get. We don’t need a metronome to keep the beat for us. If it was implemented to help those without any musical training or background, sure, I could see that, but those are the players who will likely switch the sounds off and rely primarily on hand-eye coordination to finish the game.
Also, I play by ear mostly. You need to have a bit of coordination to play the correct notes, but not much. All it takes is getting accustomed to the input delay of your key presses to what you hear, much like when conducting (or, to reference a different game, like playing Parappa the Rappa :P). You make your cues on time and trust that the sound will come, and use this as a basis for future key presses and keeping a firmly established tempo.
Welcome to the Warrior forums. Go zerk or go home. >_>
That having been said, I actually have been running a 0/10/30/30/0 celestial gear build that I’ve been really enjoying. I typically run with noob friendly groups, and so the expectation is that I’ll be joining players who can’t avoid getting downed, or possibly defeated, without some support, which is why I typically run shout heals to help keep them up, and am a little tanky so I can take a few hits while rezz’ing.
It’s not exactly optimal, but I do enough damage for it to matter, and bring enough support to the table to make it through our runs in a reasonable amount of time. That’s a win for me.
I’ve been creating groups tagged with the fractal level on the LFG tool, and have been adding “Noob Friendly” to the party tag, and have had nothing but good times. I’m generally the only person who has any experience running fractals, and my best friend is working up the levels, so I figured this would be a good way to get lots of people up. We’ve had a blast. People that know they’re noobs generally follow directions and walk in with the understanding that they’ll probably die a few times, or take a bit of time in certain areas, or are aware that they might be in a group that can take a long time on a run. It’s saved my bacon SO many times.
Have I mentioned how much I love the LFG tool? Because it’s wonderful.
I almost have my full set completed, and I’m thoroughly enjoying it. Rocking a Hybrid build, and I’m quite pleased with my damage output relative to survivability.
Since I wanted to make the best use of all of the stats I was getting, I built my traits for hybrid-support as well. Currently running 10/10/20/30/0, specc’d for shout heals and (since my runes are going to be divinity) cleansing ire for building adrenaline and condi-cleansing. Running sword/shield and longbow, and couldn’t be happier. Sword regularly crits for just over 1k on the auto-attack, about 4-5k on final thrust depending on my might stacks, and I usually am doing about 1.5k bleed damage every 2 seconds, which isn’t AWFUL. I keep bleed stacks pretty high, throw burn when I get my longbow out, and have plenty of sustain, damage resistance, and good all around damage. As far as my playstyle goes, it suits me perfectly.
As a player, one of whose favorite builds is a Signet-based elementalist, this is the most exciting part of the upcoming patch for me. I’ll be getting Aegis so often I’ll make GUARDIANS jealous.
As a warrior clad in celestial gear and a support oriented spec, being someone who is not a pro-player by any means, I had a relatively simple, and fun, time solo’ing this tower multiple times. I went through with an up-leveled elementalist friend, and it was actually a little easy.
People who complain about this content need to l2p. Bring stunbreakers, reliable condi-cleansing, and a bit of healing. You’ll be fine.
What server are you on? I guarantee if you miss the zerg by a couple of minutes on a populated server it will not be “easy” to solo the tower. You run into 4-5 vets with an elite and some regular mobs all the time. A ranged alpha strike can take you out in a blink. (Well … maybe not on a warrior :P but that upleveled ele would be hurting).
Not picking on you but people are obviously having very different experiences based on time of day and server size, and if something’s scaled up for that big group of people you just missed, it’s often bad times — even with stunbreaker, condi cleanse and a speed buff.
Hehe, I’m on Jade Quarry. :P A low pop server I am not. Miss the zerg all the time. Just gotta know how to pull small groups and draw enemies to safe zones out of aggro range. I’ve got some experience doing that in lots of MMO’s, so that may help, but I can’t see it helping much.
As a warrior clad in celestial gear and a support oriented spec, being someone who is not a pro-player by any means, I had a relatively simple, and fun, time solo’ing this tower multiple times. I went through with an up-leveled elementalist friend, and it was actually a little easy.
People who complain about this content need to l2p. Bring stunbreakers, reliable condi-cleansing, and a bit of healing. You’ll be fine.
