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[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

We think that Warriors need more sustain in sPvP. You’ll see this reflected in upcoming balance changes.

Traits are huge in this, and just like you saw trait reworks recently for Warrior, we’ll be doing more trait changes to help to this end.

It’s Sunday, but I still wanted to jump in here to let you guys know we’re not ignoring you!

Finally an answer That may be the start of the Warrior “new era” :P
Everyone here hope for some nice improvements in next 2 patches.
And if you need ideas, GW2 forums are full of them

[Team Roles]everything you want to know

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Posted by: Oni Link.4621

Oni Link.4621

Well written topic ^^ A nice introduction to SPVP for new players, well done

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.

No, he IS a hybrid Guardian/Thief at this very moment.

It is just that the role of a Guardian/Thief isn’t viable at the moment.

The warrior is the profession he is intended to be but there is no place for him because the current meta demands extremes: Extreme bunkers, extreme burst, extreme mobility, extreme conditions, extreme cleanse.

Not true. Simply he does not have the sustain to cover ANY role. Elementalists can deal same damage with way more healing and condition removal. Thieves can simply hide, go away, recover and come back. Rangers just dodge everything. And so on.

Warrior lacks what any other class have: a kind of sustain. It doesn’t matter what kind (dodge, hide, heal…) but he need something.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

Sometime ago i saw a post made by BurrTheKing:

“Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.”

Idk how about u guys, but i completely agree on that.

I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.

[Warrior] Change to Burst Damage attribute

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Posted by: Oni Link.4621

Oni Link.4621

There is a thread dedicated for warrior already.
Here you go: https://forum-en.gw2archive.eu/forum/professions/warrior
You’re welcome !

My thread was there before it was moved by moderators.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

@Krilce
I’m not going to quote your post because it is too long :P But I agree with you on all points. As you said, one of biggest Warrior problems is not himself but other classes.

And yes, kitten yes: 9 months and still nothing done on Warrior? It seems way too much waiting in my opinion (and all Warriors opinion too I guess).

Give us Three Weapon Slots! :D

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Posted by: Oni Link.4621

Oni Link.4621

Just add two weapon sets on Hero Panel, for a total of 4 weapons equipped.
F1 switch to first weapon set, F2 switches to second set.
Cooldown between set change will be 10 seconds fixed. Maybe reducible with a trait in last line, like the current “Fast Hands”.

But this means a rework of Hero Panel, traits and whole Warrior mechanic. Too drastic too see it soon.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

Greatsword

  • Burst skill: Add a small Endurance recover to it to make it more attractive.
  • Skill 1: Fine.
  • Skill 2: Reduce casting time from 3 1/2 s to 2 s. No damage change.
  • Skill 3: Fine.
  • Skill 4: Fine.
  • Skill 5: Need to fix the hit after the rush on moving target. Need fix on very big targets.

I’m only rank 22 or so, but I’ve spent all that time playing on a greatsword warrior. Not just any greatsword warrior, but one of those glass cannon ones that runs around with a zerker amulet and runes of the ogre.

2s cast time on 100b would be like having quickness available every time you use the current one, and as much fun as I would have with this it would be too strong. That being said, 3.5s is far too long. Perhaps 2.5s – 2.75s would be more reasonable. 2s is just a tad too quick IMHO.

The suggested changes for the 5 skill I agree with wholeheartedly. That skill will often rush right up to an immobolized target, lock me down for half a second of pointless charging, and still fail to connect for no discernable reason.

Yea, maybe 2 1/2 s may be more correct. Anyway its overall casting have to be shorter, because currently autoattacks deal more damage and applies Vulnerability. The only vantage of Hundred Blades is that it hits more times, so more proc on hit and proc on crit will activate.

[Warrior] Change to Burst Damage attribute

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Posted by: Oni Link.4621

Oni Link.4621

Suggestion Forum = Graveyard for threads.

Yea true, that’s why I posted in Warrior section. Suggestion section should be used for general suggestions, not specific. This thread should stay in Warrior section.

Warrior dungeon beserker

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Posted by: Oni Link.4621

Oni Link.4621

Actually, I don’t find Sonic Boon to be a zerker build. You are going for 30 in toughness and are wearing runes that do not maximize damage.

Strife’s build is a dungeon oriented build and he is playing it in full berserker. So I guess it would be the best answer to this question if we are talking about dungeons.

However, I have no idea what build would be considered the cof p1 zerker build, and I honestly couldn’t care less as you could run that “dungeon” naked, it wouldn’t change anything.

Being only full-damage oriented may be good in some dungeons, but Fractal speaking you are going to be hated. Sonic Boon has 30 points in Tactics, not Defense. They provide you some area healing. Plus that build let you have nearly permanent 25 Might stacks, which covers all the “DPS distance” between other full berserker builds.

The damage difference is nearly unoticeable, but party helping and sustain are much higher.

About COF P1 the matter is not which build can do it, because as you stated any build can do it.
The matter is how fast can you do it, and that is the highest DPS build available.
If you don’t use it, you get kicked from speedrun parties. And without COF P1 farming, good luck doing fast gold

My idea for Warrior sustain.

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Posted by: Oni Link.4621

Oni Link.4621

First of all, this topic is only about our sustain. I think our condition removal options are fine for right now, and sticking to a target does require more skill as a Warrior, so that is a bit of a l2p issue (even though most other classes don’t suffer from it).

I disagree with people saying we need more access to defensive boons, because that would turn us into Guardians. Warriors are an offensive class, and our defense/sustain should come through offense.

So I suggest that our abilities be more focused towards “down but not out”. Sort of the opposite of a Thief. A Thief is strongest at the start of the fight, when his initiative is full and his burst is at full potential. If a Thief misses his initial burst, he is in a weaker state and has to back off. I suggest Warriors start the fight in a weaker state and become stronger as our hp gets lower and the fight drags on. It fits with the Adrenaline class mechanic gives us a unique way to sustain.

There is one example already in-game that embodies the Warrior class, in my opinion. That example is the downed skill, Vengeance. In my experience, when a Warrior goes down on the battlefield, everyone stops to go secure that kill, because if they wait long too long, that Warrior comes back as a serious threat. I expected Warriors to be the “Oh kitten! Kill it quick!” class, not the “Lol look a Warrior, kill it.” class.

Some of the abilities I’m leaning towards are more of those traits that activate when HP reaches a certain amount. Things like skills recharging, getting healed, damage increases, etc.

I made this up as I went along and it isn’t the most professional post. I don’t have the mental capacity to offer a full solution, but I feel that there are people on this forum who can take my idea way farther than I ever could.

  • Currently Warrior lacks condition removal. Take an Elementalist and you’ll see that there is a huge difference. Too huge.
  • Wrong. ArenaNet said, and I want that too, that they are aiming to make more than one viable build for each class. Currently this is still far from being true, but being forced to play offensive is not a solution. Warriors need more defensive options and Guardians need more offensive options. People from both classes noticed this flaw.

