Showing Posts For Olba.5376:

WvW Roamers. Don't Fear the Nerf. (Video)

in Warrior

Posted by: Olba.5376

Olba.5376

I don’t think thieves or mesmers are being nerfed to any effect. Sword teleports only?

Sword/Dagger Thief is getting plenty of tweaks, mostly with the sword teleport having a cast time and a lowering the duration on Vigor on two traits.

That and killing off permastealth by making Infusion of Shadow not grant initiative if you’re already in stealth.

Give them a warrior and tell them to do the same thing and they will quit and go back to those broken classes.

Curiously, I have had the opposite experience. Granted, I have 800 hours on my Warrior and <300 on Thief, but I still feel like I can’t play Thief for crap.

Late night gaming.

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Well, it depends on what your “usual gaming hours” are in relation to the server time.

Also, the Living Story is directing masses of people to specific areas of the game.

Infusions overpriced/underpowered?

in Suggestions

Posted by: Olba.5376

Olba.5376

and an infusion on an item that is supposed to equal that of legendary

You’re kinda misled there. It’s not that Ascended are the equal to Legendaries, it’s the other way around.

only gives +4…comparable to T1 material really? This seems incredibly unbalanced. The top end condition damage upgrade component at the exotic level is an Exquisite Chrysocola Jewel which gives +25 Condition Damage, +15 Power, and +15 Vitality. Should ascended infusions not be at least somewhat comparable?

Well, the thing is that the stats on your Ascended piece are already balanced around not having an infusion at all. And by far the most useful way to use infusions is agony resistance, which is the whole concept behind Ascended gear in the first place.

December 10th Warrior Changes

in Warrior

Posted by: Olba.5376

Olba.5376

This is exacerbated by the recently buffed Healing Signet and the warrior’s ability to spec to A. Passively ignore conditions (up to -98% condition duration on mobility-affecting conditions) B. Ability to spec to eliminate immobilize when using a mobility skill and C. The ability to spec to automatically apply a lengthy stability when subjected to a crowd control.

Essentially no one is using Last Stand because it currently competes with Cleansing Ire and Merciless Hammer in that Master tier position. The only plausible way to get it would be 30 into Defense, which pretty much always translates into a heavy sacrifice elsewhere. Also, Last Stand has a 90s cooldown, which is more than double that of Balanced Stance.

Don’t get me wrong, I remember well the time when warriors were a complete joke in PvP type environments and would hate to see that happen again. But I think a number of unexpected synergies has turned the warrior into a very mindless passive class and that definitely needs looking at

That’s what you see. In my perspective, the only passive a Warrior has is Healing Signet. In comparison, pretty much all of our top utilities are active use-only. For example, other classes have passive condi removal, such as all those “remove 1 condition every 10 seconds” traits or signets, we get our best removal from using adrenaline.

The solution, then, should not be to nerf select warrior skills and traits (at least not exclusively), but to make others more interesting/better/viable/what-have-you to encourage build diversity

Kinda like what they did with MH Sword?

(edited by Olba.5376)

LF: Survival/Tank Build

in Warrior

Posted by: Olba.5376

Olba.5376

Ok, the one problem I am having with these builds is trying to get the gear. Right now, outside of the Temple armor sets or running Asc Exp over and over (which nobody does anymore), getting the armor sets is a pain. The rings, etc are running about 30 gold when I checked last night.

Looks like it will be a bit of time before I can get geared up.

There are three places to get Soldier gear: Temples, dungeons and WvW.

Whatever you see on TP would probably be Sentinel gear, which is an entirely different thing.

December 10th Warrior Changes

in Warrior

Posted by: Olba.5376

Olba.5376

The hammer nerfs are just for spvp right? Already a terrible weapon in pve so that didn’t matter.
Talk about a massive nerf to organized wvw groups though. People are just gonna blob more now.

Why? what makes the warrior profession so special that it deserves to do as much damage on its CC weapons skills as other professions do on their damage weapon skills?

Just did a test just then. Lvl 80 Warrior, lvl 80 Guardian and lvl 80 elementalist. All with 3.3k attack on LA training dummies.

Warrior Earthshaker results
3.3k attack Exotic Weapon :1349, 1428, 1534, 1467, 1402

Guardian Mighty Blow results
3.3k attack Ascended Weapon: 1831, 1903, 1874, 1827, 2000
3.25k attack Exotic Weapon : 1720, 1888, 1774, 1702, 1862

Elementalist Lightning Whip Results
3.3k attack Exotic weapon : 1612, 1518, 1614, 1598, 1590

Not only that the desired crowd control you’re looking for in the ability requires a charge time. Not saying guardian or elementalists need a nerf, but their damage abilities are far outperforming a burst ability, so what you’re saying doesn’t make any sense to me.

Edit:
Warrior Staggering Blow
3.3k attack Exotic Weapon: 1351 1528 1378 1500 1576

Nice job… except that you cannot crit the dummies as they’re structures. You also cannot disable them.

Means that your supposed damage isn’t taking into account Unsuspecting Foe or Merciless Hammer at all.

I don’t think he took into consideration on the other class’ weapon bonus traits either so this test is unbiased if he is just checking base damage.

