Showing Posts For Rance Webster.2635:

First weapon-set's autoattack doesn't work.

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Posted by: Rance Webster.2635

Rance Webster.2635

As Peter mentioned, ctrl+click the skill with put those arrows around it to enable auto attack.

Oh… so that is what he meant… XD, thought he meant pressing the enemy, where ctrl activates auto-attack or something ><.

Need to work on my understanding capabilities, huh?

PvP banner warrior bunker build?

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Posted by: Rance Webster.2635

Rance Webster.2635

War’s cannot effectively bunker.

We’ve all seen a dozen Ele/Guard/Engy bunkers. They’re uncommon but I’ve run across Bunker Thieves and Mes’s who are amazingly resilient and elusive. I’ve seen Necro bunkers, though they’re not quite as amazing as the rest of the classes. And some Rangers can spec for insane evasion which I guess is sorta like bunkering?

Short version, Delete Warrior, Reroll Guardian.

I’m not even trolling. I seriously wish I was. /sigh

Hey hey, I asked just out of curiosity XD, personally, I find the bunker role a boring role…

First weapon-set's autoattack doesn't work.

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Posted by: Rance Webster.2635

Rance Webster.2635

So I checked, turns out that there aren’t those arrows on the first weapon set I use, so… how do I turn it on for the first weapon set as well? XD

Edit: never mind, found out – ctrl + mouse 2 on the skill in the toolbar, thanks for telling me about the arrow sign though

(edited by Rance Webster.2635)

First weapon-set's autoattack doesn't work.

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Posted by: Rance Webster.2635

Rance Webster.2635

I’m afraid that doesn’t work… I held ctrl, clicked on the auto-skill, and it still doesn’t make the auto-attack I want, and I still have to constantly press on the button for me to use the chain skills.

It’s bothersome, since I count on the auto-attack to damage my foe, while I have a free finger to use other skills.

First weapon-set's autoattack doesn't work.

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Posted by: Rance Webster.2635

Rance Webster.2635

Hi there, I noticed something that started disturbing me: the first weapon-set in PvP that I use doesn’t auto-attack when in range, unlike the second weapon-set. (by “first weapon-set”, I mean the one on top in the hero panel).

Can someone please explain to me why this happens, and how to fix it? I count on that auto-attack to hit while I look on my toolbar to see when I can make another move. (playing a stun hammer+mace/mace warrior)

PvP banner warrior bunker build?

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Posted by: Rance Webster.2635

Rance Webster.2635

Hi there guys, I thought about the possibility of using a banner warrior bunker build, which will also help my allies in capturing a point.

… Is such a thing possible? XD

add all not working skills/traits for Anet <-

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Posted by: Rance Webster.2635

Rance Webster.2635

I changed the topic’s title because I thought it didn’t explain what I wanted here that well >< (curse that 45 character cap)

So… sorry for jumping the topic back (to my defense, it was still at the first page), I just think that this idea will might be useful.

add all not working skills/traits for Anet <-

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Posted by: Rance Webster.2635

Rance Webster.2635

I decided to make a topic where we could write in all the traits and skills that aren’t working as they are supposed to, for example: a trait that says it gives 10% more damage, but instead gives 5%, or a bugged move that makes you root in place once the animation is done.

KEEP IN MIND: I am not talking about bad traits that are weak or useless, so long as they do what they are supposed to do, it’s fine, so no ranting about skills that atleast work as they should please.

Now… I’ll start, the 4th hammer skill on the warrior (“Staggering Blow”), roots the player in place for what feels like a half of a second after the move is done.

Again, the reason I am doing it, is so that Arena Net will be able to easily see all the traits and skills that we find are either bugged or not working properly, to try and make the fixes for them faster. (And as a side bonus, we’ll finally be able to complain if they won’t bother making a fix )

P.S: as an example for what I don’t want to be seen here, I would have said that I believe the staggering blow’s cooldown is unjust, including the fact that you can’t move while doing it… which while I believe in it, wouldn’t really belong in this thread, kitten long it would have worked properly…

Short Temper isn't really doing anything...