About the idea of “becoming stronger during the fight”, I like it!
A way to do this may be increase the number of Adrenaline points (currently 30, increase to 99, 33 per bar) and make them worth.
Example: Each adrenaline point will rise by 0,5% output damage and reduce incoming damage by 0,3%.
Adrenaline rises when:

  • You get hit, depending on the damage (more damage received, more adrenaline gained).
  • Increases by a small amount when hitting an enemy (depends on damage dealt).
  • Constant passive gain that becomes faster when HP go down. Increasing HP (self-heal or getting healed) will decrease the passive gain.

Using healing skill will consume a large portion of adrenaline, like a full bar (33 points on 99). You can heal even without adrenaline but all healing skills will consume it, in different measures (Healing Signet will consume it passively by small amounts).

Each bar of adrenaline (now 33 points, more than current 3 bars together) will greatly improve effectiveness of burst skill, so you’ll have to decide to go for the F1 skill (which is going to be stronger than now) or keep the adrenaline to benefit from the passive damage amplification and damage mitigation.

What do you think?

Warrior dungeon beserker

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Posted by: Oni Link.4621

Oni Link.4621

This is Strife’s build, there’s a link to a visual build in the beginning. Be sure to read the explanations as well, a build only is not enough if you don’t play it right.

Strife’s build

I wouldn’t advise to go full zerk from the beginning, but he says this also.

I’m don’t think he is asking for a good PVE build. Most probably he is asking for the common “zerk warrior” build that is requested for COF P1 speedruns.

But if I’m wrong, then give a look to Sonic Boon, it is the most used PVE Warrior build, used also at high level Fractals. Just apply some changes to it and it is awesome.

Sonic Boon – Shout Greatsword

Suggested changes:

  • Use longbow rather than rifle.
  • Don’t pick OOM, Instead pick Signet of Stamina to dodge more. You can also pick Endure Pain for hard situations or Balanced Stance if needed.

As traits I prefer 10-30-0-30-0. DPS speaking it is better and plus you can get trait XI “Furious” so you can fill adrenaline faster and keep using longbow F1 Combustive Shot to have a nearly constant combo field fire to use finisher blasts in it (area might). It depends on how you like to play.

I’m currently using Knight armor, and Berserker weapon and Jewels, not the hybrid mix you can find there. It is a matter of personal taste anyway, but I don’t see a valid reason to complicate everything just to have that mix.

sPvP Class Tier List: - Updated 6/30

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Posted by: Oni Link.4621

Oni Link.4621

Suggestion: Change list name from patch number to patch day. ArenaNet calls its own patch with day of release and it will be easier for users to recognize it.

Warrior dungeon beserker

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Posted by: Oni Link.4621

Oni Link.4621

Warrior Zerk build

Some notes:

  • Sigil of Fire is subjective, but I keep it because I’m using the same greatsword also for other PVE (instances and Fractal).
  • Change banner accordingly to your team to avoid double banners.
  • Someone may disagree about 20-30-0-0-20 idea, but the signet recharge cooldown reduction combined with Signet of Rage will let you keep more Might stacks, permanent Fury and having Swiftness very often. Calculations below.
  • Signet of Might is a must after its buff.
  • I don’t like Battle Standard. If your team has 4 Warriors, everyone can easily max Might stacks thanks to FGJ, SoR and trait. The only who may benefit from elite banner is the Mesmer (yes, I’m talking about COF P1 speedruns) but it is not worth to take more than one and probably there will be already someone else using it.

30-30-0-0-10 vs 20-30-0-0-20
Using 30-30-0-0-10 (like some Warriors do) will give you 100 more Power. Considering that your power is 2480, it means ~4% more damage.
With 20-30-0-0-20 you have 10% more Critical damage, so a critical hit damage will rise from 251% to 261%, a ~4% increase.
Thanks to Banner of Discipline, Fury and Heightened Focus (not showed on Hero panel) you will reach 95% critical rate, so basically every hit will crit. At this point rising Power or Critical damage is nearly the same.
So DPS speaking there is no difference BUT with 20 points in last line you can have decreased cooldown on SoR which will grant you more Might stacks, longer Fury, more Swiftness.

Condition warrior

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Posted by: Oni Link.4621

Oni Link.4621

FYI, the sword auto-attack skills (sever artery, gash, and final thrust) are a reference to a basic skill chain in GW1 that used the sword. It went like this:

1. Hit your foe to bleed them
2. Hit your foe and wound them if they’re bleeding (the “deep wound” condition doesn’t exist in GW2)
3. Do big damage to your foe if they have low health

The GW2 are modeled in a similar fashion. The first two skills apply conditions, and the third one hits for large direct damage. As such, they’ll probably stay that way in thematic terms.

As far as balance goes, I think this is actually a good thing. If all three had their damage based on condition damage, they would be even more vulnerable to condition removal. Having the large direct damage on final thrust can complement the long duration bleeds on the first two skills very well since it will both allow you to take chunks off your opponent immediately in addition to maintaining condition pressure.

I’ve never play GW1 so I didn’t know that. Anyway the addiction of Bleed to Final Thrust was not connected to a decrease of raw damage, it should stay the same. The addiction is just a “bonus” for being able to land 3 consecutive hits on an enemy.

I think adding the 20% CD reduction would be a decent way to buff the sword, especially since a lot of other weapons have this sort of CD reduction option. However, the critical hit chance increase is quite useful for at least two reasons:

1. This trait is in the arms tree, which means you will already have a naturally higher precision by investing trait points here. The +10% crit-chance can help you get very frequent critical hits.

2. A number of abilities function “on-crit”. For instance, the first minor trait in the arms tree is precise strikes (you get this by default with 5 points in the tree). This gives you a 33% chance to inflict bleeding on critical hits. So if you have a higher critical hit chance, you are more likely to inflict a critical hit, and therefore more likely to inflict an extra bleed stack.

There are a number of other traits that work in this way (i.e. rending strikes, furious), as well as sigils (i.e. sigil of earth), so the +10% critical chance can be very useful for a condition build.

You misunderstood, I’m not supporting the change to 10% critical rate. Mine was just a suggestion to one who doesn’t like it, it was a debate, but personally I like the critical rate increase, especially because probably the sword will have Sigil of Earth on it (and Precise Strikes will benefit from it too).

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

I think these are fairly reasonable suggestions for possible buffs, better than the crazy reworks usually thrown out there. I’m not sure that warriors need all of these, but they’re nice suggestions.

I don’t agree with all of them though, particularly that suggestion of a 50% endurance regen as the first minor trait in defence. That trait is too powerful for anyone for a 5 point investment, even for rangers. I have no objections to the trait itself, but I believe it should be a bare minimum of 15 points to get it, preferably 20 or more (can be swapped with a major trait).

A for rampager, it shouldn’t need a stun breaker because it grants you stability for the duration. The real problem regarding this is that the stability boon can be stripped/converted/stolen. All transformations have this issue currently, and it makes no sense whatsoever, especially since there was a fix early on to remove the stability boon once you exited the transformation. That stability is supposed to be an immutable property of the transformation, yet it is not. hopefully we can see a fix for this sometime soon.