This test would, however reveal that the damage is probably where it should be and it is the damage bonus for merciless hammer and UF that is giving hammer that edge.

If that is the case, adjust those traits and then call it a day. Merge UF and Merciless Hammer and place it in Arms in the master tier.

Merciless Foe Hammer – Gain 25% crit and damage bonus vs disabled opponents (stun, daze, knockdown, and knockback) with your hammer attacks.

UF only works off of stuns, though.

December 10th Warrior Changes

in Warrior

Posted by: Olba.5376

Olba.5376

The hammer nerfs are just for spvp right? Already a terrible weapon in pve so that didn’t matter.
Talk about a massive nerf to organized wvw groups though. People are just gonna blob more now.

Why? what makes the warrior profession so special that it deserves to do as much damage on its CC weapons skills as other professions do on their damage weapon skills?

Just did a test just then. Lvl 80 Warrior, lvl 80 Guardian and lvl 80 elementalist. All with 3.3k attack on LA training dummies.

Warrior Earthshaker results
3.3k attack Exotic Weapon :1349, 1428, 1534, 1467, 1402

Guardian Mighty Blow results
3.3k attack Ascended Weapon: 1831, 1903, 1874, 1827, 2000
3.25k attack Exotic Weapon : 1720, 1888, 1774, 1702, 1862

Elementalist Lightning Whip Results
3.3k attack Exotic weapon : 1612, 1518, 1614, 1598, 1590

Not only that the desired crowd control you’re looking for in the ability requires a charge time. Not saying guardian or elementalists need a nerf, but their damage abilities are far outperforming a burst ability, so what you’re saying doesn’t make any sense to me.

Edit:
Warrior Staggering Blow
3.3k attack Exotic Weapon: 1351 1528 1378 1500 1576

Nice job… except that you cannot crit the dummies as they’re structures. You also cannot disable them.

Means that your supposed damage isn’t taking into account Unsuspecting Foe or Merciless Hammer at all.

New Skill Slot: Trinity Role

in Suggestions

Posted by: Olba.5376

Olba.5376

Yeah, not going to happen.

If you’re going to suggest a trinity, at least make it the established Damage/Control/Support.

December 10th Warrior Changes

in Warrior

Posted by: Olba.5376

Olba.5376

Wouldn´t be possible for example to move “Merciless Hammer” from defense line to strength line and achieve a 25% damage reduction in that way ? By doing that in my opinion would force the warrior to sacrifice a bit of his defense if he wants that extra damage.

Exactly how do you think that changing the hammer meta from 0/10/30/0/30 to 20/0/20/0/30 is going to make them squishier?

Here is what a current hammer warrior is going to look like. Effective HP 33,848, effective Power 2,085.
Here is what it would change into. Effective HP 34,574, effective Power 2,116. What you’re suggesting would actually be a pretty decent buff.

The facts: For Jon Peters!

in Elementalist

Posted by: Olba.5376

Olba.5376

Warrior- Endure pain: 4s invuln, can use other skills and cap points. 60s CD. Can trait to get a second endure pain automatically.

Not an invulnerability. And Defy Pain takes 30 points into a traitline that is also full of other useful traits.

Elementalist- Ride the lightning: 20s CD / 40s if you miss, lag, get blocked or your opponent dodges
Warrior- Rush: 20s cd. Period.

Ride the Lightning ignores chill and Cripple, Rush does not. Also, Rush is very buggy with actually hitting anything.

Traits
Gain vigor when delivering a critical hit.

Mesmer – Critical Infusion: 5 Points needed.
Guardian – Vigorous Precision: 5 points needed.
Elementalist – Renewing Stamina: Moved to Master tier (20 points needed) = Mind blown…

Yeah and the other five professions have nothing like that. At least you have the option for permanent Vigor at all. If a Warrior wants permanent Vigor, they’re going to need 20 points into Tactics, an additional 40% boon duration and a Warhorn offhand. Put that trait of yours for 20 points for Warrior into just about any traitline and people would sing praise.
The December 10th patch is also going to reduce the Vigor access of a Thief to half of what it is right now.

(edited by Olba.5376)