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Posted by: Rance Webster.2635

Rance Webster.2635

That depends against who you are fighting, for example, I don’t think you can expect blocks from a thief…

Hm, maybe make it so that it also counts other things such as blind and evade? that would make it more universal.

Necro's marks have too long stay time

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Posted by: Rance Webster.2635

Rance Webster.2635

Wow, that is actually helpful for me, thanks

Short Temper isn't really doing anything...

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Posted by: Rance Webster.2635

Rance Webster.2635

It can help against those guys that use blocks to defend themselves… until you realize the might bonus is too short, that generally only one strike can be done, and that is if you manage to land it without the opponent doing anything against it….

I believe that the time for the might bonus should be doubled, that way it will feel more effective in my eyes against those that block my attacks.

Necro's marks have too long stay time

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Posted by: Rance Webster.2635

Rance Webster.2635

Ok, so as a close-ranged fighter, I went into one of the points to try and take it, and I have seen a necromancer spamming his marks on the point, so I decided to stay away and wait for them to pass by… only they didn’t pass by until a seemingly long time as passed, while the necromancer was shooting at me from range inside the marks… and when the marks vanished, guess what? he putted them up again.

So… I decided to check on wiki about the marks, and from what I have seen, they have a 30 second time on the field when not triggered, with the skills that make them having generally lower cooldowns, making so even if only one mark of the same type can stay on the field, they can easily recreate them back.

Now, as a guy that fights in close range, it doesn’t sound fair for me to be unable to even try and get close, and having to get punished for it without anything to evade it, unless I’ll use a utility skill against it from the very beginning of the fight (and that is if I have something made for conditions.)

What can make a warrior to soak up damage?

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Posted by: Rance Webster.2635

Rance Webster.2635

Hi there, recently, I had a battle with my GS+axe/axe build warrior against a ranger, and kept losing because my damage kept getting soaked up, as I noticed she also had protection, and later a necromancer had protection as well as I fought him, so I looked up to see who can get the protection boon, and I noticed that only the thief and warrior can…

Thing is, a thief got access to stealth, allowing him to get in and out of combat easily, getting himself into a favorable position as his opponent usually can’t hit him without having to use AoE attacks in hopes of damaging him.

So, my question is… what can make a warrior soak up damage?

GS viable build after June 25th patch?

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Posted by: Rance Webster.2635

Rance Webster.2635

Yes, this is about what I would do too. I know if I take away 10 points from Discipline i lose 25% (15% from 3 stacks of adrenaline + 10% from trair points) of crit. chance but I’d rather do that than losing all this in power. Still I’m not sure if it’s worth using GS at all since Axe x Axe is THAT much better now… thanks for the help anyways!

You can frequently switch between the weapons to use their stronger moves, and for example using both of their cripple skills to be able to close gaps better
Also, you can use “hundred blade” to punish those that try to get into melee range, or stuck in melee range (for example, stuck to a wall behind them), won’t give the full damage, but that would still be a nice usage of it

GS viable build after June 25th patch?

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Posted by: Rance Webster.2635

Rance Webster.2635

Well… you can always use both GS and axe/axe, actually, this is the build I used post-patch:

http://intothemists.com/calc/?build=-s77g;1RKFM0h4kL-60;9;4TJ;0J48A19;529-SNV0;2H7W3H7W35BD

If you are curious or don’t understand any of my choices, just tell and I’ll answer (I’m not the best build maker myself though)

GS viable build after June 25th patch?

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Posted by: Rance Webster.2635

Rance Webster.2635

Well… you can always use both GS and axe/axe, actually, this is the build I used post-patch:

http://intothemists.com/calc/?build=-s77g;1RKFM0h4kL-60;9;4TJ;0J48A19;529-SNV0;2H7W3H7W35BD

If you are curious or don’t understand any of my choices, just tell and I’ll answer (I’m no the best build maker myself though)

Builds suitable for skyhammer?

