Make it so it doesn’t work while you have stability, replace the swiftness it gives with 3-4 seconds of stealth. That way it won’t matter where it sends you(unless it is right into an AoE) because the enemies will lose you and you will truly be “hard to catch”. Or just change it outright to proc roll for initiative when stunned so you break the stun, roll back, and gain initiative.
Like you said it has its uses in 1v1, but in group play swiftness on stun really isn’t a worthwhile bonus, especially not for a GM trait. Instantly recharging shadowstep would be nice but is unlikely as that would be a very niche trait to only work on one utility considering there is already a steal version that randomly recharges all skills of a certain type.
(edited by Necrotize.2974)
Also should account that instead of having cd reduction traits for your weapons you have traits that grant bonus initiative under certain circumstances. So depending on how those traits are chosen and play out you could hypothetically refresh your attacks faster than you could if you had actual cooldowns.
I feel this is a great asset to thieves but also a curse. When other classes blow their powerful skills we know they are now on cd and can’t be used against us for a while. When I thief blows a powerful skill they could, if initiative allows, turn around and immediately use it again, making for much harder to predict what they will do. That is where the hypothetical situation ends. Most people can tell what the thief will do next because their skills generally have better effects if used in very predictable patterns. IE, HS+HS will lead to easier and more damage due to the decreasing health than if for some reason you decided to use your dual skill after HS.
Just to summarize: Initiative is nice in theory for adding to your unpredictability but in practice it is usually just enabling thieves to use the same skill over and over instead of using a mix of others due to the general straight-forwardness of their skills.
Idk, your second suggestion seems a little over the top. Conditions were meant to be over time damage and since all teleport skills are instantaneous that would mean this fourfold damage would need to be instantaneous as well, IE a huge burst in a split second. More access to torment seems fine but giving more access to torment and adding the 4x damage seems to be a bit much for conditions, especially for classes whose main stun break is a movement skill(shadowstep, blink, lightning reflexes).
Are you talking about Wail of Doom? Cause I’m pretty sure that has like a 30 second cd. Plus it requires them to hold a warhorn which is a generally terrible choice for PvP since it takes away one of their chills/boon strips or their blind/condi transfers. Plus it has 600 range whereas clones set to use diversion will chase your around till they reach you essentially making them homing.
I feel like a compromise could just be increasing the single target range meaning the clone would explode further away from the target due to a wider radius.
Someone said it already but I’ve always wanted a Basilisk.
Nerf thief every patch: “We’ll just wait and keep playing since we like the class”
Announce a nerf for warriors, hasn’t even happened yet: “Class is unplayable, need to reroll”
It is most likely like this so that it isn’t ideal because otherwise it would be way too easy I suppose. I mean you could say the same for almost every chain auto attack. It’d be better if ranger 1h sword leaped on the first strike to get in range instead of in the middle, it’d be better if scepter mesmer auto made a clone on the first hit instead of third, etc. Plus if something like this were done to auto attacks it could easily be abused by interrupting your attack chain to just use the first ability over and over, which is why I suspect auto attack chains don’t progress unless you hit someone.
I understand they want it to be unique and new but scepter just screams condition damage…
Both confusing images and illusionary counter are condition centered with decent direct damage parts as well. Taking this into account, why not make the scepter AA like this too. Say 50% of the time it will deal an additional static damage(since it is static it would apply to clones as well) and 50% of the time it applies a condition. This will be a huge improvement because as it stands scepter clones are nothing but shatter generation and a very slow one at that.
Saying hammer is useless is an exaggeration, it still does fine. Saying it’s ideal is different. Don’t drop the playstyle you love just because it isn’t “ideal” anymore though, that is like the definition of bandwagoning.
I like the Pearl quarterstaff for an earth theme. Looks nice and looks like it is made out of stone.
Or if you’re using a dagger offhand use one of the knockdown/cripple skills right after dragon’s tooth so mobs can’t run away. And it will most likely force you to stay in close anyway due to most of the offhand dagger skills being short range.