My Humble Input on the Dec 10 patch

in Warrior

Posted by: Olba.5376

Olba.5376

  • Decrease the RANGE of earthshaker from 600 to 300 to further the design philooshpy of slow, cumbersome attacks. Warriors will have to get even closer now to deliver their biggest attack.
  • Decrease the area of effect or increase the cooldown of the aoe knockback hammer skill, again keeping in line with how hammer should feel. This could decrease a hammer’s overall dps while still keeping in line with how its attacks should feel: devestating but slow and easily avoided.
  • Nerf the percentage increase on unsuspecting foes from 50% to 33% or even 25%. The trait is already specialized enough to belong in an adept tier (in that it doesnt have much use outside of a hammer build). This nerf would bring it in line with other adept tier traits while also forcing wars to bring a little more precision to fights or risk not critting when they land their earthshaker chain.
  • Decrease the stun duration of earthshaker, rather than its damage. a 3 second stun is a long time, and perhaps it would be more appropriate for the stun to scale from 0…2 rather than 1…3.
  • add a wind up for the aoe hammer knockback skill, rather than removing its damage, to further the feeling of hammer as a big, punishing weapon that is sluggish
  • Increase the wind up for earthshaker (more time in the air before landing, maybe even adding a red circle before impact)
  • Bring down the damage nerf to hammer skills from 20% and 23% to 10% and 15%, respectively. The nerfs as proposed are really, really high, and if nothing else I beseech you to start with a weaker nerf, ESPECIALLY if you are still planning to make all the other changes, as I feel even just one or two of these changes would bring hammer warriors in line with other builds in wvw. You could always nerf warrior again if 10% isnt enough.
  • Changing the range wouldn’t do much, since Warriors have plenty of mobility
  • Staggering Blow is already a PBAoE, you cannot really make it smaller from there, unless you want to reduce it to a frontal AoE or something. Similarly, it’s already on a 20s cooldown, along with most hammer skills having very long cooldowns, so it’s not really a good idea to further increase them.
  • Not much use outside of a hammer build? Guess you missed all the complaints about Mace+Shield/GS. And of course, you have always been able to use Shield Bash to guarantee that Eviscerate or Final Thrust crits.
  • Earthshaker is actually 1.0/1.5/2.0 seconds of stun already. Bringing it down from there would make it pretty much useless. After all, you can’t bring the 1.0 down any further, but making it 1.0/1.25/1.5 or something like that would just make it so that gathering adrenaline would be pointless
  • Staggering Blow was recently made mobile because it was too clumsy before. Making it clumsier isn’t really an option either.
  • Making Earthshaker easier to interrupt will just cause it to be regarded as even more useless than it already is. Just check the complaints about making Skull Crack a 0.5s cast instead of 0.25s.
  • They could nerf it and then nerf it again, but considering how infrequent the balance patches are, that’s not really a good way to go about it. Not to mention that from the player’s point of view, being nerfed twice in a row is worse than being nerfed once.

What you’re seeing is quite simple. They gave Warrior sustain in the form of Cleansing Ire and Healing Signet. However, sustain + control + damage is way too much to have at the same time. Since the sustain was a global issue, touching that would make the class as a whole suffer. Thus, nerfing the control and damage portion comes in. Fact is, the Hammer doesn’t really have that much control, there’s just an AoE stun, an AoE knockback and a single target knockdown, and the latter two are on very long cooldowns. Thus, the fate for hammer is to have its damage come down.

(edited by Olba.5376)

Revamp Trait System

in Suggestions

Posted by: Olba.5376

Olba.5376

The current traitlines and their restrictions are in place for balance reasons.

Undoing any of the restrictions in the current system would open some build that would be overpowered.

heed help on post nerf warrior

in Warrior

Posted by: Olba.5376

Olba.5376

would it be more viable to move out of discipline trait line and invest it in something else? i mean burst mastery now suck and dosnt give adrenalin back anymore ???

That’s not what they’re saying.

The current tooltip for Burst Mastery says it provides the following effects:

  • Cost Reduction: 33%
  • Damage Increase: 10%
  • Adrenaline: 15

The last effect is wrong. It’s not in the game. They are not nerfing Burst Mastery other than changing the damage increase from 10% to 7%. The adrenaline stays the same, they’re just fixing an error in the tooltip.

Unless of course you think that someone screwing up the tooltip means that the skill should be changed to reflect the tooltip rather than the other way around. Which by the way wouldn’t make much sense in this case. The current tooltip in practice would mean that using your burst at 1 bar would result in ending up with 1.5 bars of adrenaline afterwards, rather than none.

would a different trait line work better for hammers? say leave 15 in disp and shove it into arms(0 25 30 0 15), ye get 10% damage aginst bleeding foes and since arms give us more crit and 33% bleed chance we might not loose as much as we really thought
better yet, abandon fast hands and shove it into 30 in arms which result in 0 30 30 0 10 and get that triple adrenalin trait yay for faster adrenlin gain?

Unless you think that the 3% less damage on burst is that big, there really is no reason to change.

Remove stats from gear

in Suggestions

Posted by: Olba.5376

Olba.5376

Your suggestion would not fix a thing.

Currently, it’s “Berserker gear is the way to go”. With your suggestion, it would just change to “statting Power>Precision>Crit damage% is the way to go”, which is essentially the same.

The reason there is a best gear set has nothing to do with the gear itself existing, it has everything to do with there being stats that are not useful in PvE.

Also, what would you do about Runes? Currently, runes also offer stats. Because as you know, Rune of Scholar is the top in PvE, with Rune of Melandru, Rune of Traveler and Rune of Lyssa being pretty big in PvP/WvW. You couldn’t just eliminat the +stats or the mods, since majority of them are used for their special effects (-condition duration%, effects on heal/crit/elite use, +damage% under special conditions) rather than the +stats.

(edited by Olba.5376)

Dec. 10th Balance Preview - Warrior changes

in Warrior

Posted by: Olba.5376

Olba.5376

Things that happen in wvw are impossible in spvp.

Wrong. Plenty of builds directly translate to WvW from sPvP with just more stats.

Devs shouldn’t even consider wvw when they talk balance.

SO wrong. They’ve split up skills from sPvP, WvW, and PvE. There should be balance in all play modes.

for spvp/tpvp the es/sb nerf is too much.