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Posted by: Rance Webster.2635

Rance Webster.2635

Same as title, my current build gets pushed around and fall when I want to take the cannon, so… I don’t believe I am saying this, but… I think that I am going to need a bunker build for a warrior that can fight back against the necromancer’s constant fear.

Why so much Skyhammer hate?

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Posted by: Rance Webster.2635

Rance Webster.2635

The reason is frankly simple – the map gives a huge advantage for those with good CCs, especially fear, making necromancers even more OP in there (they can also take stability away, so…)

And the funny part? when I managed to kill one of them, the person called me a noob for things such as using a warrior (yeah, he used the “your classis unranked” excuse… name of the necromancer toon is Yumii Nidaime in case you want to know, he even didn’t admit I defeated him XD)

Phaeton's Anchor Warrior Build (CC cleave)

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Posted by: Rance Webster.2635

Rance Webster.2635

So… it seems kick is actually something you guys like XD, for me, not so much, when my opponent plans to use his health I tend to be too far away with kick to interrupt it, so I prefer bolas that he’ll atleast be close.

Besides, I agree with Defektive about the trait choices, berserker’s power isn’t that great if you’ll constantly use your burst skills, and not have enough capabilities to bring back the adrenaline to full for the bonus.

You’ll might want to change the trait for something focuses less sustaining a full adrenaline, as it seems your build isn’t focused on keeping a full or a near full adrenaline for this trait to have enough of a good potential.

Hammer 4th skill in PvP...

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Posted by: Rance Webster.2635

Rance Webster.2635

I agree that it’s a really awkward ability, not something you want to use unless the enemy is already CC’d.

But it’s hard to explain, it just feels clunky.

I think that it’s because of the duration time it takes for the skill to activate, a 3/4 of a second, where even a single press of the button cancels it.

Also, I decided to compare it the rifle but, according to the wiki

Activation time:
Rifle butt – 1/4 a second, Staggering Blow – 3/4 a second.

Damage:
Rifle butt – 386, Staggering Blow – 481
(according to wiki, so I don’t know on what they base the damage on)

Can/Can’t hit multiple foes:
Rifle Butt – Can, Staggering Blow – Can.

Range:
Rifle Butt – 130, Staggering blow – 130.

Knockback:
Rifle Butt – 450, Staggering Blow – 180

Combo Finisher:
Rifle Butt – none, Staggering Blow – Whirl.

Cooldown:
Rifle Butt – 15, Staggering Blow – 20.

Can/can’t move while using the skill:
Rifle Butt – Can, Staggering Blow -Can’t.

According to that comparison, it seems the rifle butt is much better then Staggering blow. (however, the knockback for the Staggering blow makes sense – it’s a melee weapon, not a ranged weapon after all, you’ll still need to get close if you want to continue hitting the opponent).

Improvement for Hammer (in PvE)

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Posted by: Rance Webster.2635

Rance Webster.2635

Hm… in PvE, I don’t mind at all about that trait, but in PvP, either it will remain the same it is, or give us a lesser damage against those annoying stability bunkers as well? something around 5%-10% more damage against stability users added on the trait.

Hammer 4th skill in PvP...

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Posted by: Rance Webster.2635

Rance Webster.2635

A skill that is good for a chain instead of a knockout sounds reasonable

Thing is, I am also comparing it to the rifle-butt, which also pushes the opponent, is faster, and you can move while doing it… that hammer skill needs something to actually be WORTH using.

However, the damage buff depends on how much would they give it, a minor buff won’t really be that helpful, and just 5% more range won’t either (making it just 136.5 range instead…)

Hammer 4th skill in PvP...

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Posted by: Rance Webster.2635

Rance Webster.2635

So… that skill is more of a hinder for me then helping… a 3/4 a second activation time, where you have to be still and not move or press anything, or it will end… I had better luck with hundred blades simply because it is instant O_O…

So… shouldn’t that skill change a bit for PvP? in PvE it’s fine, the monsters tend to stay in their locations, but in PvP… everyone moves around you, and since it has to be in melee range of 130, it is only good against people that are locked in place with stuns or immobilize, and people that try to revive their allies, making it too situational to the point I can’t even for it any use.

