If you didn’t know already, tool tips in this game are wrong. Especially swing animation tool tips. Did no one learn this when some dude tried to mathcraft 100b being weaker than gs auto attacks over the same time frame? He based everything off of the tool tip numbers, and the conclusion was the cast-times on both auto attacks and 100b were very wrong. (this was after someone debunked it by frapsing it, then going over each frame and timing it)
The same holds true for triple chop. Pretty sure its a little stronger than chop/double chop (each individual hit during triple chop is a little stronger, and the swing animation looks about the same – yes, based on visual evidence, not the dumb gw tooltips which again, are almost always wrong when it comes to swing animation/cast animation speeds.
I don’t think elementalist is a good example of someone that has difficulty stoping a stealth stomp…….. pbaoe knockdown, and bunch of aoe skills? At worst the thief stomps your teammate, then dies soon after from damage he took.
Of the classes i play in sPvP (warrior/ele/mesmer/necro/thief), the only one that has trouble stopping a stealth stomp on a teammate is my mesmer really, and thats only if im on staff when it occurs and cant switch back to my sword due to cd. It should very easy for a guardian to stop it (KBs galore); not sure how well a ranger or engie can stop it, but at least more than half the classes can easily stop a stealth stomp
I badly wanted to use a hammer when i started this game, and did for most of my leveling from 1-80. Its got some good utility, but the damage compared to a gs is alot less. GS has its own form of utility (mobility) as well, which is unaffected by defiance. I haven’t tried hammer since they removed the self root on #3 though so maybe its worth it again, i’ll have to try.
Doubt it. One is a trait, the other is a utility slot.
I’d rather get a passive condition removal trait before this gets buffed. Mobility isn’t really a problem on warrior.
In sPvP i’d gladly use a utility skill instead of signet of rage tbh.
half of the time its gonna get removed or corrupted anyways. I’d rather have either another physical utility skill or endure pain (i use balance stance as my stun breaker)
Engie can elixir stomp too. Its rarer compared to mistform stomp, but functionally the same
I used to run a condition-staff build but honestly, it just stacks conditions too slowly most of the time. There isn’t really a good offset either for condition damage (i used to use scepter/pistol) The benefit is that you’re pretty tanky so its hard to kill you. Downsides tho are your shatters do alot less damage, and fights in general take alot longer to kill someone. If someone wants to run from you, its not too difficult for them to do so either (general mesmer problem, but worse for a slow damaging condition build). sPvP of course.
I use a typical glass cannon shatter build now like most people. Its bit more risky (less survival), but generally alot more rewarding.
I think if shattering clones triggered traits like debilitating dissipation or confusing combatants, then a condition build would be pretty good.
I can see why they would do this. But tbh, this should be way lower in priority compared to things that need to be changed pronto. (ie, scrap the stupid tournament format, have a ranked solo/team queue, new map/game types, etc.)
Yup. I hate alot of things about the thief class, but Stealth stomps are not broken. Invulnerable stomps are way more so. Maybe its because i’m a warrior though, and its really, really easy for me to stop a thief stealth stomping a teammate; Its like a guaranteed kill cause the stomp animation just roots them there for a free 100b kill.
Cause sPvP is everything? k…
When it comes to serious balance discussion, yes it is. Do you think PvE warriors give a flying kitten about the classes passive condition removal weakness? Hell no, i can run any build in PvE; I’ve gone both extremes: 0/10/30/30/0 and 20/30/0/0/20 and all sorts of builds in between and they all work in PvE.
You do not balance a game around PvE. Do you honestly believe anyone cares in this game if class x does slightly more damage than class y in pve? This ain’t wow son, there’s no damage meter epeen contest going on. Balance decisions in this game should (and generally) are based on sPvP, where the playing field gear-wise is completely even, and all evaluations can be based on the skills/utilities available to the class.
I don’t even bother chasing down thieves anymore in wvw. Alot of them just run full blown stealth builds and try to troll/kite groups of people around. Culling makes things worse since most stealths are basically 1-2 seconds “longer” in wvw due to it.
If you can kill it quick, then go for it. If you can’t, don’t bother chasing. I swear most thieves in wvw just like to annoy/get people to chase them into random areas.
People have been whining about it for months. It isn’t gonna change, and it shouldn’t.
Its a pvp zone, don’t join if you’re not prepared to pvp. “but i just want tokens for my legendary” is not a valid excuse. If you run into enemies at the puzzle and you don’t want to fight, wait awhile and come back later. If they are camping it with siege, wait a lot longer and do something else. Maybe actually PvP instead.
snowballs chance in hell they add this. They probably have like 2-3 people tops working on sPvP.