There isn’t even that much nerfing listed. So much wrong in your post…

People care about WvW balance much more than sPvP. That’s where the majority of the PvP is happening right now in GW2.

tell me how to get 3k plus armor, 3k plus attack. 30 to crit, 50 crit dmg. 25k health with 424 ticks on regen in spvp. YOU CANT. spvp amulets don’t give you that flexibility. Ascended stats are higher then spvp stuff.

spvp
http://gw2skills.net/editor/?fIAQBYAA94rq46UQJ1D7qLOA-TgAg0CnIwRhjDHDOScs4A

wvw
http://gw2skills.net/editor/?fIAQJASDGAQP+qKuOFUS9wu6iD-jUxAY/Al8KiGbhrIas6aMlLRUNA-w

no other wvw buffs/bonuses. Mind you that’s just doing zerker only. Wvw builds are better cause you can mix your rings etc. its all the same though right?

Your sPvP build has no weapon equipped, so its attack is lower than it should be. Once you equip the weapon, it gets 3016 attack.

FYI, the WvW build has 39% more damage there.

Also, he said “plenty”, not “all”.

Gem Store - Make your items accountbound

in Suggestions

Posted by: Olba.5376

Olba.5376

Not going to happen.

Those items are soulbound on use for at least two reasons. First up is to maximize the potential cash that you get. After all, if they were account bound, no one would buy more than 1. Second up is that the additional gem usage from being soulbound functions as a gem sink, which is just as crucial for the gem economy as all the gold sinks are for the gold.

Would be great for my legendary, if I ever change main. What else could be added for say 1k gems is a permanent account bound feature, meaning it never becomes soulbound again.

Lol, they’re not just going to sell you the ability to turn off a sink. I guess you would also like the ability to spend 1000 gems to never have to pay fees on the TP? Or 1000 gems to eliminate your waypoint costs?

Need wvw Greatsword/Rifle build

in Warrior

Posted by: Olba.5376

Olba.5376

If you really wanna use GS/Rifle, I would wait until next month, when they’re moving Crack Shot to Adept.

How does my set look?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

Honestly, I don’t like the shoulders.

Too big, not to mention different colours.

And honestly, if that’s the set of colours you’re planning on using, I would get some better stuff. A darker brown, a darker yellow and a shinier gray.

Anet: Please revamp Arcing Slice

in Warrior

Posted by: Olba.5376

Olba.5376

So, you announced a possible incoming nerf to warriors.

In return are we going to see some revamps to Arcing Slice soon?

Arcing Slice is subpar compared to all the other burst abilities. So nobody ever uses it. Warriors have way better options to maintain a high fury uptime and the damage of Arcing Slice is too low for a burst skill with a fairly long animation time of 3/4s.

My suggestion:

Arcing Slice (3/4s casttime, 10s cooldown)

Burst. Deliver an uppercut that does extra damage against injured foes.

Damage: 1,046

Damage against foes under 50% health:

Level 1 Adrenaline: 1,305
Level 2 Adrenaline: 1,745
Level 3 Adrenaline: 2,094

Range: 150

You need to change that, as your numbers make no sense.

In case you don’t know, the way damage is shown on the tooltip is (Power x skillCoefficient x weaponDamage)/2600. So instead of a skill having specific amounts of damage per tier, they actually have specific coefficients.

For the record:

  • Eviscerate has 2.0, 2.5 and 3.0 per adrenaline bar
  • Kill Shot has 2.25, 2.75 and 3.25 per adrenaline bar
  • Final Thrust has 1.5 regular and 3.0 against enemies with <50% hp
  • Backstab has 1.2 from front, 2.4 from back

Regardless, my personal opinion is that since Greatsword has 100 Blades, I don’t think it needs another damage-heavy skill. Honestly, I would rather prefer a Knockdown or Launch to cover for the root on 100 blades and the slow autoattack speed.

(edited by Olba.5376)

Where can I get the best back item?

in Players Helping Players

Posted by: Olba.5376

Olba.5376

The differences between the Masterwork backpiece you get late in the Personal Story and the better backpieces is hardly worth the trouble, unless we’re talking of Ascended.

I used a masterwork berserker backpiece on my Warrior for a year before getting an Exotic Soldier’s one for Karma.

How to nerf warrior PROPERLY.

in Warrior

Posted by: Olba.5376

Olba.5376

Unsuspecting foe: 10% crit. That is decent enough and comparable to other classes traits, like thieves extra crit from behind which is actually 7%. And the passive in signet of healing needs to be about half, buff the active to compensate.

The thing is, none of the other traits are as restricting as Unsuspecting Foe.

Unsuspecting Foe is the only trait that not only requires a specific weapon, much like Right-Hand Strength but even then it’s only triggered by a minor subset of the skills.

Warrior has access to 21 different combinations of weapons and out of those, 9 can trigger Unsuspecting Foe.

The other traits that you see with crit chance are either available for all the skills on a specific weapon/weapons, or they are available regardless of the weapon as long as you fulfill some other condition.

Nerf incoming - Upcoming Dec changes posted.

in Warrior

Posted by: Olba.5376

Olba.5376

Yup, if I had to put my money on something, Unsuspecting Foe is going.