With hundred blades for example, it is a good way to punish those that try to come close to you and get adrenaline, thanks to the fact that it is an instant move, and doesn’t give the opponent time to get away before atleast taking some of the damage.

With the 4th skill hammer… you are stuck in place, having to wait the long animation for it to hit, where the opponent can easily evade without even realizing it, just by taking some steps back or circling you and going behind the attack.

Axe is Garbage Now

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Posted by: Rance Webster.2635

Rance Webster.2635

Huh… a ranged cripple in a melee weapon? sounds a bit helpful in my eyes to use to cripple people that try to gain distance.

I used an axe/axe+GS build previously, if you guys want, maybe I’ll try and write that build down.

And I don’t know about the chain skill – the raw damage is still better, and I can keep up with people thanks to the traits “warrior’s sprint” and “furious speed”, so that I can unleash the chain skill’s potential… or it could be that I am playing against bad players? who knows XD

Phaeton's Anchor Warrior Build (CC cleave)

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Posted by: Rance Webster.2635

Rance Webster.2635

Yeah can definitely see bulls rush being an asset for better roaming.. although have to say there are so many situations when that kick is so clutch.. especially with the root on staggering blow.

And i think the poster above is a troll.

You… think my post was a troll? O_O

… Look, you didn’t explain your build that well and just gave it to us as it is, so of course there’ll be people that would say other things XD.

Oh, and turns out that the 6th bonus of lyssa gives all bonuses, not just “protection and retaliation” like in “into the mists”
And about the sigils… my bad, the only sigils that don’t have their same bonuses applied are the sigil of superior force and the sigil of superior accuracy.

Now… still, I am not that fond of kick, and since I didn’t see any defenses for “kick”, whilt the bolas are a physicial utility as well… why kick instead of bolas? XD

Phaeton's Anchor Warrior Build (CC cleave)

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Posted by: Rance Webster.2635

Rance Webster.2635

… Kick, kick? I think bolas will be better then kick here XD.

Now… runes of Lyssa, and the signet trait with only the elite signet?.

I think that I understand you want to use the elite skill for protection and retaliation, but… that’s just not in my eyes to actually pick Lyssa.

I also assume that you use stuns for the extra 50% crit chance, but… the skills themselves have high cooldown, which means you won’t be able to repeat them enough times to use it, so you are probably going to use your burst skills a lot, which means that the trait “berserker’s power” won’t be as effective.

Now… about the sigils, I’ll have to use caps to be clear on that, since I tend to see it happen quite often… TWO SIGILS OF THE SAME KIND DON’T GIVE THE SAME BONUS TWICE, ONLY ONCE!!!!!!

Which means, you are just wasting a spot for another sigil there.

Now… it seems your build doesn’t have that much mobility, and no, I just can’t take the signet of rage’s swiftness as enough, I actually never use it because the duration for it feels too long >.< (1 whole second, doesn’t sound that much, but things can go badly while having to do nothing in 1 second).
Because of that, I suggest changing that trait to “warrior’s sprint”, for 25% more speed with melee weapons, because that if not, I think that you’ll most probably get kitted a lot…

Now… I can’t see that much difference between the “balls of steel” to the balanced build… you just changed one utility skill and acted like it is a whole different build “specifically versus high condi/low”, and then I noticed that you changed the amulet to a berserker amulet in “balls of steel”… really?

In fact, I actually find the balanced version better in case of countering low CC, because the utility skill you picked for “balls of steel” got no stun break, and even higher cooldown, while still remaining not that effective against condition damage anyway. (doesn’t delete the current conditions that are onn you from what I understand, and only a 4 second immunity against unmodified conditions, where the good players can notice their conditions don’t stack, and just wait until it’s over to spam their conditions again)

Warrior CC || sPvP || Nice DMG ||

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Posted by: Rance Webster.2635

Rance Webster.2635

the stun sigil… I’m sorry, but it doesn’t actually do anything, atleast from what it seems… when I checked, the amount of time the stuns were both from MH Mace and Hammer were the same as without (atleast from the numbers that were on the skills).
I am not sure about the shield, but I think it is the same.