Semi-related but they need to bring the air and fire Evasive Arcana skills up to par so there actually is a reason to tumble without switching into either earth or water.
Few ideas on that matter. Change fire’s flame burst to a shorter duration ring of fire. Possibly even a smaller radius. Change Air to be a single tick of static field, stunning people around you for 1 second(instead of the 2 seconds from the real thing).
But on topic, making those EA skills even better would only cement the need to go 30 into arcana. Maybe split it up and make them each an adept or master trait in their respective lines, IE, going 20 points into water grants cleansing wave on tumble and so on for the other elements. Obviously that can’t be the only change because then all that would change would be people would need to put x points in earth and water instead of 2x points into arcana.
They aren’t blowing it out of proportions. They joined the ranks of warriors just because of a powerful build and an easy playstyle. Now that they can no longer do that they have no reason to play warrior anymore and the class is unplayable(to them).
Any warrior that has been used to face tanking things I highly encourage you to try ele, then you’ll see you still have much farther to fall before you’re “unplayable”.
Well seeing all the fotm warriors jump ship will be entertaining. It will be fun to see where they go since they won’t find any refuge in thief (pun intended).
Probably necromancer since conditions didn’t seem to get nerfed too hard this patch.
My money is on either necro or mesmer. Probably all go PU torch mesmers too since those were probably one of the most annoying fights for warrior since they waste their stuns on clones or use earthshaker and give themselves 9 stacks of bleed and cripples.
Its gonna be on both sides you know. Fairweather Warriors complaining their class is unplayable now and hightailing it to a new class that they think is OP along with other classes complaining that warrior wasn’t nerfed enough(only one I really feel bad for is elementalist).
Plus its not like healing signet was actually the problem. The problem was it was easy to contain CC, sustain, and damage all in one build and healing signet was just the easiest thing to see since it popped up on the warriors boon bar.
My post from the other thread about Mimic:
Possible ideas for Mimic:
~Conjure a clone that that has more hp than others and mimics your moves exactly(IE tumbles when you tumble, casts different skills just without the damage portion like other clones)
Or to stay at least close to the current idea
~Cast and receive a 4 second boon that reduces damage by a decent amount and apply a marking condition to your current target. When the 4 seconds is up all damage you took during those 4 seconds is also applied to your target. Think share the pain.
Just an out of the blue idea.
~Mimic your opponents abilities. Temporarily grant one use of one of your opponents utility skills at random. Basically mimic would then change to the icon of one of your targets currently selected utility skills at random and then you can use it as your own once. Possibly reduce the effect of stolen utilities.
Possible ideas for Mimic:
~Conjure a clone that that has more hp than others and mimics your moves exactly(IE tumbles when you tumble, casts different skills just without the damage portion like other clones)
Or to stay at least close to the current idea
~Cast and receive a 4 second boon that reduces damage by a decent amount and apply a marking condition to your current target. When the 4 seconds is up all damage you took during those 4 seconds is also applied to your target. Think share the pain.
Just an out of the blue idea.
~Mimic your opponents abilities. Temporarily grant one use of one of your opponents utility skills at random. Basically mimic would then change to the icon of one of your targets currently selected utility skills at random and then you can use it as your own once. Possibly reduce the effect of stolen utilities.
But why male models?
Because why should colors have genders associated with them?
Pressure. In team fights you not only support your allies with damage and conditions but you also pressure the enemy via mass dazes(diversion), tons of reflection and ethereal combo fields for applying even more pressure via confusion and chaos armor. Not to mention in large zergs, diversion+bountiful interruption can get you quick might stacks to share with allies with signet of inspiration.
I"m still having a hard time trying to see the niche a mesmer will fill in tPvP. Thieves still are far superior roamers with a self-portal on a short cooldown and group stealth on a shorter cooldown.
Warriors bring better survivability and better stuns.
Rangers bring better group buffs and battle rez.