I see people get one-shotted in this place all the freaking time, and I’m always wondering what kind of gear they’re running. I’m a warrior, running a REALLY unconventional build with almost full celestial gear, with plenty of support options available, and I have the easiest time in the world with this place. Decent condi-removal, decent healing, decent avoidance (through blocks, dodges, and interrupts), decent damage. Do I excel at anything? Absolutely not, but I can’t imagine being glassy enough to get one-shotted here.
Probably need more condition removal or protection. Consider investing in shouts with soldier runes and picking up a hammer.
Answer: Don’t run through it. Clear it, discover stuff, do the bonus mini-instances, find the various hidden chests. I cleared it with my best friend the other night, and we actually thought it was a little easy. I cleared it solo today with basically no problems. Dodge here, block there, leap through the mines… it’s all very easy to read. I’d give it some practice and go for it again. If anything, I wish it were just a smidge harder.
Except the champion event bosses. Those are pretty well done and enjoyable. You need a group, but hey, they’re listed as group events, that’s to be expected.
Elites are a decent step between vets and champs as far as difficulty goes, and you can absolutely solo them. You just need mobility, some defensive measures (block, protect, etc.), condi clears (like CRAZY for this event) and a bit of patience. They really aren’t that bad :P
Oddly enough, while my playstyle hasn’t changed much, I miss the old berserker’s stance. It had a pretty darn low cooldown, and allowed for some cool synergy that allowed you to get two fully-powered burst skills off back-to-back. Plus, at a 25 second cooldown, the trait that gives 10 seconds of Vigor on stance use had roughly 50% uptime, which meant we could actually dodge a fair bit. I was really sad when the trait got changed to a 60 second cooldown…
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IF your goal is group support, and only group support, and you are certain you can stay up fairly consistently thanks to adrenal health/shout heals, I can’t recommend Runes of Altruism more. It’s like getting another For Great Justice on your healing skill slot with the same cooldown as a traited For Great Justice! Just keep tossing out the might and fury… your group won’t be disappointed.
One thing to remember is that Siphoning will now be scaling with Power and Healing power in regards to how much damage is dealt and how much healing is given. What remains to be seen is whether or not this bonus is calculated before the 20% bonus given by the trait. If the dev’s felt free to drop the bonus to 20%, it’s likely that the bonus damage and healing from attributes will scale pretty nicely, and we will likely end up with having that 20% actually be noticeable. It’s purely conjecture at this point, but 20% of what will likely amount to a large increase life drain outside of the already base increase should be pretty sweet.
I’m conducting a bit of an experiment right now and am building a full set of Celestial gear with a very hybrid-oriented build. When deciding what runes I should get, I figured I had two choices: Divinity, or Traveler. Here’s the thing about Traveler:
Boon Duration is FANTASTIC. I think people seriously underestimate this stat. Considering how much might and fury you should be pumping out, 15% boon duration can actually provide a LOT of damage. If you invest heavily in your boon duration tree (which I do), then getting a base 45% boon duration is pretty freaking sweet.
Condi-duration, however, is not so much. If you’re a hybrid, you don’t need much duration, as it doesn’t add that much damage. If you’re a full condi-spec, then you don’t get very much out of traveler runes, and should seek a different rune set.
The speed bonus is pretty negligible. 25% is not a bad bonus, but we have so many means of getting swiftness (a 33% speed increase) that we can have 100% uptime when we need it, and we can just get a 10 point trait if it’s really that important to us.
Overall, I COULD see getting Traveler runes for the 2 rune bonus, especially if you were stacking it with other +boon duration runes for about +75% boon duration, but anything past that feels like a waste unless you’re going into some sort of crazy hybrid build that will get you laughed off the forums (like I am :P).
What’s wrong with dirty fighting? Here’s the thing: If you’re going into combat against someone, whether it be in real life, or a game, you’ve decided that you want to overcome them. Throwing dirt in someone’s eyes and stabbing them in the back may seem dishonorable compared to an open duel to the death, but the end result is fundamentally the same: your opponent is defeated, and likely had the means to stop you.