Little Golem's Duel/Tpvp build.....

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Posted by: Rance Webster.2635

Rance Webster.2635

So… I managed to understand the usage of runes of the forge, but…

I just can’t understand why it seems that everyone and their mama use the “on crit” sigils on their weapons without high enough crit chance (and yes, I am counting fury).

I mean, seriously here, the chances for the sigil of earth to work on hit with fury is 25.2%, and without fury it is 13.2% on hit.
Moroever, there is actually a cooldown for the sigil, which is a 2 second cooldown (from the wiki).

What I think would be better, is the the sigil of 5%+ crit chance and the sigil of doom, while the longbow might have the sigil of smoldering.

classic burst warr is still supreme

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Posted by: Rance Webster.2635

Rance Webster.2635

There’s only 1 warrior build that gave me some amount of trouble in the last time and that was a particular longbow/sword/sword condition spamming warrior.

Tried one, didn’t work for me, or probably because that 1) I had no sustain at all in that build I created XD, and 2) I’m a guy that tries to fight 1v1, I don’t know yet if such builds are good in 1v1 or not.

Did warrior get buffed for running away?

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Posted by: Rance Webster.2635

Rance Webster.2635

Huh… with the GS+axe/axe build I used, it was usually easy for me to run away, so long as people didn’t start spamming chill or cripple on me. (immobilize I could deal with, thanks to the master trait on discipline )

But still, want the best escape capabilities? try a thief or a mesmer, those kittens can just go stealth and teleport to run away, and mesmers also have clones that makes it harder to target the correct one when he starts doing that….

What Eviscerate should be

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Posted by: Rance Webster.2635

Rance Webster.2635

Lol @ the censoring. The words I used. “what” and “its” the last letter of what combined with the second word made my post censored.

CALM DOWN THE FILTER PLZ

I don’t know about it being unblockable, that kind of destroys those that count on blocks for sustain, and generally it is your fault if you get blocked, unlike blind where those things can be spammed if necessary.

I would say “have a 50% chance for an unblockable burst” instead, but I’m afraid I don’t believe in the random generator god

MH axe vs. GS

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Posted by: Rance Webster.2635

Rance Webster.2635

right now, with my axe mace build i am 30/10/0/0/30 and i really like it because i even get the dual wielding 5% damage boost and a damage boost for having an extra signet. i’m indecisive what GS build i would even use if i were to use it since you can no longer have 12% damage from full adrenaline, 10% damage while enemy is bleeding, 12% crit chance, and the might stacksfrom forceful greatsword at the same time while specced for GS.

Im really thinking axe is the way to go if you want the most damage, unfortunately. im not really sure about it though.

I would have said we could test it out in 1v1 combat, but… I use both axe/axe and greatsword for my GS build in PvP XD

What Eviscerate should be

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Posted by: Rance Webster.2635

Rance Webster.2635

Hm… having all F1 skills ignore blind is a good thing for balance (hey, burst skills ARE supposed to be our special moves, no? ), but the cripple, immobilize and chill shouldn’t be ignored, so long as the cripple and chill won’t reduce the range, just the speed.

About immobilize, if it is really much of a bother for you, there’s a master trait on discipline that breaks immobilize on movement skills, such as eviscerate for example.

Edit: and before I’ll forget, a new range might be better, as the range feels a bit too small to be honest XD, I keep trying to hit people that are beginning to start running away from me, or around me to try and survive, only to fail because of the small range >.<.
HOWEVER, the current speed is eviscerate is fine.

(edited by Rance Webster.2635)

classic burst warr is still supreme

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Posted by: Rance Webster.2635

Rance Webster.2635

Yes but people in general seem to think that warriors are complete pushovers and utterly useless..

Probably won’t change until a team wins a major tournament with those new bruiser warrior builds that warriors seem to be running now.