Reflection placed in the right spot can be devastating for the other team or at the very least force them to switch weapons/stop attacking. A well used signet of inspiration can be used after say Lyssa rune proc to great effect. Mesmers IMO don’t bring just boons, damage, conditions or CC, they bring pressure. Everything about their skills tells enemies to stop attacking. Reflection, confusion, mass dazes etc. Bountiful interrupt+Diversion+Signet of inspiration when used in a group can grant some serious boon sharing though.
Ello everyone, just recently joined the guild but have been a long time lover of mesmer. Recently started anew on a different server(deleted characters to switch) so that I could play with less lag and with my friends.
IGN of Mesmer:Amphaser(if I’m not on my constant stream of alt characters)
World: Stormbluff Isle-US
~Love PvE and SPvP, haven’t really experimented with WvW but it seems really fun and would love if someone could show me around.
~Really know nothing about how guilds work since I’ve never actually been in one. Ranks, influence, upgrades and what have you are all foreign language to me so speak slowly :P
Side note: Did just use two large guild discovery thingies mostly because they were eating up space in my bank full of junk and figured might as well use them. Still have no idea what I did exactly but I did get a slot back in my bank so win for me.
~Love trying out new builds in SPvP and currently switching between a build based off Shattercat and a random PU build I threw together when I feel like messing with people and not capping points.
IGN:Amphaser
Server: Stormbluff Isle
Playstyle: Mostly SPvP and PvE but would love to learn WvW. Really can’t decide on a single build but my favorites have been shatter burst builds and Prismatic Understanding clone spam builds.
Role: Scholar
Playtime: Weekends, early mornings (like 2 AM EST to 6 AM) and 5 to 7 PM on weekdays.
Could also be a connection drawn to the wide array of symbols and markings butterflies can have on their wings in order to confuse and dissuade their predators.
Perhaps offer a trait(would probably have to be a grandmaster trait) that offers boosts related to that attunement everytime you swap to that attunement and stacks higher like weapon stacks each time you re-enter that attunement. The bonus is only active while you are in the attunement but you can have stacks on each attunement simultaneously. This would synergize well with the arcane trait that makes attunement bonuses linger. Upon reaching say 10 stacks the bonuses would stop and stay at 10 until downed.
Example:
For each swap into water you gain +x healing power and vitality. For each swap into earth you gain +x toughness and +x% condition damage. Etc.
The varying usefulness of utilities accounting for cds .(When was the last time you saw a glyph focused build or a build that used more than 1 conjure consistently).
Wouldn’t say that is the MOST at fault but it is definitely a factor.
Well if you’re looking for power based and to cover his weaknesses the first thing that springs to mind would be an AoE focused class like ele for not only buffing him but also taking out pesky minions/clones that cause static discharge to fizzle in effectiveness. Being an ele you could provide plenty of combo fields to go with his blast finishers and if staff bring a lot of field control and other AoE stall tactics (frozen ground, unsteady ground, and static field).
Honestly the only reason I use tornado is because I’m going full glass cannon anyway and I use it after meteor storm to double the damage before I die.
Just suggestions to make them their own skill without taking things from other weapons.
Make flamewall apply 3 stacks of might upon passing through but like symbol of swiftness won’t give you might if you already got it from there once. Make freezing gust an AoE centered around your target about the size of lava font/geyser. The rest looked good.
Maybe make shatterstone a persistent effect like:
Shatterstone:
Spawn five crystals in a circle around the AoE that come crashing down one second after each other each applying vulnerability stacks.
Well there is always that super glass-cannon staff ele that someone recently posted in the ele forums. Tried it out for a while, someone breathing in your general direction downs you but you can easily turn around a fight for a point by dropping a meteor storm on it.
Staff seems like it would have a nice fit with thief. Could be a stun focused weapon to synchronize nicely with the steal traits in that you daze on steal and close in then keep close with dazes/stuns/knockdowns. Although I feel that if thief somehow got a weapon like warrior’s hammer the cries would just come rolling in…
Trust me on this one though, I’ve played games that were WAY bigger QQ fests than GW2 and the forums were…horrendous. After a while the companies stop dealing with the community in a positive manner and instead of giving them the benefit of the doubt when dealing with suggestions they just wholly ignore them until they find one that resembles what they planned to do anyway.