In addition to rampager, I don’t think it needs the utilities there, but perhaps a characteristic similar to “unstoppable” like some of the larger, tougher PvE enemies have (i.e. risen abominations). Being immune to movement impairing and disabling effects would give it some attractive utility, or at least give it some more uniqueness.

Immunity to blind would also be helpful since the attacks are somewhat slow and have to be targeted.

Yea, that trait is too powerful, I know. It was inspirated by Ranger’s trait. It should be swapped with master minor trait “Adrenal Health”.

The stun breaker idea is to make that skill viable as “extreme resource”, i.e. you are fighting 1v1, suddenly a second enemy appears and they start chaining controls on you. You can use Rampage to get out of it and try to compensate their power.

I forget discussing it but you’re right, that Stability boon should be unremovable/unstealable.

But I really want utilities while being transformed, it is the major improvement to the skill. You are forced to be melee with only one gap closer, no cripple/immoblize/chill. If they enemy has stability then you just wasted the elite. But with the support of utilities you can manage to have more sustain or gap closers (Bull’s Charge) or immbolizers (currently only Bolas).

Being blind immune is a good idea too, attacks are really too slow.

[Warrior] Change to Burst Damage attribute

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Posted by: Oni Link.4621

Oni Link.4621

I actually like the idea of warriors being weak vs conditions, moderate vs casters/range, and strong vs other melee. To me, that’s how a warrior should be. A sturdy front line fighter that can stand toe to toe with melee and should succeed most of the time, gives range a decent challenge depending on who gets outplayed by gap closers and timed burst, and weak to condition builds.

They don’t need protection. They need strong offensive conditions and I think a good start would be to make Weakness worth a kitten , make it so that the target can’t crit during the duration of the condition. That alone with remove burst damage coming in from the warrior and is another form of sustain/mitigation.

Guardians = defensive boons with a few exceptions to fury/might and burning.
Warrior = Offensive boons with a few exceptions to vigor and retaliation (they shouldn’t need regen and protection, by giving warriors these boons, you will be pigeonholing them into taking the traits that distribute these boons. You are creating a meta, not a unique class)

Warrior should have access to the follow conditions:
1. Bleeding
2. Cripple
3. Fear
4. Immobilize
5. Poison
6. Vulnerability
7. Weakness

By having access to all those conditions, you could also create more creative condition builds that might actually be viable instead of easily countered by heavy condition removal classes, i.e. guardian.

I guess you are posting in the wrong topic, this is only about Burst Damage attribute and how it should be reworked.
I agree with some of your points but I disagree about the idea of Warrior being solely an aggressive class. ArenaNet aims to get more viable build for all classes and currently Warrior is very weak as bunker and is lacking sustain both as offensive and defensive play.
Opposite problem is the Guardian, he’s missing a viable offensive build.

But this is off-topic I guess, unless your idea is connected to Burst Damage attribute.

PS: I totally support the addition of Poison to Warrior, it really needs it.

How to Make Warrior Viable

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Posted by: Oni Link.4621

Oni Link.4621

I can see many familiar ideas from me and other users that you may have read in Warrior changes for SPVP viability topic and in a discussion about condition Warrior in another section. It would be better to keep going a single topic, splitting discussions won’t help to attract developer’s eye.

Back to your topic. The idea of adding gap closers is nice, some weapons are lacking them and it will greatly counter the problem of being kited (like Engineers like too do >.<).

Theyplayboy your idea is basically the return of “classic” stances and I guess that every Warrior would like to see the addition of F2, F3 and F4 as stances, that would be awesome.

Healing Signet still worthless.

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Posted by: Oni Link.4621

Oni Link.4621

IN FACT
the passive sig is 210hp/s
Mending is in fact, 234.4hp/s. the gap is 680 every 25s and mending can cure 2 conditions

The different is
when using mending I sometimes hold it until emergency, which means Im not using it as it’s ready, so in the long run, sig wins.
as for condition remove, I use the rune shout remove condition, so no big different for me.
finally, think carefully about urself. will u use mending as it ready? will u use it realy rapidly? if not, sig is definetly better for u

Healing Signet base HPS is 200.
Mending base heal 5560, cooldown 25 s → 5560 / 25 = 222 HPS.

Healing Signet healing power ratio is 0,033 so 1000 healing power →33 increased HPS
Mending healing power ratio is 1,0 so 1000 healing power → 1000 / 25 = 40 increased HPS

It doesn’t matter if you say “will you use when it is ready?”. The matter here is that its base HPS is too small to make it a valid choice for any build, neither PVE, nor WvW, nor SPVP in my opinion.

Condition warrior

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Posted by: Oni Link.4621

Oni Link.4621

Just for general information:

Healing Signet is currently absolutely useless. It base HPS is 200.
Mending base heal 5560, cooldown 25 s → 5560 / 25 = 222 HPS.

Healing Signet healing power ratio is 0,033 so 1000 healing power →33 increased HPS
Mending healing power ratio is 1,0 so 1000 healing power → 1000 / 25 = 40 increased HPS

So HPS speaking Mending is better than Healing Signet both for base HPS and healing ratio PLUS it removes two conditions too.
Healing Surge has an even higher HPS with full adrenaline.

Conclusion: do not even consider Healing Signet. It does not exist.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

I guess you meant “Bull’s Charge”. Reducing its cooldown may risk to make it too strong; it is a gap closer, combo finisWell on the bulls charge point, it depends how you use it. That very same logic should have held true in GW1 as well, because that was the conditional clause, but the people who were good landed it and very consistently. The only reason the animation is obvious is because people always use it as a gap closer, if you use it at 200-300 range even the best players will find it very hard to react fast enough, and I like that because it forces you into a choice of whether you want to gap close or land the stun/kd which is what balances it. Atm though the skill feels like an absolute gimmick where you simply use it for a rotation of a burst (see HB blades) and rarely to pressure (though sometimes nonetheless).

I can see the idea of stances through f2-3 being good but at the same time I think we both know such a drastic change to the class is incredibly unlikely to happen so I rather not go off on that tangent. Frenzy simply feels like a skill that should be more readily available for us to use should we desire. Its not like we can stay in frenzy permanently because there already is no way for us to cancel the stance so it is a huge risk, but if I see an opportunity to put out pressure, I want to be able to do so.

You may be right on Bull’s Charge. With some tests your idea may be great

About stances, meh, you said it, it won’t happen. It will greatly improve overall Warrior play but it is too drastic too happen. Anyway similar work may be done with utility stances: you activate one and you get the buff, press it again and you lose the buff, activate another stance overlaps the buff. That is less drastic and will finally give to stances the mechanics of a “stance”, right now they are just like shouts but single target.

[Warrior] Change to Burst Damage attribute

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Posted by: Oni Link.4621

Oni Link.4621

How about % reduced disable duration [or] adrenaline gain [or] reduced weapon swap time [or] % reduced condition duration (for condis on yourself)?

I thought about that too but:

  • Reducing weapon swap + minor trait “Fast Hands” = 2 s cooldown. Funny but useless unless sigils “on swap” get their cooldown lowered a lot, which probably won’t happen because then Engineers will become too strong.
  • Adding a “raw” effect like disable duration is interesting, but the problem is that it has to be a Warrior special attribute. Warrior “specialty” are burst skills so it has to be linked to them.