Where it’s going, I don’t know. It could be moved to Master tier to take it away from the 0/10/30/0/30 Hammer crowd. Or it could be changed to provide less crit chance or even changed to providing Fury instead, so that it would affect the Mace+Shield/GS build as well.

As long as that’s all they do, I don’t care as I don’t use any of that stuff. But if they touch Cleansing Ire, Burst Mastery or the aoe on the Longbow, that’ll be a sad day for me.

Give all classes the same base HP value.

in Suggestions

Posted by: Olba.5376

Olba.5376

  1. I disagree. The intention was there, but the HP difference is not balanced at all.
  2. How are they losing potential? By making their play style more skill-based?
  3. And what is the problem with a tanky Ele or Thief? If they’re trading DPS for being tanky, they survive, but should be much less effective at DPS. Any class should be able to spec for any role, right?
  4. Warriors and Necros have just as much access to methods of self-healing. Just because people choose to ignore them and spec pure DPS doesn’t mean they aren’t there.
  1. And yet Guardian is much tankier than a Warrior.
  2. By gimping their HP arbitrarily without giving them anything in exchange for it.
  3. The issue is that you’re making them tankier on an arbitrary change. If you raise their base HP, their tankiness goes up without them having to make any kind of trade for it.
  4. Warrior has zero access to Protection and to get a consistent Regeneration, they need to spec 30 points into a traitline. The Vampiric builds for necromancers are notoriously bad.

A call to remove Hammer from Warrior

in Suggestions

Posted by: Olba.5376

Olba.5376

Could someone explain me how Warriors constantly sit at full Adrenaline while spamming burst skills all the time?

traits, there’s 2 traits i run for my warrior, clensing ire and Burst mastery, every time you get hit, you gain adrenaline with cleansire ire and with burst mastery, they cost less and do more damage

Even with Burst Mastery, you’re still looking at needing 20 strikes of Adrenaline to get to full. And Cleansing Ire only gives 1 strike every time you’re hit.

Are you really claiming that there are skills which hit that many times in a quick succession without killing you?

IMO Salvaging rules are ridiculous

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

The rules about what you can and cannot salvage are ridiculous.

You can’t salvage armor or trinkets from temples.
You can salvage armor, but not weapons, from dungeons.
You can’t salvage anything from the WvW vendor.

Really? Is this necessary. Why make everything so throwaway?

The first and last one has to do with the currencies that you use to get them. Being able to salvage stuff that you can buy with Karma or WvW badges would result in a very direct, very good way to make cash.

Melandru or Soldier runes

in Warrior

Posted by: Olba.5376

Olba.5376

So which one do you guys think it better? Hoelbrak or Melandru

Honestly, that’s a preference question.

For me personally, I don’t think that having the -stun duration% is going to save me when I’m getting pounded by a zerg. And I haven’t ran into issues with stuns in other settings. I am also already running half of my gear as Knight’s with 25 points into Defense, so I have fairly high Toughness. And finally, I use For Great Justice and Signet of Rage, so the extra Might Duration is actually pretty neat.

A call to remove Hammer from Warrior

in Suggestions

Posted by: Olba.5376

Olba.5376

you are correct, i believe Perma- anything shouldn’t be in the game ever. Am i wrong?

In that case, let’s remove the following items, as they provide permanent things:

And that’s only if you consider permanent boons. The list will cover the majority of all traits if you consider things like damage boosts, stat boosts and cooldown reductions.

(edited by Olba.5376)

Give all classes the same base HP value.

in Suggestions

Posted by: Olba.5376

Olba.5376

This game was originally designed with a level playing field in mind, so why in the world did they stray from the GW1 model of giving everyone the same base HP to start with? You can still build for more or less HP depending on your role. You could introduce new upgrades that are more powerful than normal but have a penalty like reduced vitality or some other stat.

By leveling the playing field you encourage build diversity and creativity, which is what everyone seems to want anyway.

Well, the thing is, the classes are already balanced around having different amounts of HP.

If you change the baseline HP all of a sudden, you’re guaranteed to run into issues. Make it lower than 18,372 and Warriors and Necromancers will lose a lot of their potential. Make it higher than 10,805 and you’ll see Thieves and Elementalists emerge as ridiculously tanky. This is because the lower health classes have access to things like Regeneration and Protection, which plays a big part in why their base HP is lower in the first place.

And even if you give everyone the same baseline HP, that will just make Armor the deciding factor in who has the best actual HP, since the damage you take depends on your armor rating. A Warrior with 18,372 HP and base Toughness has ~15% more HP than a Thief or Ele with 18,372 HP and base Toughness.

Make the day/night cycle actually day/night

in Suggestions

Posted by: Olba.5376

Olba.5376

It won’t happen.

Simply because there’s Sigil of Night (10% damage during night) and people who can only play during specific times of day. Basically, people who could play during the night hours would have one rune to rule them all, whereas the polar opposite would have one more rune to add to the pile of useless ones.

A solution for that could be that they could include an OPTION, for those who wish a 24 Hour cycle (the events, Sigils and what not will keep working according to the default cycle).