It is a shame though that basically that is how every warrior upset with this change will take it. “Those people complained about my class being OP and then ANET agreed and said they’d do something about it, maybe I can complain about other classes and get them nerfed too”.
All that will accomplish is a long cycle of classes complaining about whoever they feel is better off at any given time. Should report/give feedback to ANET because you want it to be a better game, not because you want to have an easier time playing the game.
Source of the post?
Click the name in the quote and it will take you to where the post was originally located.
I’d just be happier if there was something that they had to coordinate to get that regen. But alas, it is all passive and better than some active heals…
Not to mention I find it weird that endure pain doesn’t prevent point capture and burst skills don’t use up your adrenaline if you’re bad enough to miss with them…
Making the passive heal for less doesn’t necessarily mean nerf it into the ground…
Tone it down or maybe even raise it up but cause it to activate every 3 seconds or so like other signets. Just because people are suggesting a nerf doesn’t mean nerf it right back to where it was before, that’d be the opposite of progress. If nerfing heal signet would “ruin” an entire class though I believe you have just emphasized just how powerful it is. If nerfing a single skill makes a class unplayable then it is obvious there is a huge imbalance there. That skill then needs to be toned down and the effectiveness of the other’s increased.
The main problem at the moment I’m noticing though is with healing signet, warriors can take on tankier build and bunkers without much worry and on paper it would seem burst classes would be a great counter to this passive healing. Unfortunately that isn’t how it usually plays out. Usually the burst comes in, lands a big attack or two and warrior is close to half thanks to their large hp pool and then they just stun the burster. The burst classes eats a few hammer knockdowns and knockbacks, stunned again and is dead because they’re built to kill fast without taking as many hits.
My only problem is that their entire healing system is passive and requires 0 thought/skill to maintain really. Pick up adrenal health, pick up signet, never worry about that 6th slot ever again because chances are if you get low enough hp that you’d consider using it you probably wouldn’t survive anyway meaning there is ideally no reason to ever activate the signet.
I’m all for balancing warrior(and no it would not be as simple as nerfing heal signet) but removing hammer is a terrible solution to the problem for the reasons other posters have described.
As I’ve said before, the problem isn’t just signet or just the hammer stuns etc, its how you can easily combine them into one build for insane stun/ disabled enemy durations. I mean you must be seeing a trend. Huge amounts of warriors are using hammer and/or mace+shield, tons of warriors have roughly the exact same trait setup and trait choices, all investing heavily in the defense and discipline lines.
Did the math in another thread but I conservatively place the total amount of time that a warrior can 1v1 and take minimal damage via stuns, blocks, endure pain and dazes at about 18 seconds using hammer+mace/shield assuming you only use 1 burst skill in that entire 18 seconds. Now lets assume an average adrenaline level of stage 2 and that healing signet has not been used as well as all skills are currently off cd. During that span of 18 seconds(assuming the enemy doesn’t stun break during a stun that is more than 1 second long) you will be taking very minimal damage and thanks to adrenal and signet regen almost 9k hp(posted the wrong value in other thread, mistakenly multiplied adrenal normally instead of accounting for the 3 second interval). All of that simply for standing there looking pretty.
Now I’m fine with this regen. What I’m not fine with is how easy it is to obtain and maintain. Other classes need to effectively manage their utilities and heal skills, warriors…not so much. If you are getting dps’d down to the point where you’d consider using heal signet, chances are it wouldn’t save you anyway. Endure pain activates at 25% hp, simply activate your slotted one as soon as that ends. Berserker stance during that if you want a fast burst skill or are being hit with conditions.
This is laughably easy to manage compared to other classes and I feel that is why all the warrior hate appears. Rangers have to manage their wonderful pet AI, mesmers need to strategically move and place clones to effectively interrupt people, eles need to burst someone down before they can retaliate and snap them like a twig, etc.