I honestly don’t see whats wrong with adding a trait that goes along the lines of “Burst skills now remove 1 condition on use” At most you can spam 2 burst skills in a short time, at it would give warriors a viable passive form of condition removal via traits. (shrug it off is not viable, its complete kitten compared to every other classes form of condition removal via traits; in most cases it triggers 3x-5x less often)
This thread is missing the obligatory request to have rampage removed or completely reworked as an elite. Few elites in this game actually make you WORSE off; rampage is one of these.
Im ok with stealth stomp too. If you see a teammate down and a thief goes stealth, you should be wildly attacking right over his body, or using 100b over his body.
Mistform stomp is way more annoying but luckily the cd on mistform is pretty long.
Yes we are fine in wvw. Pretty much Anything works in wvw. Its like pvp for dummies to be honest. More than half the people i encounter in wvw don’t know how to pvp optimally (like when to roll, when to pop defensive cds, etc)
Damage builds work better in wvw too since you’re not forced to take/defend a really small point.
There is an internal CD on all “on crit chance proc” sigils. It varies depending on what sigil it is; check the guildwars2 wiki for the internal cd.
There is no match making at all. Pretty sure it just throws teams in based on the order they queued up for the tournament. No sorting by ranks or by how how “premade” your team is.
If you pug, just accept that you will lose more often than you win. You will almost assuredly lose against any team, since they will have streamlined roles and probably be using a chat program to communicate efficiently.
If anet ever shapes up and adds solo/team ranked queues, we might see an increase in the sPvP population, but tbh, i expected that to be added like a month ago, so i’m not holding my breath. They seem to really like this dumb tournament format, that no one aside from them seems to enjoy.
He said in 15 seconds without taking damage. You won’t kill chieftain with just the endure pain. You would have to equip a ranged weapon in your 2nd weapon set, and whirlwind out of range once hb is done, then ranged fight him to take no damage. Never tested myself if that would be 15 secs or less, since i don’t use rifles in sPvP, but probably would. I don’t know how any of that is related to skill though. Fighting an NPC is always easier than fighting another person.
Holy crap, did you actually use a shout warrior build as an example in your argument?
As someone who’s tried to run a shout warrior build in sPvP, i can tell you strait up, it does not put enough pressure via damage to kill anything really. You shouldn’t make sPvP arguments if you have no experience; there’s more to this game than theory crafting stuff from http://wiki.guildwars2.com
With how long/infrequent balance patches are I think your safe for awhile :P
Shoot him? If he’s downed in the middle of his zerg, just volley > kill shot him. Thief #2 down skill doesn’t let them teleport that far, and you will auto-track them with ranged auto attacks anyways. Its not like he’s an ele that can mistform and run all the way to the back of his zerg or into a tower/keep or something.
Thief downed skills are pretty average. You should never be trying to stomp a thief. You should just kill them via whatever weapon you have. Its almost impossible for a thief to get up unassisted as well, unless you downed them while they were in shadow’s refuge. Their downed #1, #2 and 3 skills are basically designed solely for anti-stomp. Very low downed damage, low survival (innate, being a thief), and no accelerated res/healing.
If you want mobility in melee weapons, its probably gonna be gs + sword/shield. That come has pretty good mobility, and has good defensive options (shield block and stun, and gs whirlwind is basically a 3rd dodge roll) and the mobility will let you pull in and out of fights much easier.
You could also go ranged too. Since you’re coming from 2 ranged classes, you might feel more comfortable using a rifle or lb.
I swear most of the people that respond by going to http://wiki.guildwars2.com and listing every warrior’s method of removing conditions have not actually played warrior in sPvP.
Yes you can remove a condition with warhorn + quick breathing. Go use that warhorn in sPvP and come back and tell me how awesome that was. Runed Shouts? Really? You will be worse off in all match-ups.
Seriously. Go use the builds you recommend. Here’s what will happen.
Against a condition build – You will survive longer against conditions. You will still lose though because you are equipped for less damage via weapons/utilities, and will not be able to put on any real pressure via lasting damage. You will also not survive indefinitely like a bunker build since warrior has very limited self-healing options. So you lose, but you lose slower.
Against a glass cannon build. You have a little more survival since you won’t be strait glass cannon, but your damage output it way worse. If you ever played this game in sPvP at all, you already know that damage stats far out-scale defensive stats (unless its protection/vigor or defensive cds like stealth, mistform, etc) So you lose here more too.