If you’re going to engage in combat, what you’re doing is both a physical and mental arms race against your opponent. You strive to be faster, stronger, and better geared, all while trying to outwit him as well. If you sneak up on an opponent and catch him off guard, that’s his fault for not watching his flank, or getting tunnel vision, or one of any number of faults.
You don’t win games by preparing yourself for battles you can’t win, you win by preparing in such a way that counters your opponent. I’ve seen some truly awesome point defense (saw a video where a guardian preemptively predicated a fully stealthed team strike and popped his heal to block THE ENTIRE NUKE), and good players will set themselves somewhere they have a large terrain advantage in. There’s nothing wrong with this: it’s the nature of the beast. Honorable combat is fun and all, but if you’re playing SPvP for it, you’re playing the wrong game. This is about teamwork, hit and run tactics, bursts of damage, and clever use of terrain. Organized teams, the ones this game is built for, don’t have issues with overwhelming zergs or the like. They learn how to combat these tactics and adapt.
If you’re going to go Condi warrior in PvE, you should probably go Asura, for NO other reason than the fact that you get access to long duration poison through the Racial skill which is ACTUALLY pretty cool. Other than that, warriors can be a lot of fun, bleeds just end up stacking in groups through ally passive attacks which can really suck up your damage potential.
If I had the ability to get the Ele Earth 30 trait in my warrior defensive line, I’d trade Healing Signet for Signet of Restoration any day of the week. There’s lots of fun things you can do, especially as an ele, with low-cooldown healing skill activation combined with maintaining the passive.
^this. That’s why I ignore threads like that.
It doesn’t matter. They’ll still think that anyone who can’t do it just sucks or doesn’t try different strategies or needs to learn to play. They don’t care.
Actually, I’m not that great at this game, and I ran it with a PuG that also wasn’t very dungeon experienced. It took us a long time, trial and error, and discussion (using only in-game chat boxes), but we did it, not because we were awesome, but because we didn’t give up, had survivable builds, and changed up our strategy when we failed.
This dungeon is about perseverance and willingness to learn the encounters. If you DON’T possess those traits, then… yeah, you’re not gonna have a good time. I went in, got rewarded for my time, and had a blast doing it. Was it money efficient? NOPE. But if I cared, why would I be wasting my time with a different dungeon when I could be learning high level fractals or CoF farming?
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This dungeon path is NOT that hard. It can be difficult at times for uncoordinated groups, but it’s still manageable. What makes it a royal pain is the GW2 community.
I did this dungeon today, and it took me 4 HOURS to complete. Most of us were inexperienced, and probably hadn’t run many dungeons, but we took the time to talk about how we failed and learn from our mistakes. If it had been ONLY that, it probably would’ve taken us two hours at most.
However, when people whine and complain after a failed attempt and rage quit while cussing for ages, it takes way longer. We wasted SO much time finding new people just to help us finish the dungeon, it was absurd. If the community were more patient, less judgmental, and more willing to talk and teach, this path (and frankly, 90% of the game) would be a lot more fun.
On a lighter note, the LFG tool made finding replacements a lot easier and more reliable. Thanks for that, ANet.
Welcome to GW2 PvP. The game: pretty fun. Worst thing about it? The community. Sorry it happened to you so soon.
That map chat is freaking HILARIOUS.
Hammer + Longbow adds another blast finisher for AoE might to the group that’s pretty easy to set up with the right trait build. Having high weakness uptime is also pretty sweet. Less DPS, more utility. You decide what’s most important.
Sword mainhand. Melee Cleave, would increase the use of vampiric skills. Instead of throwing movement on it like most melee skills have, to keep in line with the theme of necromancer being pretty slow for the most part, have the 2 skill be a leash that deals damage to a single target while either: A) Crippling them for the duration of the leash, or Pulsing damage to enemies near the target, maybe even both if the damage is small enough, but I’d prefer either/or.
For the 3 skill, since it’s usually a more burst-oriented skill, how about something a little different: the necro slashes at the target dealing medium damage and summons a Jagged Horror next to the target. The horror deals little damage, but inflicts a condition on the target with every hit (first thought is Torment or Bleeding, but Poison might work) and explodes when killed, inflicting 2 stacks of the same condition on nearby enemies. The horror would also only last for a brief period of time, 5-10 seconds at most, with the ability to blow it up early. This would give some synergy with Minion builds while not giving necro another perma-minion.