Edit: Also this is unrelated but why is it that every single invulnerability skill prevents point capture but endure pain doesn’t… You can get up to 8 seconds of no damage barring conditions with it and even then you can use berserker stance to stop those…
The argument that warriors are the fastest in game is a fallacy. My thief runs a chasing build that can travel twice the distance a greatsword warrior can in the same period of time due to readily available and spammable teleports, and shadowstep chaining to travel a 6k distance in less than a second when a target is available every 25 seconds.
Another thing to note is that people explain the warrior and it’s strengths as if they’re all readily available in one build. Keep this in mind before you post your QQ.
So true. I wish more people would understand.
Still, warriors aren’t exactly slow by any sense of the word. Definitely above classes like guard and mesmer. Mesmer especially with their only reliable swiftness being temporal curtain which doesn’t stack or apply if you already have swiftness…
Guardians and mesmers are meant to be the slowest classes in the game, as well (hehe. It’s a pun) as necros. The ranger is actually faster than the warrior when autotargetting is off and they’re using sword/dagger+greatsword to maximize movement, as well as have permanent swiftness with shorter cooldowns than rush or whirlwind strike. The warrior however just takes less skill to be fast than thief or ranger. Elementalist is short behind warrior sitting at 4th place assuming a skilled player is behind the wheel and tied with engineer when it comes to speed and skill it takes to do so. Considering the fact that, when a skilled player is utilizing a mobile build, warrior is in 3rd place, I don’t see the issue. Ever had an engineer just up and leave when he starts losing a fight? They’re definitely fast.
I know, I’m basically saying that while they aren’t the fastest, their speed combined with their rooting power(stuns/immob/cripple) is a lot to throw on top of their passive regen. Basically means that unless you are 100% positive you can properly disengage, all you will accomplish in trying will be having a warrior who just regenned a good chunk of his health while you were trying to escape.
Awesome guide, seriously making me reconsider my pure mind wrack burst build and the last part “(blank) hate…” sections were a very nice touch.
Out of curiosity, which GM trait would you recommend taking a full interruption build into account, Illusionary Persona or Imbued Diversion? Obviously the Imbued Diversion could have incredible stopping power in groups but you also lose the 4x mind wrack, 8x confusion stacks, 4 seconds of distortion and the ability to use those skills without illusions up(should you ever really need to).
Edit: Also for the sake of covering every skill, you should add Masterful Reflection(Illusion IV) which reflects projectiles while using distortion.
(edited by Necrotize.2974)
The argument that warriors are the fastest in game is a fallacy. My thief runs a chasing build that can travel twice the distance a greatsword warrior can in the same period of time due to readily available and spammable teleports, and shadowstep chaining to travel a 6k distance in less than a second when a target is available every 25 seconds.
Another thing to note is that people explain the warrior and it’s strengths as if they’re all readily available in one build. Keep this in mind before you post your QQ.
So true. I wish more people would understand.
Still, warriors aren’t exactly slow by any sense of the word. Definitely above classes like guard and mesmer. Mesmer especially with their only reliable swiftness being temporal curtain which doesn’t stack or apply if you already have swiftness…
Could someone explain me how to get Adrenal Health working while spamming burst skills?
Place burst skills either at the very start(if you are coming from another fight or used berserker stance) or at the very end of your stun chain. If you build it fast enough or used berserker sometime during the fight they can be inserted in the middle. The best place though is at the end when your enemy is close to dying and trying to heal. At this point interrupting their heal will most likely kill them and you’ll no longer need adrenal.
look at all the bad players defending warrior regen.
lol
look at all the bad players attacking warrior regen as they r unable to do 500dmg/s
lol
Inarticulate people will complain about just healing signet. The problem lies in the synergy of stun heavy builds, adrenal health and signet. Basically you equip hammer+mace/shield, slot endure pain and berserker stance and you can effectively negate damage for quite a long time via blocks and stuns meaning all the is happening is your passive regen. Endure pain alone from the trait and utility is 8 seconds of immunity to damage barring conditions(and you can cap points in it for some reason) meaning 407 from signet + lets say stage 2 adrenal 204= 611×8(since we’ll assume no stance traits) thats 5k free hp for doing absolutely nothing. Did the math in another thread but with that setup and cycling stuns/dazes, you can ideally achieve about 12k healing in the span of 18 seconds while receiving almost no damage during that time.