Condition warrior

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Posted by: Oni Link.4621

Oni Link.4621

Some good ideas I can see here I tried condition Warrior too and in some situations it was even better than any other build.
Just to point something out: ArenaNet is very very attached to ingame “coherence”. Why should a Warrior apply Chill? There is no reason, he has no magic and he doesn’t carry a tank of liquid nitrogen.
But he may has Poison. A Warrior can envenom his weapons, so you should work around how applying it.
There may be a trait, similar to Thief, that let you apply Poison with your next X attacks.
Sword skill 1 third attack need a rework, I agree. I suggested applying a longer Bleed, or maybe two stacks of shorter Bleed.
There may also be a trait like “33% to apply Poison to bleeding foes”, which will make a great synergy with trait “PRecise Strikes”.
“Blademaster” trait need the 20% cooldown reduction effect. Maybe change the 10% critical rate with “10% to apply 2 s Bleed on hit” (only 2 s because it works on any hit, not just criticals).
Arcing Arrow should not be changed, it has an awesome AOE damage (you can’t pretend that all weapon skills from LB are conditions XD) and it also a combo finisher blast which is very useful.
LB autoattack should not change in my opinion. It has a good damage (as said before, can’t all skills be condition appliers), good range and it is a “2 hit”, which is good for traits that activate on critical hit and has no cooldown.

Basically I support your idea of strengthening the condition Warrior and I agree that it should has Poison. But Chill is out of question, ArenaNet won’t add that :/

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

hi oni. nice work there but i dont understand your longbow and sword wishes.

https://forum-en.gw2archive.eu/forum/professions/warrior/Condition-warrior-4/first#post2071361

check this and tell me if this wouldnt be better to give warri more ways to play by the way ;P

Longbow and Sword changes are needed to make Warrior viable as a condition dealer. It doesn’t have access to Poison (which personally I can’t understand; why a Warrior shouldn’t envenom his weapons?) so it need more ways to apply Bleed and Burning. A special work is needed on Sword OH skill, currently the only reason to use a Sword in OH is aestethic :P

For Shield #4, it’d be nice if they could turn it into a leap and give it a bit of a longer distance. You could take the damage off to compensate for all I care.

I don’t really like any part of Fury Signet since it feels like a boring design, especially for an Elite… there’s not much sense of tactics to it either since the effects last a whopping half a minute (untraited), you just end up popping it whenever it’s off cooldown for the most part. I don’t know if it can be changed since it’d ruffle a lot of PvE feathers, maybe they could just make other War Elites more appealing.

Shield skill 4 is a combo finisher leap but with a small range. Rising its range would be nice but it seems a bit “out of place” to me.
Signet of Fury is banal, I agree, but it is very important PvE speaking. I prefer a small tweak on other two elites (especially Rampage) as soon as possible.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

I’ll try to answer to everybody, but doing it without a multi-quote function is a bit clunky :P

I like quite a lot of these ideas. I would totally support the suggested change to Berserker Stance. It suits the warrior flavor that anet is shooting for. The Embrace the pain idea is nice too.

However I do not like the Signet of Fury idea, changing what a skill does completely is never a good thing. You’re better off improving on it’s intended function, like the new Signet of Might.

Thanks Signet of Fury was an experiment. I tried figuring out what the term “fury” may implicate and I thought “some strong strikes that weaken the enemy”. Its current intended function is adrenaline fill but there are some way better ways to fill it up like Berserker’s Stance which also gives you condition removal (still an idea for now :P).

OP put alot of work into this. Fine job, though some changes are needed more than others. Hopefully the devs steal a couple from this list.

Thanks I hope it too!

I would like to see more risk/reward skills with some conditional clauses.

For example, bulls strike should be 15s cd and only stuns if it hits a moving target, and should have a 25s cd if it does not hit a target.

Mending should remove 3 conditions and have the cd reduced by 3s for each condition removed.

A skill like frenzy should be on a 30s cd, it shouldnt be a skill you use for a rotation or burst, it should be an option available to us to deal increased damage at a risk (see frenzy in gw1).

Additional things would be healing signet removing a condition every 8s, or healing surge having a 25s cd.

I want the warrior to be a class capable of pressure based on skill (aka conditional clauses for skill effectiveness, not hit x buttong see y effect). We already have enough burst classes in this game, a skillful pressure role is seriously lacking in GW2 and the Warrior in GW1 was just so perfect :S

Needs more risk/reward skills, and not just for warrior but all the classes tbh.

I guess you meant “Bull’s Charge”. Reducing its cooldown may risk to make it too strong; it is a gap closer, combo finisher leap and has 2 s knockdown too. About the “only stuns if it hits a moving target” part I have to disagree, because then everyone who sees its animation will simply left their fingers from keyboard so they don’t move and Bull’s Charge get wasted.

The Mending suggestion is very interesting. To prevent from being too strong (heal every 16 s with 3 condition removed) I suggest to increase its base cooldown to 30 s.

I checked Frenzy from GW1 and it is same as current Frenzy but with a lot more damage taken (double damage instead of just 25% like now).
But I want to support the classic idea of “stance” (you activate a stance and it is activated until you change stance or deactivate it). They should add F2, F3 and F4 skills to Warrior which will be classic stances (offensive, defensive and “utility”). I discussed it with some friends and everyone agreed about it.

I prefer to put “remove a condition every X s” effect to something more coherent like Signet of Stamina. Healing Signet should stay a healing over time skill, but its base HPS must be greatly increased (see above).
Healing Surge should maintain its cooldown but heal more.

Finally I agree with your thoughts, the “high risk-high reward” mechanic is something I would like to see too.

[Link] Complete Warrior change suggestion

in Warrior

Posted by: Oni Link.4621

Oni Link.4621

I don’t know where to start..Most of ur suggestions says fine, which is completely untrue just like axe #5. I don’t know why u think its fine but ill leave it here. Another example can be furious speed – right now its useless, after urs suggestion done its gonna still be useless. These "change"s won’t help us by any means. Hope i helped

Added a small change to Axe skill 5. It improves the hit landing and reduce kiting capability.

Changes that could make war better in pvp

in Warrior

Posted by: Oni Link.4621

Oni Link.4621

Greatsword:
Burst skill – is now 100 blades and it can be used while moving.
2 – is now AOE knockback with massive damage
5- is now bull’s charge
3- now applies cripple

This is way too strong. You basically enchanted GS so much that it is a must choice. There should not be a must choice.

AXE:
5- damage increased by 30% and gain stability for the duration

Thought about Stability too but there is no need for increased damage. It is an AOE skill and AOE-speaking it deals a good damage.

Shake it off utility: now remove 3 conditions and grants regeneration and protection for 10 sec

25 s cooldown (20 s with trait) for 10 s Protection, 10 s Regeneration, stun break and 3 condition removed is ABSOLUTELY insane. This, united with Forge Runes, will make the Warrior too strong defensive-speaking.

Defence trait’s:
- Dodged march is now first minor trait

Interesting. Minor trait instead of which one?