Bruiser warrior builds? you made curious, what are those bruiser builds?

classic burst warr is still supreme

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Posted by: Rance Webster.2635

Rance Webster.2635

^most classes are reduced to about 30-40% hp from initial burst, then alt wpn bursts can either finish or nearly finish. As far as I’m concerned endure pain and dogged march plus mobility give plenty survivability.

Yeah… dogged march isn’t really that great as you might think in PvP: the regenartion bonus is:

(130+0.125*healing power)3 (the "3" are the three seconds)

Let’s assume we have 1000 healing power, that would be only 765 health points back XD

“But we don’t use it for regeneration anyway”, yeah, but here’s the thing: you are still affected by those things, so the enemy can still use those as an opening, even if they are shorter… sometimes enough to give other cripples, chills, and immobilize.

(which is why I took the trait that makes movement skill break immobilize, with chills and cripples I can actually deal with without dogged march thanks to my build.)

About endure pain… I admit, this one can give good survivability to survive other glass cannons, but… it still won’t help that well against people that mainly use CC in their fight, unless you know them and how to avoid them, which is sometimes hard with the ranged CC skills that aren’t telegraphed that well to notice it quickly enough and evade.
Moreover, even if you are fast enough to react to them, there’s still the problem of only two dodges, and as what I previously stated – people that excel at survivability (and not just “tanking” again, CC and things that help get away from damage such as stealth and teleport counts).

Also… I have to ask, do you just use “hundred blades” for the initial burst (How you land it is less of a problem for me, each one and his own way on that one), or do you also use other things for the initial burst damage as well? and by the way, let’s be clear here – even if the initial burst damage is good, doesn’t mean they can’t turn the tables, as some people (mostly the skilled ones, usually ) can figure out a way to keep fighting after that initial burst damage while also evading, blocking, or countering the alt weapon burst skill, or… just manage to save themselves from the initial burst damage.

Now… about your build, would you mind saying what traits you use, crit-chance if it is valuable to the build, <strong>and mainly</strong> – how do you get enough high mobility to stay in close range to the enemies?
The last one is important in my eyes, as after all – not being able to get close enough for closer combat → no damage given → higher chances of losing.

classic burst warr is still supreme

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Posted by: Rance Webster.2635

Rance Webster.2635

As a previous GS user myself (“Previous”, because I am decided to change things to something else I might like), I can say that the greatsword’s burst is still quite well, it is fun to see people underestimate my simple chain skill sometimes.

However, the problem with greatsword, is that it only got mobility and burst – mobility might be good but won’t help you take down the oppenent’s HP on his own, so only burst is left… unfortunately, the burst itself sometimes isn’t enough to finish the opponent before you go down – GS warriors tend to have no survivability after all in order to keep that burst damage, so we tend to get stuck with only two dodges with our stamina, without even vigor or protection to help us out… I had my share of battles with that build, and it seems to feel like rock-paper-scissors sometimes:

There are people that I fight I could defeat thanks to them not having that much survivability themselves, but there are those with builds that can help them survive the burst attacks, and not just things like protection, but things that can interrupt and disable the greatsword warrior, mesmers using stealth and clones, making it harder to target the source, even if you can tell who is clone and is not (I think most people use tab instead the mouse to target, because they also use the mouse to help them move).

Moreover, you can get screwed over in 1vx situations, and while you can evade those… minion necromancers can still beat you thanks to that advantage – if you focus to beat one person down, his minions will finish you off, while also helping the necromancer survive thanks to the minion-based traits.

In short, the GS build are more like “win quickly or lose quickly”, as you don’t have enough survivability for longer fights… and sometimes even the good greatsword’s burst damage isn’t enough (Protection is still a 33% damage reduction, and eventually I noticed why the warrior complain on blinds), which is why most warriors feel they are sometimes overwhelmed.