Why? I mean, I don’t mean to sound rude, so forgive me if I’m doing PRECISELY that, but why would you add a HP cost to it? If the immob misses, then your punishment is wasting a useful utility and time where you could have been doing some else. If you miss AND lose HP for it, then one of two things needs to happen: 1) The cooldown needs to be reduced, or 2) The immobilize duration needs to be longer. If you are penalized harder than other classes for a utility effect, it needs to be more powerful to compensate. If you’re looking for an example of this within the Necro class, why not look at Blood is Power? Powerful effect, long duration, but with a health cost in the form of bleed stacks; but the key here is the effect-to-cost ratio. Abilities, in their current state, wouldn’t have that power/effect ratio needed if a HP cost were added without increasing their effectiveness, which means their effectiveness would need to be buffed in order to compensate for increased risk to the Necro.
If dagger mainhand attacks have an HP cost associated with them, they need built-in life drain to compensate for it, otherwise they’re FORCED into dealing damage to themselves for no reason unless specc’d into vampiric traits, which is extremely limiting. IF you were to give dagger attacks HP cost, I’d make it a trait that ALSO makes all mainhand dagger attacks AoE. This, to me, would offset the HP cost, even if you didn’t go vampiric.
That having been said, I still don’t like the idea of HP cost on dagger attacks. I just think that’s how it should be done IF they were to be done that way. Being really slow and having really limited escape mechanisms in melee is enough of a hindrance, imo.
If a warrior pops defensive stance, that 3 seconds where he isn’t attacking. Take the bonus cooldown time on your abilities and wait him out.
If you have decent condition application, he’s likely taking condi damage during this time.
Berserker’s Stance isn’t condition immunity, it’s duration reduction, which means that specc’ing for extra condition duration will allow you to deal damage through the stance. Plan ahead for this.
Invulnerability to normal damage still leaves the warrior susceptible to conditions and CC. This is the time to stun and kite him, as he likely doesn’t have much left in the way of stun breaks by this point.
Warriors typically bait stun breaks using mace 3 and shield 4 before popping Skull Crack. Watch for the baits, and only break the big stun, or dodge out of it if you have the energy. A quick weapon swap should give you what you need if you’re rocking Sigil of Energy (and you probably should be in the current state of the game).
If you can’t out-damage Healing Signet, you need to focus more damage on the warrior, either by getting another player, or by increasing your own damage dealing potential. Thieves and Elementalists can both do surprisingly well against warrior with their good mobility, evasion, and burst damage.
Oh, and Healing Signet is better than Signet of Restoration, but Signet of Restoration can be traited to be WAY better.
Look! A tanky shout-heal warrior doing the same thing a tanky self-healing guardian can do, with no damage. Stop the presses XD
Except that you guys are forgetting that everyone gets a baseline 4% crit chance, AND are negating fury uptime, which as a warrior, if you’re bringing support in the form of For Great Justice (and why WOULDN’T you?) or carrying Signet of Rage is pretty darn high. So NOW you’re rocking a 32% crit chance (4+8+20) with relative consistency, compared to a not using discipline getting a 24% crit chance and 15% less critical damage. Even then, I’d imagine that factoring in the baseline 4% crit to the 8% mentioned above would provide a decent enough boost to make Discipline the better choice for party support (especially with the bonus fury uptime).
I’ll admit, against certain bosses (Tequatl, anyone?) and scenarios that Banner of Strength would be a better choice, but overall Discipline brings more utility, better burst, and helps proc things like Sigil and Rune effects more consistently.
I’m not too sure it’ll be implemented exactly the way that people want it to be, but I would fully expect this option to become available once we get to Elona. The Paragon class in GW1 was a Javelin-using ranged support character, and we may very well see warriors get access to elements of their combat style once we get there. It might be a ways off, and it’s not really full-on “spear”, but even Paragons had some melee range javelin abilities, so I would count on something like that for warriors in the future.