Against a bunker: you’re beyond screwed. You can barely pressure a condition build (most condition builds are innately tanky), so you absolutely can’t touch a bunker. They will just chip you down slowly as well like a condition build (slower, but its an inevitable win for them) Warrior, due to poor self healing options again can’t win. Most bunker builds will kill you, and end fight at full life.
And this is coming from someone who started hammer + axe/warhorn build with healing shouts in sPvP. I’ve literally tried every build i think, even the weird stuff like sword/mace. GS glass cannon was the last thing i tried since i did not want to be “another gs warrior” But once you play enough sPvP you realize that its currently the most optimal build. And can beat most glass cannons, you can kill a condition build or bunker build if you end the fight relatively fast before the conditions/self heals overwhelm you. Its not easy, but its not impossible. Some middle of the road build though just will not put enough pressure on a condition or bunker build to ever kill them. You will just survive longer but inevitably die.
I have a question what class could best fit me? I like to be successful in pvp and a little bit of pve but I do not know what class to choose anybody that could help me choose?
Sounds like you have face-roll syndrome. Go roll a thief, its pretty simple to learn and will be right up your pub-stomp ally.
That small 6 inch wall that stops you from shooting things is also protecting you from getting shot at by strait-line shots as well.
And there is defenders advantage already. NPC guards that spawn indefinitely, wall/door that keeps people. Smaller groups can hold for quite awhile, but they should not win if they are outnumbered heavily (3-4x more). That would make absolutely no sense and would just encourage stagnation and turtling. What would be the point of attacking if 5 people can drive you away on their own?
Define fun. I mean when it comes down to it, warrior is a melee class; the mechanics are pretty simple when it comes to PvE. You rarely need to do any fancy things like kite or cc/chain stuff unless your trying to solo something difficult.
The utility skills are pretty much easy to catagorize.
Signets: solo/lazy builds
Shouts/banners: utility/group builds
Physical skills: pvp stuff
Stances: mixed bag, usually pvp oriented.
For PvE leveling, i’d probably stay away from the physical skills, and you generally don’t need stances either. Just get used to grinding away in melee range; its simple true, but what we do as a heavy melee class. Carry around different weapon types i guess if you want. I went through different “phases” when i leveled. Started mostly hammer, then went swords, then axes, then back to hammer. Didn’t touch a GS until i was 80 actually (and now its my main weapon of choice like most warriors)
Your problem is that you’re coming from a cookie cutter easy mode game called WoW. Us who played the most competitive PvP MMO game of all times called Guild Wars 1, we have no problems dealing with silly thieves 1v1. I never ever died to one of them 1v1, no matter what profession I played.
Saying you never died to a thief in 1v1 is just as kitten as this guy saying he never killed a thief until after 900 games played. Stupid exaggerations like this make it hard for people to take anything else you say seriously.
Everyone that has played sPvP for any decent amount of time has won/lost against every build. You might not win/lose against a particular build often but it has happened. Unless your like rank 10 and below or something.
Builds that revolve around CC-chains sacrifice something to achieve that (usually strait up damage but sometimes survival as well) If you have stability, you basically made them sacrifice that damage for nothing.
Yea you cant activate that stun-break/stability until after you land, but you can negate EVERY FOLLOWUP CC AFTER. Alternatively, lets say someone stuns me. I can immediately activate a pure stun-break that doesn’t give stability, then be hit by another stun afterwards, and i’m still stunned.
Stun-break is 1 time, instant solution to a stun. Stability might come out a little slower than a stun-break on a displacement skill, but it will also protect you from any follow up cc. Seems completely fine to me, and is the reason why i pack stability into most of my builds.
More than often thieves die during stealth. When they become visible thieves can use downed 1 for ae crippling any1 trying to stomp them. This gives a huge time advantage for them to use Shadow Escape.
At the end it takes like 20+ seconds to finally kill a downed thief whereas it takes like 5s for everyone else (except eles). Sounds fair? Not at all.
And please dont tell me to AOE thieves in stealth. I AOE thieves all day long but guess what? Range AOEs have cooldowns. So in most cases my AOEs are not ready when thieves go down.
Uh, thieves are actually fairly simple to finish when downed. Don’t even bother stomping, just kill them.
If they get downed when stealthed (often times you should have a feeling if this occurred ie: you hit 100b, they got low hit stealth, then you whirlwind over their escape path, they are most likely downed) just start auto attacking around where you last saw them. 9 times outta 10, they are downed right where you last fought them, or really close by. Use 100b to finish them off.