Discipline trait’s:
gain 1 % burst damage for 1 point instead of 1% per 10 points.

That was initially. It was changed because Eviscerate and Kill Shot were too strong so they won’t change it back for sure.

Tactic’s trait’s:
first minor trait – increase armor from toughness by 50%

You are suggesting that if you have 1000 Toughness, you will get a bonus 500 points in Armor. This trait + your idea of SIO + Forge Runes = 4000 Armor + nearly permanent Protection = unkillable for any non-condition damage dealer. And it will be a minor trait too, absolutely too strong.

Some suggestions are interesting but they are too drastic. ArenaNet clearly stated they won’t do any big buff which may lead to a later debuff. They prefer to do small buffs instead.

(edited by Oni Link.4621)

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

Instead of spending that many time trying to build a new warrior for Anet You could have l2p. Warrior Are not op but not bad too. L2p before posting this kind of stuff, it get boring see people complaining all the time.

I spent some time playing Warrior and trying different approaches and builds before writing these suggestions. I have never said that Warrior need a TOTAL rework, I just suggested some tweaks to compensate his current weaknesses like condition removal and sustain.
Anyway I’ve never complained in the topic, just suggested. There are suggestions for all classes on GW2 forums. You approach seem unnecessary “aggressive” to me, the topic is not complaining but suggesting and brainstorming.
I hope to receive some constructive feedback from you too ^^

[Warrior] Change to Burst Damage attribute

in Suggestions

Posted by: Oni Link.4621

Oni Link.4621

Please Please Please Please change it to something else. Like damage reduction from players with boons…

Damage reduction won’t help by any means. And right now, ANY change would good to be honest :P

Suggestion:Trait cooldown display.

in PvP

Posted by: Oni Link.4621

Oni Link.4621

I agree and I guess most of players too. This was requested since beta I guess but still nothing about it :/

[Link] Complete Warrior change suggestion

in Warrior

Posted by: Oni Link.4621

Oni Link.4621

I don’t know where to start..Most of ur suggestions says fine, which is completely untrue just like axe #5. I don’t know why u think its fine but ill leave it here. Another example can be furious speed – right now its useless, after urs suggestion done its gonna still be useless. These "change"s won’t help us by any means. Hope i helped

I said fine because its damage is good if you consider that it is an AOE skill, don’t look at it for 1v1, obviously it is not good for 1v1 and it is not meant to be.
Furious speed is changed by a small amount, you can’t have a permanent boon that easy.
It is impossible to change all traits from useless to awesome in oneshot. This was just the beggining. If you read what ArenaNet is saying, they will not do any big changes so it is useless to suggest drastical change. They want to do things “step-by-step” and mine are small “fixes”, “tweaks”.
I have to completely disagree about your statement “these changes won’t help us by any mean” because many many things may change with those things applied. Obviously it is NOT a total rework: as said before there is no point suggesting drastical changes, ArenaNet won’t do them.
All builds get buffed by those changes. Currently Warrior lacks sustain and condition removal. Also it will fainlly have access to Protection, which will make bunker build more viable (together with new healing traits and improved healing ratios).

Thank you for your feedback but please post it in that topic if possible, I made this one mostly to link it in the Warrior section too, because those changes will affect both SPVP and PVE.

Good read, some good fixes in there that won’t have the world crying OP!!

And yes, this is another reason why I prefer to avoid too big tweaks.

[Link] Complete Warrior change suggestion

in Warrior

Posted by: Oni Link.4621

Oni Link.4621

Hello everyone!
Maybe not everybody reads the SPVP section of forum so I decides to post here links to two topics I wrote where I suggest some important changes to Warrior.
The first topic is about everything: weapon skills, healing skills, utilities, elites and all traits.
The second on is a discussion about the rework of Burst Damage attribute (the Warrior class-specific attribute).

Changes for SPVP viability

Change to Burst Damage attribute

[Warrior] Change to Burst Damage attribute

in Suggestions

Posted by: Oni Link.4621

Oni Link.4621

I agree to what you said. Give a look at this, I suggested many things to fix Warrior flaws.
Warrior changes for SPVP viability
With those changes, Warrior won’t need the 30% damage reduction as plain attribute.

AFK/Leaver report option for tPvP

in PvP

Posted by: Oni Link.4621

Oni Link.4621

Agree. An implementation of ingame bad behaviour for TPVP must be top priority. There must be a punishment for bad players of course.

[Warrior] Change to Burst Damage attribute

in Suggestions

Posted by: Oni Link.4621

Oni Link.4621

How about /Damage Reduction/ instead?

Warrior are in the highest tier of HP pool and also of armor defense. Giving it a plain 30% damage reduction will make it way too strong. It will be like a free permanent Protection. With Rune of Forge it will have Protection too and it will become unkillable (not considering from conditions though).

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

BURST SKILL ATTRIBUTE

Check this topic:
Change to Burst Damage attribute

EDITS

  • 21/05 – Add change to Greatsword skill 2. Add change to Axe skill 5.

(edited by Oni Link.4621)

[Warrior] Change to Burst Damage attribute

in Suggestions

Posted by: Oni Link.4621

Oni Link.4621

This attribute got a big nerf and currently it absolutely useless. I want to to suggest a rework to it to prevent it from being overpowered but still be useful.

New attribute name would be Burst Ability.
It will increase the Burst Skill effectiveness, from 0% (no point in Discipline) to 30% (30 points). The effect will change for each Burst Skill

  • Sword: Increase Bleed and Immobilize duration.
  • Hammer: Increase area of effect.
  • Longbow: Increase detonation damage and area duration.
  • Axe: Increase leap distance.
  • Greatsword: Increase damage.
  • Mace: Increase stun duration.
  • Rifle: Increase casting time.
  • Spear: Increase area of effect.
  • Harpoon Gun: Increase damage.

Those are just some ideas but transforming it from a raw “increase damage” to a more interesting “increase effectiveness” would be great

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

EXPLANATIONS
This section will cover reasons behind suggested changes.