Ahem.
IF a warrior has access to invulnerability AND condi-immunity (which isn’t true condi-immunity, only duration reduction, which can be bypassed with condition duration bonuses somewhat), then he has little access to stability, only receiving it via his remaining utility skill, likely for ~8 seconds on a 45 second-ish cooldown.
IF a warrior has tons of stability, he lacks invulnerability and condition cleansing. 8 seconds of condition duration reduction is still possible, but he lacks cleansing without Mending or Cleansing Ire, which he needs to build for, and have a suitable weapon for.
In order to make up for the condition removal lost be investing heavily in stances or stability, he needs to have consistent access to condition cleansing. This means he needs a weapon to bypass frequent blinds and misses with burst skills to proc Cleansing Ire, which means he’s probably bringing a Longbow.
IF he’s bringing a longbow in these circumstances, that means he has either sacrificed CC ability in the popular mace/shield combo, OR mobility/body cleave in the Greatsword weapon. He brings a bit of range, and group support, but loses out on these two common tools.
If, going back to a previous point, he opts out of Cleansing Ire, he will likely NEED to take Mending to deal with condition damage. This lowers his overall survivability while providing a poor means of cleansing conditions. Alternatively, he could take Healing Surge, and hope to outlast his opponent with the burst healing before succumbing to conditions.
And all of this still isn’t taking into account what a warrior needs to bunker: In order to actually HOLD a point, the warrior needs not only a means of negating damage, but of quickly regenerating and avoiding it. Banner Regeneration combined with Adrenal Healing combined with Healing Signet CAN provide a lot of healing, but even regen of this magnitude can’t sufficiently heal through the damage of multiple characters. Mace/Shield function somewhat well in this regard, giving plenty of frames of enemy damage halting and the Shield block, but that’s still only 3 seconds. You can get a bit more with the Invuln. Stance, but now you’ve used up 2 utility slots for surviving direct damage, and have NO stability, so the question becomes: Do you spec for stability, or for condi-removal? You can pick up Cleansing Ire and a Longbow and HOPE that it’s enough, or grab Berserker Stance and hope that THAT’S enough condi reduction, and that you can dodge roll any and all CC coming your way, which is nigh impossibly because you don’t have stability OR easy access to long-term vigor. If you’ve specc’d into vigor on stance use, that’ll alleviate it a little, but then you’re just getting extra dodges during periods of time where you’re taking greatly reduced damage anyways.
Now, I say all this not to say that warriors are bad. They’re quite good. But there’s a LOT to consider when going into a role as a warrior, and they have their pros and cons just like any other class. They still have glaring weaknesses, no matter what you spec into. They may be strong in some situations, but absolutely not ALL of them.
More suggestions coming later.
First off, I’d like to say that I’m quite happy with the current state of the game. It could use a few tweaks but is, overall, quite solid.
That having been said, I have a number of suggestions:
1) “Dual Professions”
This is something that I feel is still achievable, especially with the current system, but with some minor tweaks to it. The goal of implementing such a system would be increasing build versatility without providing minimal amounts, if any, of power creep.
However, unlike the traditional system in GW1 where dual professions had access to all of the skills of both professions, my suggestion is a bit simpler, and easier to balance: Gaining two professions should only grant you access to the weapons, and weapon skills, of the secondary profession, with a couple of exceptions and alterations to how those skills work.
For example: Let’s say I main a Warrior. I decide I’d like more condition variety and application, and consequently decide to take Necromancer as a secondary profession. Now, if I equip a weapon that is NOT a Warrior weapon, I automatically lose my burst skill as a part of the price for versatility. If I selected scepter, for example, as a ranged condition applier, I would trade to make up for it, and of course couldn’t gain Life Force.
On the other hand, let’s say I went for a more synchronized approach and selected an Axe as my main hand weapon. Both weapons fit the classes, and I get to keep my burst skill, but I’d like to pack a little more OOMPH with the weapon set. I would have the option of changing out skills, much like utility skills are swapped, between the two classes’ available skills, and I would have to learn these new skills just like I learned them back at level 1 (after which point they stay learned). Armed with this, I keep my Axe 1 as a decent melee option, and then switch axe 2 and 3 over to the necromancer abilities for a bit of range and AoE, plus granting me pretty solid Retaliation uptime, too.