Not going to happen, simply because it would either require some pretty heavy locking or it would be too easy to abuse. After all, if it’s just a toggle option, then I could potentially use it to manipulate Sigil of the Night. If it’s not a toggle option, then it’s going to be locked either to my account or that character. And let’s be honest, you should never be forced to make a gameplay-altering choice at account creation. And tying it to a character could literally make or break a character, which is also a bad design choice.

Prevent players from picking up banners

in Suggestions

Posted by: Olba.5376

Olba.5376

But there is some strategic use for other people being able to pick up your banners.

For example, a single banner warrior can provide a group with a total of 4 banners that each with Regeneration. If the warrior himself was the only one who can pick them up, then using multiple banners would actually be detrimental, as you could only take one of them with you.

How about you try to spend less time hitting the F key like a greedy, loot-crazed salivating puppy?

Nerf the warrior nerf threads!

in Warrior

Posted by: Olba.5376

Olba.5376

Currently, looking at the first page on the Warrior subforum, I can see a total of 3 topics that have the word “nerf” in them, plus various others that deal with a similar topic of discussion.

I think this is wrong. You should not be able to make a new topic about a topic that already has a topic, that’s just redundant and confusing. You could argue that some of the threads deal with very specific issues, but most of them seem to be about the same thing over and over again.

And no, having multiple topics does not mean that there really is an issue. It just means that we need to nerf the making of nerf threads. If anything, there should only ever exist one nerf thread, and even then it should be politically correctly named “balance” and should, apparently, be a sticky that plays an audio, has a flashing neon sign and that you’re forced to read before you’re allowed to read anything else on the Warrior subforum.

Am I the only one with this sentiment?

Warriors Nerf them Now!

in Warrior

Posted by: Olba.5376

Olba.5376

I have 800 hours on my warrior and I know that there
Is a cooldown but when earthshaker gets evaded ,
You should lose your adrenaline . 7 sec CD it’s
Nothing for a ground target AoE stun that has a
85% crit chance with unspec foes trat . People that
defend the warrior probably can’t win with a balanced
Build without healing signet . Timing your heal is a
huge part in PvP and if you don’t have to do it ,
It because very easy compared to other classes .

The thing is, if you lost adrenaline when you miss a burst skill, that would allow a warrior to burst thin air to trigger Cleansing Ire.

And trust me, you don’t want that. And before you suggest an ICD, that also wouldn’t go over well, as that would be a major nerf.

Warriors Nerf them Now!

in Warrior

Posted by: Olba.5376

Olba.5376

I have seen many good and viable points from all of your posts so far but i also see many rude comments like name calling. I feel sorry for those people.
I have lvl 80’s of elementilist, thief, ranger, warrior,gaurdian and neco. I have been playing this game since beta and I am also a vet of GW 1. I have plenty of experince with this game and almost all classes. Yes as a thief you can troll zergs or irritate a group 1v5 but that’s all u can really do is irritate them. You can heal zergs as a ele or a gaurd, etc… I could talk forever about this. The fact remains since arena net has nerfed the warrior i have not been killed once as a warrior by another class besides a warrior and I know there are better players then myself in other classes, PvP and WvW. Try to 1v1 some other classes as a warrior and you will see. Please give me more feed back and TY

Well that’s the thing: There is no game mode that is centered on 1v1. So being good at 1v1s doesn’t mean anything at all in the bigger picture. For a team, the best a Warrior can do is disable one opponent (thus making a 5v5 into a 4v5) and cleave.

A warrior might have so-and-so high regeneration, but that’s pointless as soon as it’s not a 1v1 in an open environment.

further account wallet improvements

in Suggestions

Posted by: Olba.5376

Olba.5376

They’re not going add collectible crafting materials, as those are not exchangeable currency.

If you’re having trouble with them, get your crafting up to 450 and you’ll never complain again as the conversion rates are 100 Empyreal/Bloodstone/Dragonite for 1 refined material. If you don’t plan to ever craft them, why the hell are you collecting them?

Warriors Nerf them Now!

in Warrior

Posted by: Olba.5376

Olba.5376

Here is an example, Warriors get 400 health per tick with their healing signet and with a Thief you only get 300 health per tick while in stealth

Warrior gets 392 base with a 0.05 coefficient. Thief gets 293 with a 0.1 coefficient. Also, Healing Signet is a healing skill, not a passive trait. And you could outheal a Warrior by taking Shadow Protector which would provide you with Regeneration, putting you at 423 with a 0.175 coefficient.

warriors also have almost 10k health more than thieves

So do Necromancers. Also, Engineers, Rangers and Mesmers have about 5k more than Thief.

Warriors can hit with skill 4 on hammer up to 7k while a full berserker thief hits for only 6k to 9k [depending on the toughness of the character] in stealth on a backstab.

Anecdotal evidence, which btw is bullkitten. Backstab is a 1.2 or 2.4 coefficient whereas Staggering Blow is 1.3. In case you don’t know what that means, with identical stats, if a Warrior is Staggering Blowing you for 7,000, you’ll Backstab for 13,000. Heck, even if you count Merciless Hammer for the 25% damage increase, that’s still only a 1.625 coefficient, which is a farcry from Backstab. So the only way a Backstab deals less damage is an unfair comparison or Backstabbing the front.

Hammer Stun really?? they can use it like every 4 seconds depending on their build.