Most thieves are pretty squishy too, so you can finish them on the ground with attacks fast. They have the weakest by far downed-vs-downed combat too, so even if you down each other simultaneously, you already won basically.
Everyone gets stomped early on. Why? Because you have no flippin idea what the other classes are doing to you unless you also play that class. Same with any pvp game (except this one is less forgiving since fights can end much faster than other mmo pvp)
If you’re serious about pvp then you honestly have to research every class and find out what their class mechanics and how their builds/traits work. Complaining after getting stomped on your first try can’t be taken seriously at all.
Con…dit…ions? Aren’t they those things that pop up sometimes between my shouts, WH, signet, & healing skill?
I do hope they’re not dangerous or anything.
Run that build in sPvP, and you put zero pressure on the enemy at the expensive of living a bit longer.
Feels roughly the same except rangers are now better than warriors. In general, every class got slightly buffed and/or bug fixed this patch (rangers probably got the biggest buff based on just this patch relative the others)
I think we got our hopes up when this whole big “dec 14 balance patch” was announced. It ended up being some relatively small things; nothing that changed any core mechanics / builds too much.
The clarification on the class roles was enlightening though. I like how anet admitted that warriors are supposed to be weak to conditions and are supposed to bring someone in their pocket to cleanse conditions for them. Now i won’t waste my time wondering before each balance patch if they will ever address this by buffing our passive condition removal or something, cause it won’t happen.
I’ve seen a warrior use rampage once in a hotjoin.
Hit balanced stance into 100b and that was the last i saw of him.
Nope. According to Jonathan Sharp, we are supposed to bring a pocket guardian or necro to cleanse conditions for us.
On a side note, i just rolled a necro since it was hinted that aoe damage will eventually be nerfed in a few patches (meaning necro will still be OP for a few months at least). Might as well enjoy it for now.
Are you sure they didn’t add those stats? was using it today, and was getting a huge increase in might stacks…………maybe it was just my eyes playing tricks…..
Absolutely no change to it aside from tool tip. Just go to heart of the mists and test it on a golem. Does not add any power at all via might or any hidden addition. Only the tooltip is different.
Uh, doesnt take long to get a billion bags. I’m glad they took the bags out of the chests.
Now that its fixed, i think its a requirement in every build haha. Once you go fast hands, you can’t go back.
See for yourself! it doesn’t actually give you might stacks. It is functionally the same arcing slice as before. The tool tip is just wrong.
My guess is they were playing around with the idea of buffing arcing slice (since almost no one uses it), but decided not to (15 stacks of might for 10 seconds is way too much) and then forgot to change the tool tip back.
Please remake the Warrior elite: Rampage into something remotely useful. I’m sure by now (hopefully) you realize this skill is terrible. The transformation skills are terrible. They are clunky and slow, and easy to dodge and lock you into melee combat (extremely bad for pvp purposes). The skill would be better as a strait stability buff which is how bad the transformed skills are. It was obviously designed to be the PvP elite, but at the moment, there are essentially zero situations where you would want to use this elite.
Remove the transformation skills. Yea i know, on paper they sound cool and useful. In reality, its the main reason no one uses this elite. Replace it with anything (or nothing if you so choose) and you might actually see people use it. I’d recommend temporary condition immunity or something (like can’t be snared or slowed, etc which would keep in the theme of an “unstoppable rampage”.
I think a reworked rampage would fix everything really.
Remove the whole skillset change that no one wants (you attack so stupidly slow while transformed, its kitten .
Keep the stability buff, and have it remove all conditions, and make you immune to conditions/boon removal for say…. 6 seconds or something. Lower CD to 90-120 sec range. Thats it. No damage buff or anything else. This would give us a pvp elite that’s more useful.
This would open a few more options on utility skills as well (for example, i use balanced stance, but if i’d consider switching it for something else, like a condition removal or physical utility skill.
Underwater combat very unbalanced, which is part of the reason why people hate it.
It does not give you might nor this “adren” boon (no change in power at all when i tested it)
I’m pretty sure getting 15 stacks of might from a full arcing slice would be too OP too, haha……
Just a tooltip error, the skill appears to work as it used to (aka, not worth using at all)
Oh i understand what you mean. The tooltip now says you get +5 might stacks per adren stack along with fury duration, but it doesn’t actually give you might (it never did previously).
Wierd, maybe they were thinking of adding that but decided not to, then forgot to change the tooltip back
Hmm it was always supposed to be fury only. Did they change the tool tip?
Well time to play my ele until this gets fixed lol
Yea its fixed, and its sooooooooooo nice now. No more worrying about not swapping between fights.