There are, however, some oddities in this system. Elementalist, for example, would be VERY difficult to fit into this system, and a good bit of testing would be needed to figure out what worked and what didn’t. If this suggestion were to be feasible, Elementalist as a primary class would likely lose out on the swapped skill for all attunements (losing 4 skills for the price of one), and as a secondary class would likely be limited to one set of attunement skills at a time (so a thief with a dagger can’t take fire, water, earth, AND air spells at the same time). There’s also the matter of thief weapon skills being initiative based rather than cooldown based, but this issue could likely be solved with minimal investment into determining good cooldown times for other classes.
Overall, as I said, it’d be a complex system to implement but would, overall, be good for the game. You would drastically increase build variety, but very much encourage creativity, all on a smaller, more reasonable scale. Remember, secondary weapon skills likely won’t benefit from specific traits, with a few reasonable exceptions, and so will have their usefulness cut in that way as well. At any rate, these changes would serve, I believe, to create a more adventurous, and customizable, experience to GW2, and encourage players in PvE and PvP alike to experiment with different variations on builds to find new ones which work to their advantage.
Because GW2 is a completely different game?
GW2 is absolutely a great game, and a great many people love it and ArenaNet for all the hard work and love they put into it. Is it perfect? Not by a long shot. But coming to the forums and insulting the devs without any helpful criticism or advice is basically coming here for the sole purpose of being rude.
As someone who plays shouts predominantly, even in PvP, I approve of this message.
Even if it’s something as simple as cooldown reduction (which would be CRAZY good), any buffs to shouts can only make me happy.
I think we should leave the system the way it is, maybe decrease the damage while standing still by about 50% and increase the damage dealt while moving by about 10-15%.
The whole point of the game is that standing still IS the punishment on torment. You need to weigh the pros and cons of standing still and taking the direct damage or moving to avoid it and taking increased damage from Torment.
If anything I’d like to see torment application decreased on most classes across the board, but drastically INCREASED on the Mesmer, with a reduction in bleeding application. Confusion and Torment should both be staple Mesmer conditions, because they encourage traditional Mesmer gameplay: Punishing the opponent for acting, and forcing them to weigh the consequences of action vs. inaction.
I actually predict that a few rangers will stop taking the “Spirits move with you” trait for something else, and just start planting them in locations where they are less likely to get killed by AoE and trigger that cooldown, which is GREAT, allowing rangers to setup in interesting ways without giving away the nature of their build.
Off Topic: Does anyone find the insult “Mouthbreathers” to be a bit of an odd one? I mean… everyone breathes through their mouth and nose. That’s just the way our respiratory system works.
lol. Rangers are fine. This was a much needed normalization (I won’t even call it a nerf, because it really isn’t) of spirit functionality. They still have decent HP, bodyblock, and provide all of their utility. They just don’t have 100% uptime, which means you actually have take time to prep them before a fight instead of just throwing them up on cooldown.
As it should be. /thumbs up ANet
(Edit: Not the Rangers deleted thing, the Ranger changes. Makes sense.)
Then lower guard prot uptime marginally, increase warrior block uptime by a fair amount, reduce damage on skills with movement, evasion, or otherwise defensive components, reduce the bonus Condition Damage on Amulets by 20-25%, and decrease overall damage in PvP, across the board, by about 15-20%. I would be pleased with this.
Ranger has way more prot uptime than guardian.
Oh yeah, good point. Earth Spirit could do with a bit of nerfing. Honestly, I’d rather the spirits all gave constant passive benefits rather than boons, like damage buffs, a chance to inflict bonus damage, or negating a chunk of damage. Heck, 10% would be fair for Earth Spirit. Plus it’d make it better for groups in team fights.
Then lower guard prot uptime marginally, increase warrior block uptime by a fair amount, reduce damage on skills with movement, evasion, or otherwise defensive components, reduce the bonus Condition Damage on Amulets by 20-25%, and decrease overall damage in PvP, across the board, by about 15-20%. I would be pleased with this.