My problem however doesn’t lie in the numbers, it lies in the skill. I’m fine with warriors regening hp, so long as they have to manage something like other classes do. Warrior’s entire system of regeneration is entirely passive.
400ish health per second. Most conditions do 100-120 dmg per second..ergo any 2 dmging conditions+auto attack has heal sig under control..they cleanse those 2 conditions..well no one is going to argue it is difficult to stack 2 conditions regularly.
I figured this out via mathematics i learnt when i 6.
400 health per second with no adrenal health or regen. This combined with stuns makes warrior very survivable while still maintain the ability to deal decent damage. Go mace/shield+hammer and you have an AOE knockback, 2 second knockdown, 8 sec weakness(so enemy is only hitting you for full dmg 50% of the time and with hammer cd reduc you have almost 100% weakness on a single target), 2 seconds AoE stun for burst, a block, 1 sec daze, 1 sec stun and a 3 sec stun. Between all of that time when your opponent is not dealing damage, you are regenerating at least 400 health per second and that is if you don’t have adrenal health which most warriors have. Combine this with the most common utilities, endure pain and berserker stance and you can turtle up pretty nicely.
Now for some simple math. Obviously we’ll have to assume all hits connect just to see an optimal put out but since it is unlikely you will cycle off 2 fully charged burst skills we’ll only use the mace one for calculation. Adding together all of the skills in this one weapon set that prevent foes from attacking gives us:
Shield bash(1 sec stun)Pommel(1 sec daze)Skull crack(3 sec stun)Shield stance(3 sec)Staggering blow(We’ll say 1 sec just from the knockback+interrupt)Backbreaker(2 seconds)Endure Painx2(One active and one from trait gives 8 seconds without stance boost)=1+1+3+3+1+2+8=18 seconds give or take some time assuming you do not repeat any skills or tumble and the enemy doesn’t stun break during your longer than 1 sec skills. Now if you put skull crack at the end and have signet up the entire time that is 407+(adrenal health, lets use a conservative stage two stat of 240) per second. 407+240(18)=11646 hp in 18 seconds while taking minimal damage due to stuns/blocks etc.
That is more than 50% hp for most classes and honestly I’d kill for that type of sustain on my ele.
Now I know this is entirely situational, not all stuns will hit, not all enemies will waste a stun break on the 1 sec stuns, etc etc. This entire setup however only requires 30 points in a tree most warriors already go into anyway for adrenal and hammer cds.
I’m not saying nerf signet or nerf adrenal or nerf stuns. I’m just pointing out that when all of that is combined, it can be quite annoying to deal with and requires almost no managing of utilities or healing skills like other classes must do, that healing is entirely passive.
Idk, I like it from a pvp perspective. But obviously any confusion based attack will be very lackluster in pve due to the fact that enemies just don’t attack fast enough for it to be worth all the condition damage you’d need to stack. Retaliation is great everywhere except pve because honestly it is just easier to dodge trash mobs attacks and safer to dodge boss attacks. Although it does seem out of place as a weapon phantasm due to its double sided effects(IE, buff and debuff in one skill) and probably could’ve been combined with phantasmal disenchanter to make it a great 6 pt utility.
If it were to be replaced it would definitely have to be condition based due to the nature of torch and I’d suggest something like a ranger phantasm that lays down bonfires that apply either burning or confusion, possibly both, to enemies that remain within. It would fit the torch’s blast finisher nicely and would still fill the role of condition damage.
Sometimes even in regular pve I swear something hits me during the blurred frenzy buff duration but then I go and try to test it and can’t replicate it >_>
I feel like there wouldn’t be nearly as much complaining if it weren’t so popular. But that’s how these things go anyway, something doesn’t necessarily have to change but once it becomes popular to do or something else that was popular to complain about/use disappears, all attention is focused on the new thing.