MH axe vs. GS

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Posted by: Rance Webster.2635

Rance Webster.2635

Wait… 30/10/0/0/30? … am I the only one that actually did 30/20/0/0/20? XD

Anyway, in 30/10/0/30, I believe the axe does more damage, simply because it’s chain skill does more damage, and you don’t have to stun an opponent for some of his moves like hundred blades (hundred blades can be still be useful, mind you, good punishment damage for those that thing it’s a good idea to stand close, or against those that are stuck to the wall ).

However, the trait “forceful greatsword” can give some nice boosts to the greatsword, if you have enough crit chance to use it, and can give great burst damage as an opener or finisher with stun abilities.

Personally, I actually used both axe/axe and greatsword, and with the build that I used, it seems like the axe was the axe had a bit more DPS, but not that noticeable for me to not switch between the two constantly to use both of their stronger skills.
I did notice that it is better to use the chain skill of the MH axe then the greatsword’s to finish someone off.

Edit: I talk about PvP here by the way, I am more casual in PvE, you need to grind for the better stuffs in PvE anyway XD

(edited by Rance Webster.2635)

Defy Pain @ 75% instead of 25% ?

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Posted by: Rance Webster.2635

Rance Webster.2635

Preferably end, that way you can use your health skill atleast, or do things such as stunning or interrupting the opponent.

Keyboard VS nostromo

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Posted by: Rance Webster.2635

Rance Webster.2635

… Huh… first time I heard of a nostromo?

You guys make me feel like a casual gamer

Edit: and can’t you just macro just one skill to a different spot, and to macro a chain?
I don’t know about you, but having to move my hand to reach the 8-10 utility skills can be a bit of a bother, because then only my little finger remains on the movement buttons XD.

Keyboard VS nostromo

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Posted by: Rance Webster.2635

Rance Webster.2635

… Huh… first time I heard of a nostromo?

You guys make me feel like a casual gamer

SPvP - Serious Business

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Posted by: Rance Webster.2635

Rance Webster.2635

I think at the end of the match, all weapons and skills should be replaced by a single “Slap” skill set, where all you can do is go around #1 Slap #2 Backslap (more damage on CD) and #3 Big Slap (knockback slap on CD).

A man can dream.

Actually, I have to disagree – sometimes the round ends when I am still fighting someone, and well… I want to finish that fight fair and square, and not to start slapping at each other mid-combat >.<

Final Thrust almost never crit!

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Posted by: Rance Webster.2635

Rance Webster.2635

Still wish final thrust had a faster animation though… I can’t count on crit to make the duration viable, atleast in my eyes

is greatsword overrated is s/s underrated

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Posted by: Rance Webster.2635

Rance Webster.2635

Personally, I prefer the greatsword instead of s/s, I just like to have more direct damage then damage that comes only later, and the build that I tried with my s/s turned out to be too much of a glass-cannon to have any lasting effects with the bleeds >.< (the bleeds were the main way of damage, not from the swords themselves).

However, I’m talking PvP here, so in PvE, I think it might be better to have more bleeding damage against enemies in PvE, such as the enemies and bosses in dungeons, where fights can last long enough for the bleeds to have their effects.

In the end though, it is more of a matter of personal taste then effectiveness in PvE, atleast in my mind.

SPvP - Serious Business

in PvP

Posted by: Rance Webster.2635

Rance Webster.2635

I sometimes /cry when I lose XD

Targeting in this game is terrible for melee

in PvP

Posted by: Rance Webster.2635

Rance Webster.2635

I got to agree, while it might sound not that horrible for other classes who only get a cooldown, sometimes even if they miss, the warrior’s burst skill is a different thing…
It is annoying to fight a mesmer, and using eviscerate to finish him off, but thanks to clone-spamming, a clone blocks the attack, making me waste my adrenaline as well…

Right now, all that I want ,is that you won’t waste adrenaline on clones, and if possible, to make it so that the leaping melee moves won’t get blocked by pets… (which happens to my eviscerate, EVERY, SINGLE, TIME)

Unsuspecting Foe

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Posted by: Rance Webster.2635

Rance Webster.2635

Thanks the 71% crit chance was just an example though from a previous build I tried, my current one is at 41%.