  • Weapon skill
    Changes to weapon skills are kinda self-explanatory. Most of them are improvement to current problem of landing them on moving targets, which is a big issue in SPVP. Some skill effects and damage is reduced but their execution speed is improved, to make their use more dynamic and less subject to skill-landing problem.
  • Healing skills
    Other self-explanatory change. Currently Healing Signet is useless, even in full Healing Power build. Its HPS is lower than Healing Surge and Mending so there is no point choosing it.
  • Elites
    Rampage need that change because the only reason why nobody take that skill is the lack of utilities, which mean no condition removal, no stun breaker and no heal. Too big sacrifice.
    Battle Standard change is too make it more similar to a “aoe boon” rather than just a “ressing skill”.
  • Utilities
    Berserker’s Stance change is absolutely needed. Currently there is no point in taking it and it can become a great condition removal tool, which Warrior lacks.
    Signets need a change too. Active effect of Signet of Might need an improvement to be more attractive SPVP-speaking. Signet of Fury active is simply worthless, need a rework as I suggested. Signet of Stamina is fine but with added Endurance regeneration from new “Thick Skin” trait, it may be more useful as a passive condition removal, that can be activated in condition-full scenarios. Signet of Dolyak rework is needed, because Stability was useless, it couldn’t stand against Balanced Stance. And Warrior lacks a “damage reliever”.
  • Traits
    This section is very long so I will cover some important points.
    The added “20% skill cooldown reduction” to some skill is very important. Other classes (like Mesmer) have it for all weapons. Warrior is a “master of fights and war” so he must have it too. It will also help to make the combat more dynamic and decrease the use of “autoattacks till cooldown has gone”.
    Strength
    The new trait “Restoring Banners” will improve the viability of a bunker Warrior. It provides an AOE heal burst, very useful in teamfights. The minimum cooldown of a banner is 96 seconds, so this heal won’t be too strong.
    Discipline
    “Embrace the Pain” improvement is also very important. It will increase by little Warrior’s survivability while making this trait more attractive. Dogged March improvement has same motivation.
    “Last Stand” change is caused by Elementalist’s trait “Earth’s Embrace”. That trait gives you Protection and Stability and you need only 10 points to activate it. “Last Stand” gives only Stability and you need 20 points for it, so its cooldown must be reduced.
    “Spiked Armor” change reason is to make bunker Warrior more viable.
    Tactics
    Minor traits have been changed to improve their use in SPVP.
    Longbow traits has changed to improve the possibility of a condition build.
    Vigorous Shouts healing increase needs to compensate for the new “Restoring Banners” trait.
    Discipline
    “Warrior’s Spirit” is going to be useful for a roamer Warrior. “Thrill of the Kill” will award kills and help to reach a killing spree. “Destruction of the Empowered” needs an improvement to stimulate investing 30 points in Discipline.
  • Other
    I suggested some skill and trait name changes to better reflect their nature or their new functionality.

FINAL THOUGHTS
I remind you that all suggested changes are SPVP oriented. They very likely need a tweak for PVE, but main issue for Warrior class and whole SPVP is a fast and serious buff. I said whole SPVP because right now SPVP is made of 7 classes.
Please comment below with your ideas and suggestions. If you approve my changes, then a “thumb up” may help the topic to be seen by developers.

This is only the first version and I will post a new version (or update this one, still have to decide) when ArenaNet will finally make a BIG change on Warrior.

Thank you for the patience to read the whole thing

(edited by Oni Link.4621)

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

TRAITS

Strength
Minor

  • Reckless Dodge: Change its effect to “remove a condition and deal damage when you dodge”. Cooldown 10 s.
  • Building Momentum: Fine.
  • Stick and Move: Increase damage bonus from 3% to 5%.

Major

  • Trait 1 – Death from Above: Fine.
  • Trait 2 – Restorative Strength: Add Vulnerability removal too.
  • Trait 3 – Great Fortitude: Fine.
  • Trait 4 – Short Temper: Fine.
  • Trait 5 – Berserker’s Power: Fine:
  • Trait 6 – Powerful Banners: Change effect to “banners heal when summoned”, base heal 1200, Healing Power ratio 1,5~2. Change name into “Restoring Banners”. Swap trait with “Empowered” from Tactics line.
  • Trait 7 – Distracting Strikes: Fine.
  • Trait 8 – Dual Wielding: Fine.
  • Trait 9 – Slashing Power: Decrease bonus from 10% to 5%.
  • Trait 10 – Axe Mastery: Add 20% axe skills cooldown reduction to the effect.
  • Trait 11 – Physical Training: Increase cooldown reduction from 20% to 25%.
  • Trait 12 – Berserker’s Might: Fine.

Arms
Minor

  • Precise Strikes: Fine.
  • Critical Burst: Fine.
  • Attack of Opportunity: Fine.

Major

  • Trait 1 – Deep Strike: Increase precision bonus from 40 to 60.
  • Trait 2 – Furious Speed: Increase swiftness duration from 3 s to 5 s.
  • Trait 3 – Deep Cuts: Fine.
  • Trait 4 – Unsuspecting Foe: Fine.
  • Trait 5 – Rending Strikes: Fine.
  • Trait 6 – Furious Reaction: Fine.
  • Trait 7 – Crack Shot: Fine.
  • Trait 8 – Blademaster: Add 20% sword skills cooldown reduction to its effect.
  • Trait 9 – Opportunist: Increase Fury duration from 3 s to 5 s.
  • Trait 10 – Forceful Greatsword: Fine.
  • Trait 11 – Furious: Fine.
  • Trait 12 – Last Chance: Increase Quickness duration from 4 s to 6 s. Decrease cooldown from 90 s to 80 s.

Defense
Minor

  • Thick Skin: Change effect to “increase endurance regeneration by 50%”. Not stack with Vigor (Vigor overlaps it). Rename into “Fight Inspiration”.
  • Adrenal Health: Fine.
  • Armored Attack: Fine.

Major

  • Trait 1 – Embrace the Pain: Add heal for a very small amount, ~50 HP.
  • Trait 2 – Dogged March: Increase Regeneration duration from 3 s to 4 s.
  • Trait 3 – Sure-Footed: Fine.
  • Trait 4 – Vigorous Return: Add a 5 s Stability on rally to effect.
  • Trait 5 – Missile Deflection: Fine.
  • Trait 6 – Cull the Weak: Fine.
  • Trait 7 – Sundering Mace: Fine.
  • Trait 8 – Last Stand: Reduce cooldown from 90 s to 75 s (due to Elementalist trait “Earth’s Embrace”).
  • Trait 9 – Shield Master: Fine.
  • Trait 10 – Merciless Hammer: Fine.
  • Trait 11 – Defy Pain: Fine.
  • Trait 12 – Spiked Armor: Increase Retaliation duration from 5 s to 8 s, increase cooldown from 15 s to 20 s.

Tactics
Minor

  • Determined Revival: Change to make it stack with “Rune of Mercy” 2-rune bonus.
  • Fast Healer: Fine.
  • Reviver’s Might: Change effect to “grant Regeneration for 5 s to nearby allies when you revive someone”. Change name into “Reviver’s Blessing”.

Major

  • Trait 1 – Leg Specialist: Fine.
  • Trait 2 – Empower Allies: Increase Power bonus from 70 to 90.
  • Trait 3 – Desperate Power: Increase damage bonus from 20% to 30%.
  • Trait 4 – Stronger Bowstrings: Change effect in “33% chance to apply Burning for 2 s on critical hit with longbow”. Rename into “Burning Arrows”.
  • Trait 5 – Inspiring Banners: Fine.
  • Trait 6 – Empowered: Increase damage bonus from 2% to 3%. Swap with “Powerfull Banners” (renamed “Restorative Banners”) from Strength line.
  • Trait 7 – Shrug It Off: Fine.
  • Trait 8 – Lung Capacity: Fine.
  • Trait 9 – Quick Breathing: Fine.
  • Trait 10 – Burning Arrows: Change effect into “20% longbow skill cooldown reduction, longbow skills range increased to 1200”. Rename into “Master of Bowstrings”.
  • Trait 11 – Inspiring Battle Standards: Fine. Rename into “Inspiring Standards”.
  • Trait 12 – Vigorous Shouts: Increase Healing Power ratio from 0,8 to 1,0.