Step into any match of like 5-10 people at random and chances are there is a warrior in there and chances are he is using heal signet and chances are he has at least one stun based weapon on swap(mace or hammer) and so on. The class is getting pigeonholed because you could build a warrior to be your way and be meh, or you could just do what everyone else is doing and go from there. This in turn aggravates the people fighting them who are sick of fighting the same playstyle everytime so they quit their class and roll a mace/hammer healing signet warrior and only add to the flames.
There are people that play warrior because they like the class and there are people who play it because they like winning with something that just killed them or that annoyed them so much. Combined it makes for quite a decent amount of warriors running about of varying skill levels and a large portion of them using similar weapons/builds and so the cycle continues.
I’m really starting to lose interest though. Nerf them or not, don’t really care anymore. Just do something to stop all the annoying jibber jabber. When I come across a regen build or a bunker of any class I usually either ask for help from team just to be safe, or just leave them alone, its not like most bunkers can catch up to you if you really don’t want to be caught.
I don’t know what the best course of action is then. I’ll flat out admit it, I have little to no experience playing as a warrior, it just doesn’t appeal to me so take my opinions with a grain of salt. But I have played against quite a few and a trend I noticed is that almost all of them run healing signet. Many run mace/x and many also run hammer stun builds. Something for the sake of balancing needs to change purely on observation. How many warriors use rifles? How many warriors use mending? Etc. This isn’t just warriors though, classes are being pidgeonholed into meta builds time and time again. Just using warriors as an example, Warriors with healing signet are obnoxious to face, warriors without it melt on the ground. Warriors with mace/hammer stun build can punish a single mistake with being stunned to death whereas other weapons would require you to press someone up against a wall or completely immobilize them to get full damage.
My main problem with warriors passive regen is the damage. Sure other classes can achieve high regen, but in almost all cases they sacrifice a lot of damage and utility to get there(engis need to spam bombs and therefore always be in melee range) whereas warriors equip their signet and just switch to a stun build to cover their weaknesses in the drop in damage. By stunning they don’t even necessarily need to do a lot of damage because in the time that the enemy is stunned and not dealing damage, the warrior is regenerating the damage he just took.
But oh well, guess we’ll just have to wait and see what happens. Maybe I should try out a warrior seriously to get a better opinion though.
ANet needs to buff bad players, not nerf heal sig.
And this right here is why nothing is ever agreed upon.
Something is OP or needs to be toned down
People complain and ask for it to be nerfed
People who want it to stay just say everyone who can’t beat it is just bad
Guess anytime something is in need of a buff or a nerf we should just leave it because you know, it was all probably just the player’s skill causing the problem. If that were true though, why would various warriors themselves be calling it over the top? Who cares, skill is all the matters and every class is perfectly balanced and requires the exact same amount of skill to play right?
I’m pretty sure any class can tank 3 normal pve mobs with heals. Using the heal signet for the passive effect is a legit way to use a heal. It’s no different than any other class occasionally pressing 6. I saw a heal working as intended
What other class can passively regenerate almost a thousand health per second? Paired with the superior natural defenses of a warrior this is gamebreakingly overpowered.
Engineer can reach 800 hps WITHOUT the healing skill, just with bombs, regeneration from trait and regeneration from boon.
Your point being? So in order to match the healing from 1 heal skill that warrior has the engineer must not only spam bombs(IE be in melee range or be doing 0 damage) has to apply regeneration(which btw would in fact most likely require them to use their heal or toolbelt heal in order to gain that regen buff) and go 20 points into a trait tree for 1 trait and then 30 points into another tree for a different trait. All of that to get the equivalent of 3 skill points. Face it, to match the passive regen of signet(we’re not even taking into account the damage loss or survivability loss another class would have to undergo to obtain this feat) another class would have to spec entirely for it and probably still wouldn’t even match it, let alone achieve the same amount of utility.
So just to sum up.
Engineer Requirements for Large Regen
20 Trait points in Alchemy
30 Trait points in Inventions
Spamming Bombs the entire time
Somehow apply regeneration, most likely via your heal skill/heal toolbelt skill
Warrior Requirements for Large Regen
Put on healing signet