Thinking of making a mace/mace+hammer build for PvP, with the critical hit damage for more burst hits (tried distracting strikes, then I scrapped that XD)

Unsuspecting Foe

in Warrior

Posted by: Rance Webster.2635

Rance Webster.2635

I want to know, does the trait give us +50% more crit chance, or does it overwrite your current crit chance, so if for example my current crit chance is 71%, when the foe is stunned, it’ll be 50% crit chance, and not 121% crit chance.

confusion cc troll warrior build

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Posted by: Rance Webster.2635

Rance Webster.2635

Hey hey! there’s a warrior school?! O_O

confusion cc troll warrior build

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Posted by: Rance Webster.2635

Rance Webster.2635

Ok… your power and attack are too low, first of all.

In order to fix that, I suggest changing the amulet and jewel to carrion, and accordingly change the sigils on the mace to sigil of superior force, and sigil of superior paralyzation.
For longbow, I’ll suggest the sigil of superior smoldering, and also changing the tactics master trait to X – in my eyes, a trait that only removes 1 condition every 30 seconds, and having it as your sole condition defense isn’t that viable, and instead the lower cooldowns on the longbow should prove useful.

Stop crying about warriors

in PvP

Posted by: Rance Webster.2635

Rance Webster.2635

I really don’t get warriors.

You got a 20 point trait that allows you to remove 3 conditions every 8 seconds (if you use Defektive’s LB/SS build, that is), no class can remove conditions with the same speed while still doing damage. On top of that you can get PLENTY of condition removal either via traits or with Mending or with Lyssa runes (since you got a low cd elite to spam).
You can also get insane CC builds by running hammer and mace/shield (or mace/mace for the lolz)
Poor warriors have to spend points in defensive trees to be viable? welcome to the real world, where some classes already run with almost no points in offensive trees, just to not die horribly.

As a warrior that tried cleansing Ire myself with a longbow, I have to tell you it isn’t as good as you might think:

A)even with the burst skill that doesn’t have to hit, people still interrupt me, making those conditions stay as I have to wait for the cooldown to finish to use it again.

B)People can re-stack those conditions very easily, and when they can do it from range… makes things problematic, as it is much harder to dodge attacks that their animations don’t telegraph those attacks like the melee attacks on the game.

C) Only the longbow doesn’t have to hit in order to activate cleansing ire, everything else has to hit, and if not? cooldown… which considering that almost all other bursts are melee (rifle is ranged, but the time it takes for the kill-shot to activate doesn’t
make it that useful with cleansing ire), puts us in a bad position.

D) That one is simple: our minor traits at the defense tree are bad… all based around reviving people, including one that gives “might” to allies when you revive…

E) Mending is our healing skill as well, which unfortunately doesn’t give our health back all that well, only about 25% health back… there’s a reason why most warriors use healing surge now, as other classes tend to regenerate their back even faster with lower cooldowns.

G) Lyssa… I don’t know about others, but I never found it that helpful, as while it might help you with conditions a bit better, you have to trade other runes that will help you better in fights in general: the other upgrades that Lyssa gives aren’t that suitable to most of the warrior builds compared to other things, and taking it just for a 48 or 60 skill that removes conditions doesn’t sound that good in my opinion.

E) This is in general here: Warriors have to give a huge-payoff against just conditions, making them much less useful at other things such as DPS, or sometimes even tanking.
Now, don’t go and complain to me that this is how it is supposed to happen, I met a Mesmer who’s damage was still high, and had high survivability and condition removal, with skills such and null-field – a skill that makes a field that removes all conditions while you are on it with a duration of seven seconds.

“Well, your build is probably that of a glass-cannon, so your opinion on his damage and survivability is unreliable” – I guess someone is going to say that, so I’ll say it here: I have been in a 1v1 arena server with him, and I have seen fight against a minion-necromancer for atleast 10-15 minutes, an amount of time that warriors only wish they could fight for that long… there’s a reason warriors complain about their survivability.