Discipline
Minor

  • Versatile Rage: Should give 1 full bar of adrenaline (33%), which are 10 points (currently giving only 5 points).
  • Fast Hands: Fine.
  • Versatile Power: Fine.

Major

  • Trait 1 – Mighty Defenses: Fine.
  • Trait 2 – Thrill of the Kill: Change into “gain extra adrenaline and 3 stacks of Might for 10 s on a kill”. Swap with “Sharpened Axes”.
  • Trait 3 – Warrior’s Sprint: Increase movement speed bonus from 10% to 20%.
  • Trait 4 – Inspiring Shouts: Increase adrenaline points from 8 to 10.
  • Trait 5 – Heightened Focus: Fine.
  • Trait 6 – Signet Mastery: Fine.
  • Trait 7 – Sweet Revenge: Fine.
    *Trait 8 – Vigorous Focus: Change Vigor duration to 8 seconds independently on which stance is used.
  • Trait 9 – Sharpened Axes: Fine. Swap with “Thrill of the Kill”.
  • Trait 10 – Mobile Strikes: Fine.
  • Trait 11 – Burst Mastery: Fine.
  • Trait 12 – Destruction of the Empowered: Increase damage bonus from 3% to 5%.

[Warrior] Warrior changes for SPVP viability

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Posted by: Oni Link.4621

Oni Link.4621

HEALING SKILL

  • Healing Surge: Fine.
  • Mending: Fine.
  • Healing Signet: Great increase in passive effect from 200 base HPS to 300 HPS. Rename into “Signet of Healing”.

ELITES

  • Battle Standard: The initial Stability should be longer (from 3 s to 5 s). Tooltip has to be corrected. Increase duration from 60 s to 90 s. Change name into “Banner of Warlord”.
  • Signet of Rage: Fine.
  • Rampage: Utilities should be available during transformation. Add “break stun” effect. Add a small “leap” range to second skill “Kick” (similar to physical utility “Kick”).

UTILITIES

Stances
Add a small graphic effect for each stance.

  • Endure Pain: Increase duration back from 4 s to 5 s.
  • Balanced Stance: Fine.
  • Frenzy: Fine.
  • Berserker Stance: Each two pulsations remove a condtion (total of 4, with trait “Sure-Footed” total of 5). Add “break stun” effect. Increase cooldown to 30 s.

Banners

  • Banner of Defense: Increase Toughness and Vitality bonus from 170 to 180.
  • Banner of Strength: Increase Power and Condition Damage bonus from 170 to 180.
  • Banner of Discipline: Increase Precision bonus from 170 to 180.
  • Banner of Tactics: Increase Healing Power bonus from 170 to 180 and Boon Duration bonus from 10% to 15%.

Shouts

  • “For Great Justice!”: Fine.
  • “Shake It Off!”: Fine.
  • “On My Mark!”: Add Weakness to its effect, duration 10 s.
  • “Fear Me!”: Reduce cooldown from 80 s to 70 s.

Signets

  • Signet of Might: Change active effect to 5 unblockable attacks. Correct skill icon (currently black background instead of brown like other signets).
  • Signet of Fury: Change active effect to “your next 5 attacks apply 2 s Weakness and 10 s Vulnerability” (so 5 succesfull attacks mean 10 s Weakness and 5 stack of 10 s long Vulnerability). Increase cooldown from 24 s to 30 s.
  • Signet of Stamina: Correct tooltip in “improve toughness” (“reduce incoming damage” is misleading). Change passive effect to “remove a condition every 10 s”.
  • Dolyak Singet: Change active effect to Protection for 10 s. Change name into “Signet of Defense” (dolyak is “off-topic”).

Physicals

  • Kick: Increased damage.
  • Bolas: Make it unblockable.
  • Bull’s Charge: Fine.
  • Stomp: Increase damage.

[Warrior] Warrior changes for SPVP viability

in PvP

Posted by: Oni Link.4621

Oni Link.4621

After spending some time testing different build and trying (in vain) to solve all flaws, I came to some good ideas which will make the Warrior a viable class for serious SPVP.
I will analyze all traits, utilities and weapon skills and write what changes they need.
I want to point out that suggested changes are SPVP ONLY. Ideas may stay the same, but values may need a tweak for PVE. So please consider them only for SPVP.

Take a look and say what do you think about it! ^^

WEAPON SKILLS

Sword

  • Burst skill: Need to be more responsive. Slightly increase normal damage.
  • Skill 1: Third hit “Final Thrust” should apply Bleed too. Duration 12 seconds.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Change to apply 2 Bleed stacks instantly and other 4 stacks overtime.
  • Skill 5: Change the block to block 3 attacks rather than 1. Each block will cause a riposte with slightly lower damage that applies 2 stacks of Bleed.

Hammer

  • Burst skill: Need to be more responsive, too big delay from button press to execution.
  • Skill 1: Fine.
  • Skill 2: Slightly increased to hit area.
  • Skill 3: Fine.
  • Skill 4: Change casting to enable casting while moving.
  • Skill 5: Change from single target to very small area of effect (around the target or in front of Warrior if target-less).

Longbow

  • Burst skill: Need a slightly improve to response. Slightly increase to normal damage.
  • Skill 1: Fine.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Increase damage.
  • Skill 5: Fine.

Axe

  • Burst skill: Fine.
  • Skill 1: Small damage decrease on third attack “Triple Chop” and decrease casting time from 1 1/2 s to 1 s.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Increase Fury duration per hit from 2 1/2 s to 3 s.
  • Skill 5: Very small increase to area of effect. Add “reflects projectiles” effect.

Greatsword

  • Burst skill: Add a small Endurance recover to it to make it more attractive.
  • Skill 1: Fine.
  • Skill 2: Reduce casting time from 3 1/2 s to 2 s. No damage change.
  • Skill 3: Fine.
  • Skill 4: Fine.
  • Skill 5: Need to fix the hit after the rush on moving target. Need fix on very big targets.

Mace

  • Burst skill: Fine.
  • Skill 1: Reduce Weakness duration on third attack “Pulverize” from 5 s to 4 s and reduce casting time from 1 s to 3/4 s.
  • Skill 2: Change the counter attack to apply Stun for 1 s.
  • Skill 3: Increase Daze duration from 1 s to 2 s.
  • Skill 4: Fine.
  • Skill 5: Small increase to projectile speed.

Rifle

  • Burst skill: Increase casting time from 1 3/4 s to 2 s.
  • Skill 1: Fine.
  • Skill 2: Fine.
  • Skill 3: Fine.
  • Skill 4: Slightly increase in damage. Reduce casting time from 1 s to 3/4 s.
  • Skill 5: Fine.

Warhorn

  • Skill 4: Add Combo Finisher: Blast to it. Add a buff to allies that makes them immune to Chill, Cripple and Immobilize for 2 s.
  • Skill 5: Add a refill of 50% Endurance to nearby allies.