The lowest cooldown on a burst skill is 7.75 seconds. The only way you’re going to stun more often than that is to use Mace and weaponswapping, but that just means you’re pulling off one stun every 5s. Unless you’re running into warrior who use Rune of Warrior, which no one does.

So in summary: All of your claims are exaggerated, misleading or anecdotal bullkitten.

(edited by Olba.5376)

Rebalancing Warrior Traits

in Warrior

Posted by: Olba.5376

Olba.5376

I’m not saying that Signet of Rage’s passive is stronger than Berserker’s Might, but the fact that it exists at all makes other Adrenaline boosters such as Berserker’s Might (as well as Healing Surge, Furious, and maybe Signet of Fury’s active) less attractive by comparison.

You do realize that 1 adrenaline per 3 seconds is pathetic, since you get 1 strike for 1 attack anyway and all autoattacks give you more than 1 attack every 3 seconds? For example, the Axe autoattack chain has 6 hits and takes 3.6 seconds, so that’s already 5 times better than the passive of Signet of Rage.

And of course, you’re only going to get the passive effect when the signet is not on cooldown, which should be always, because the active effect is far superior to the passive.

And the other effects? Well, Sharpened Axes with 50% crit chance means the axe autoattack chain gives you 9 strikes of adrenaline in 3.6 seconds, which is a whopping 7.5 times better than Signet of Rage.

(edited by Olba.5376)

Improving WvW in 10 points

in WvW

Posted by: Olba.5376

Olba.5376

1) Lower the player cap per map for each team.
2) Nerf arrowcarts – greatly – so they disappear from the game
4) Respeccing WvW points
5) Remove laurels from WvW
9) Commander functions
10) Buffing the “loot” classes

1. Eliminating skill lag at the cost of even longer queues to enter WvW isn’t a solution at all. You can come back to that after ANet implements the new map, assuming that it works as advertised.
2. Why would you nerf a piece of siege in a game mode that centers on using siege? There’s already anti-siege siege in the game, use it.
4. Honestly, I don’t like the idea of respeccing WvW points. Of course, if they make a significant change or introduce a new skill, they should reset the point, but that’s it. Freely respeccing would just result in people speccing their points into whatever they’re doing at the moment, which is especially bad considering the achievements for the WvW season.
5. Why? Everyone can get laurels at the same pace. If your issue is that things take too long, then that’s a whole different thing. And no, Badges of Honor don’t mean anything considering that you can literally get thousands of them from achievement points.
9. No, no no. A Commander getting inspection? Yeah, no. Also, commander tags being invisible doesn’t make much sense, since WvW is a server-wide thing. On the other hand, things like improving the squad function would be neat.
10. Excuse me? I think you just lost pretty much all credibility with that statement. Sorry.

Burst CD 20 sec, 15 sec with 30 in Discipline

in Warrior

Posted by: Olba.5376

Olba.5376

Oh you mean back when no one played a warrior because they all QQ’d about how it didn’t have any sustainability, spammable condi cleanse, or viable condition builds?

I mean before Cleansing Ire, when pretty much everyone complained about how Berserker’s Power, Heightened Focus and Adrenal Health were reason enough to never use your adrenaline.

And the first part of your reply makes zero sense. Why would you stop using abilities like skull crack, or earthshaker, or flurry, or combustive shot, or kill shot, or eviscerate, just because they had longer cooldowns?

Did I say anything about stopping using them? Guess what? Throw in a 20s cooldown and a Hammer/Mace+Shield build loses most of its damage. Eviscerate will have negligible damage in comparison to using autoattack. GS/Mace+Shield will die out akin to BC+100b.

The cooldowns being low isn’t what makes them powerful or useful abilities. They would still be just as powerful and useful with a 30 second cooldown. The only difference would be, there would be a lot more thought that went into using the ability, rather than, “oh it is up, better use it”.

They would not be as powerful. The benefit that they provide would be dimished greatly, as would any associated traits such as Cleansing Ire.

Burst CD 20 sec, 15 sec with 30 in Discipline

in Warrior

Posted by: Olba.5376

Olba.5376

No one is going to be with you because that would be ridiculous.

With a cooldown that long, builds centering on using your Burst skill would effectively die. You would instead see people using Berserker’s Power because there would be very little reason to use your adrenaline short of Cleansing Ire.

And let’s be honest, we spent months talking about how ridiculous Berserker’s Power and Heightened Focus were.

WvW roaming: runes/traits

in Warrior

Posted by: Olba.5376

Olba.5376

If your plan is to use Skullcrack with 100 Blades, then you ought to go 0/20/20/0/30 and grab Burst Mastery.

Let's make WvW more serious.

in WvW

Posted by: Olba.5376

Olba.5376

Anyone who decide to take a participation in wvw MUST join commander squad within 20-25 min.

What if there are no commanders in the BL? Everyone gets kicked?

Allow 5-6 commanders in each bl with squad size of 20 players.

I have literally never seen that many commanders in any WvW map.

Commander have a rights to KICK players from borderlands for being useless
(like pve guys does in dungeons).

What are the criteria required for a commander to be able to kick someone? Or can they just arbitrarily boot whoever the hell they want? Because if it’s the latter, then you can bet all of your stuff that people would get tags for trolling in WvW.