Shield

  • Skill 4: Decrease damage. Increase Stun duration from 1 s to 2 s.
  • Skill 5: Fine.

Spear

  • Burst skill: Reduce casting from 3/4 s to 1/2 s.
  • Skill 1: Fine.
  • Skill 2: Increase cooldown to 10 s. Increase damage.
  • Skill 3: Improve casting time and execution speed.
  • Skill 4: Fine.
  • Skill 5: Fine.

Harpoon Gun

  • Burst skill: Fine.
  • Skill 1: Small reduce in damage. Should apply Bleed with duration depending on distance (2 s near, 4 s mid-range, 6 s far).
  • Skill 2: Make it instant cast.
  • Skill 3: Increase Bleed duration from 5 s to 6 s.
  • Skill 4: Increase Immobilize duration from 2 s to 4 s.
  • Skill 5: Fine.

(edited by Oni Link.4621)

Balanced Classes Finally

in PvP

Posted by: Oni Link.4621

Oni Link.4621

Huh?

You still have to take a bunker guardian in your team if you want to play competitively.

Stealth still has no counter whatsoever – aoe spam does not count, it’s a silly workaround that does not benefit overall game play.

AI is still far too prevalent and impacting to heavily on PvP game play.

Class balance has whittled most professions down to a single, and in many cases “cheesy”, competitive build.

Balanced? I don’t know what the kitten your talking about.

Actually, I’ve played with many teams that use a bunker engineer or bunker necromancer. I do play competitively in tpvp quite often actually. Bunker warriors are also a possible option with the update. It’s not limited at all. You could also do well with a bunker elementalist. I’m not sure what planet you’re on, but bunker guardian is the least viable considering how slow they are how easy it is too block the hammer.

As for one build for each class, I disagree on that point as well. There is a viable hgh engi, bunker engineer(two different options for this build as well), the minion necromancer, the power necromancer, the condi necro, phantasm mes, shatter mesmer, condi ranger, pet ranger, bunker guardian, semi-bunk guard, power warrior, bunker warrior, cantrip ele(this is the only build I can think for this class), d/d thief, p/d thief, and that is all the builds I can think of for the classes, but as you can see, there are plenty of options. Perhaps, elementalists actually have it the worst build options wise.

Stealth has a counter. When you see someone stealth, wave your sword around and and you will hit them. It is not that difficult. Perhaps there are still some changes needed, but you are not looking at the facts. Go play some tournaments. Learn about the different viable builds. There are far more than you think.

lol I don’t even know where to start. Did you really just say Bunker Guardian isn’t viable? And out of all those builds you listed, would you say their representation within competitive play is equally split? Spamming Auto Attack is a counter to stealth? Really? That’s the most intelligent active game play we can come up with for a counter to stealth? This is an acceptable ideal for competitive game play?

Go play some tournaments? I’m r50 with more than 3500 tourney matches. How many more should I play before I can fairly say, “I’ve got some experience in tPvP”?

You know what, let’s just say I’ve got some different ideas of what ideal competitive play should be like in this game and leave it at that.

I agree with hackks. Loper, you should watch more recent tournaments, there ano that many viable builds as you think.

  • Thieves mostly 25-30-0-0-15 burst damagers
  • Mesmers 20-20-0-0-30, shatterer build no matter what
  • Rangers 0-0-30-10-30 beastmasters only, Shaman amulet, Sword/Dagger and Axe/Torch or a mixed version
  • Elementalist S/D with 0-20-0-20-30, Valkyrie amulet as always (Europe)
  • Guardian 0-0-10-30-30 bunker shout-based
  • Engineer HGH or bunker, anyway condition-based
  • Warriors… lol, sadly my class is just… meh… (don’t say there are viable builds for Warrior, because the Warrior itself is not viable)

Where did I get this information? Last tournaments like King of the Beta and some shoutcasted TvT. You will see a confirmation of this in Heart of the Mist tournament unless something get changed in a patch before 19th.

May PvP Survey (including esports, QQ & more)

in PvP

Posted by: Oni Link.4621

Oni Link.4621

Congratulations!! The idea of a survey is amazing.
But there is something that makes me very sad.

ArenaNet should do surverys, not users.

we need completet combat log

in PvP

Posted by: Oni Link.4621

Oni Link.4621

Upgrading the combat log with more information means we uncover lots of things that may not have been explained anywhere, and need to be updated with new descriptions.

And you are thinking about this only now?! You should provide as much information as possible if you want to develop a big top-tier PVP community (and to let GW2 be an esport). I didn’t expect such an answer.

PvP Server/Class

in PvP

Posted by: Oni Link.4621

Oni Link.4621

You need to know that SPVP is cross-server, so it doesn’t matter on which server you are playing, you will face people from all EU servers (or NA if you’re playing on a NA server).
This works also for Trading Post and all PVE istances.

The difference in servers are only two: PVE open world and WvW.
You can NOT play in PVE open world with other players if they are on different servers but this can be easily solved with guesting feature.
WvW works differently: you can join it only on YOUR server side, you can not guest and fight for another server. To do that, you need to transfer your character to that server.
So if you not interested in WvW, then join the server where your friends are.
If WvW is important to you then check leaderboards.

PS: About SPVP classes, maybe you didn’t notice yet, but when you join SPVP your character will be at max level with all skills unlocked and endgame equip. This is to make it balanced and fair for everyone, despite their PVE level. So you can basically create a new level 1 character and go directly to SPVP without having to play the PVE.
WvW is different though, your level is rised to 80 but your equip and your skills are the one from PvE.

(edited by Oni Link.4621)

Root/dodge bug destroying pvp

in Bugs: Game, Forum, Website

Posted by: Oni Link.4621

Oni Link.4621

@Devs: I’m sure you have a lot of stuff to do, to test, to experiment but why don’t you simply add this feature and see the feedback? Players keep asking it since game launch and you keep ignoring that since then. Add it and see what happens, we need more “open beta testing” like for custom arenas, because it seems that you can’t collect enough feedback from the beta server.

New F&F dungeon -> new Fractal

in Suggestions

Posted by: Oni Link.4621

Oni Link.4621

Ok, I just played through the last F&F dungeon and it is very well designed, especially the last (“twin”) bosses. Too good designed to waste it.
My suggestion is to make it a Fractal dungeon after May 12th but I have the feeling you already thought about it.
Am I right?

April 30 to May 12?

in Flame and Frost

Posted by: Oni Link.4621

Oni Link.4621

In my honest opinion, the new dungeon will be removed on 12th May but it will become the new Fractal

New warrior trait.

in PvP

Posted by: Oni Link.4621

Oni Link.4621

1) Berserker’s Power gives you increased damage only with unused adrenaline. Which means that if you use burst skills costantly, this trait is mostly useless (not totally, but mostly).
2) You used traits for a pure DPS GS build. Are you really using that in SPVP?
3) If you already have points in Discipline, then put some more points may be a good investment especially because:
4) It is supposed to punish overbuffing, not increasing average DPS. It is not supposed to work like that.

PvP in a nutshell

in PvP

Posted by: Oni Link.4621

Oni Link.4621

+1
This topic should be sticky!! XD