What exactly are you trying to achieve with this? Eliminating GvG? Or perhaps you don’t appreciate soloers? What about people who don’t want to run with zergs but prefer smaller groups?

Do you even realize that running in a small group with a commander is impossible? It only happens if the BL in question has a very low amount of players in the first place.

I'm i not playing right?

in Warrior

Posted by: Olba.5376

Olba.5376

PVT would be something you use when playing with a zerg in WvW.

I don’t think Cleric’s gear has much use, as power as a minor stat results in very low damage. If you want healing power, there’s always Apothecary.

And honestly, Berserker is the top stat in PvE, assuming that you can stay alive. Personally? Running 50% Berserker, 50% Knight.

Remember to report bugs

in Warrior

Posted by: Olba.5376

Olba.5376

-Brawn reduces burst skill recharge to 7.75 (should reduce down to 7.)

That’s not a bug, that’s just how all of the recharge traitlines work. Rather than being a multiplier, like cooldown reductions, the recharge reductions are a divisor of 1+x%. So what you get is 10/1.3 = 7.690, rounded up to 7.75.

Conditions Warrior - I'm Convinced!

in Warrior

Posted by: Olba.5376

Olba.5376

What do you guys think about the following build? I’m trying to create some kind of balanced build that could also rely on decent crit as a ‘plan b’! Any thoughts? thanks

http://gw2skills.net/editor/?fIAQNAT8cjkOFvBPuQMxBEkCNsKOKSilQ9YOsj4A-j0BB4MBGpBKFqIasl1FRjVzATliIq2boIa1CBsYNA-w

Your Plan B isn’t going to work. Your physical damage is kitten low: A full Soldier with no food, runes nor jewels would have ~12% more damage.

I changed the runes to undead: the build with peplex was just a test.

http://gw2skills.net/editor/?fIAQNAT8cjkOFvBPuQMxBEkCNsKOKSilQ9YOsj4A-j0xA4sAj0gShFRjtaWENWNDmKlIq2bUEtahAWsGA-w

What would you reckon I need for a balanced condi build to keep my ‘plan B’ open?

Well, I would think that the first step is to actually think of it as a hybrid rather than a condi-build with a secondary option. And that starts in your gear choices. Currently, all of your gear is condi-centric. If you really want to make Power an option, you have to ditch some of your condi damage for that.

For an example, this build has about 30% more physical damage and 30% less condition damage than your spec.

This on the other hand is something that I have been considering testing on my own. It’s got 10% less condi damage but 24% more physical damage than the build above, and it’s got far better defenses against conditions.

(edited by Olba.5376)

Burst Recharge in Discipline bugged?

in Warrior

Posted by: Olba.5376

Olba.5376

All of the traitline bonuses are divisors. All of the traits are multipliers.

(edited by Olba.5376)

Guardian vs Warrior

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

Trolling ? Can a guardian regen 1000hp per second ?
Adrenaline Health- healing signet-regen banneer + full clerics
Here you go unkillable warrior 1v1 and can tank 2 people
For at least a minute.

You mean something like this?

Because that thing only has 1539 healing power, which means the following:

  • 469/s from Healing Signet
  • 322/s from Regeneration
  • 197/s from Adrenal Health

Which amounts to a total of 988/s. You could get it a bit higher by making some big sacrifices, such as using Healing Power runes, Mango Pie, and statting into Defense for extra Healing Power.

And the damage? Well, this non-zerk build has about 70% more damage.

Your GW2 Baby photos!

in Guild Wars 2 Discussion

Posted by: Olba.5376

Olba.5376

First screenshot taken on my warrior, dating back over a year.

Fun times.

Attachments:

Unkillable Warrior

in Warrior

Posted by: Olba.5376

Olba.5376

Sooooo, what are these 3 magic runes? Seriously, lots of cryptic talk but no proof in the way of a tangible build for others to try for themselves.

But of course they won’t provide them, it’s a well-kept guild/server secret. You’ll only be privy to it if you transfer to their server and join a specific WvW guild. Because you know, otherwise their enemies would regen them to submission.

Conditions Warrior - I'm Convinced!

in Warrior

Posted by: Olba.5376

Olba.5376

What do you guys think about the following build? I’m trying to create some kind of balanced build that could also rely on decent crit as a ‘plan b’! Any thoughts? thanks

http://gw2skills.net/editor/?fIAQNAT8cjkOFvBPuQMxBEkCNsKOKSilQ9YOsj4A-j0BB4MBGpBKFqIasl1FRjVzATliIq2boIa1CBsYNA-w

Your Plan B isn’t going to work. Your physical damage is kitten low: A full Soldier with no food, runes nor jewels would have ~12% more damage.

Q about toughness

in Suggestions

Posted by: Olba.5376

Olba.5376

The basic reason behind why you cannot negate Power 1-to-1 with Toughness is because the latter stacks additively (Total Armor = Armor + Toughness), whereas Power stacks multiplicatively (Total Attack = Power x Attack).

Of course, all the numbers in the game are balanced around that idea.

And in PvE, the reason why armor is “meaningless” is because the base damage of bosses is very large. Dealing 15,000 damage on someone with 1,836 armor means dealing 9,000 damage to someone with 3,000 armor.