I’m ok with the skill. it is not a stun break as some people seem to think, and it is definitely not 1200 range blink. Also once you fight enough staff mesmers, its very obvious when they use it, all it does is create a bit of kiting room (mesmers are actually quite slow; they rely on “confusing” enemies to kite – the better you are at recognizing which is the real mesmer, the LESS they can kite effectively)
Staff damage is pretty weak too, its pretty much there just for defense, and to buy time until the CD’s on other weapon set are ready again.
The culling is so random now. The worst part though is even when it works it has a bad side effect. It makes your side look smaller than it really is at times which is really bad in huge fights because people start retreating thinking they are out numbered when in actuality its even or you might even have MORE on your side.
I’ve seen more stupid actions today than i have ever seen before (ie people running into huge zergs they couldn’t see, both my server and other server’s players). Perma stealth is even worse now also; sometimes i see the animation of the thief leaving stealth, and the actual model, but i can’t target him until another ~2 seconds later.
Plz at least save sPvP. this culling issue is probably too hard to fix, but give us a good/fun/nonbuggy pvp to play at least
I’d rather the charge end in a stab or something with a quicker animation.
I can count the number of times i used arcing slice on 1 hand. I honestly don’t even remember what the animation looks like, but i’ll take your word for it that its some sort of downward slash.
XP would be nice. Think about it, alot of people roll alts for sPvP purposes, and don’t really want to level them again through PvE. This would help them get through the PvE grind to 80 (and then they would be encouraged to take those alts and outfit them in gear for PvE.)
dude hes trolling you guys too obvious now……
Its bugged, and has been bugged for awhile.
Quick summary of the bug – with fast hands trait:
-First in combat swap is 10 seconds(bug). Subsequent combat swaps are 5 seconds(correct).
-If you drop out of combat, and swap weapons while out of combat, swap timer becomes 5 seconds(bug – it should be 1 second for out of combat swaps like normal)
- Swapping weapons out of combat (and getting the 5 second “out of combat” bug) resets the in combat bug. So next time you enter combat, your first swap is now 10 seconds again.
-If instead of swapping weapons out of combat, you don’t, and then enter combat again, you will maintain the 5 second swap.
So the only way to work with the fast hands trait in its current form is: 1.) you always have to deal with the 1st combat swap bug of 10 seconds. 2.) once you end combat, do NOT switch weapons unless you enter combat again. 3.) this means try to end combat with the weapon set that you use to “move around” in (ie GS).
L2P, and don’t mash like a thief. Or roll a thief. Never experienced any problems with either of these block skills prematurely being canceled by my own ineptitude, and based on the responses in this thread, it seems to be fairly uncommon.
Perhaps the problem is you? Go check the thief forums, there’s a couple of builds that can get away with mashing either the 2 or 3 button.
It works. It has an internal timer (not sure how long). I think the stability lasts 8 seconds.
You often times don’t notice when it it triggers though cause the only time you really do is when your getting hit by multiple things that chain-knock you down. Often times you don’t notice when you get knocked down by some stray thing, that it activates, and then that mob doesn’t attempt to knock you down again (since most mobs can’t chain knock you down solo)
Zero gap closing skills, on both weapon sets and utilities, aside from the mini jump on eviscerate.
Unless you’re only fighting other melees, this won’t work. Literally every class could kite you to death with this build except probably another warrior or guardian (since neither typically brings a ranged weapon)
For example; Your fighting a mesmer (lets use sword/pistol + staff, which is pretty common). Explain to me how you are gonna keep up with him when he will likely have 1 invis utility, 1 blink utility, 1 short cd backwards blink on staff, 1 position swap on sword 1 ranged cripple, 1 ranged stun, possibly portal and/or a 2nd invis, and 2 dodge rolls. And all you have is a ranged cripple and a ranged knock down, both of which can be avoided by the above skills as well as your own 2 dodge rolls. I guarantee even the newbiest mesmers will have no problem kiting you.
Dat pic is so dumb. wvw in a spvp forum, and that was clearly over 1 second since you lived with endure pain.
spvp yo. Bring a shield, swap to it to block the heartseeker spam, then smash him after he burns all his initiative. BS thief is the easiest theif for a warrior to fight. If you think that’s bad, a good condition thief will own you without getting hit once.
Noob complaints: 100b and backstab thieves OP
Semi experienced complaints: bunkers/condtion builds/Mesmers OP
High level complaints: Res signets, aoe damage too good.
Get better. 100b combo is easy to stop. 1 stun break or a well timed roll and you’re in the clear. Warrior is stupidly easy to kite. And you can actually see the damage coming unlike bs thieves who can do the same kitten but can do it while approaching stealthed. 1 stun break or a roll ain’t gonna save you from beating other classes that are actual strong. 100b warrior is only good for farming glory in hot join where noobs like the OP think combat resing someone in the open should be totally fine and unpublishable kitten. Can’t take your complaint seriously
lol @ expecting to combat res someone and not get punished. Possibly the worst argument i’ve ever read for why 100b should be nerfed.
I don’t support nerfing glory gains at all, skirmisher included. People play to farm glory and gain rank since there’s no real other goals for sPvP. Glory req’s to level up increase dramatically the higher you go, nerfing existing gains is just gonna make people pissed.
Just buff glory gains for winning (or other incentives for winning)
Try 20/20/0/30/0.
Lets you grab both the main GS traits, as well as healing shouts. This gives you good versatility in PvE. You can change your gear accordingly to the situation (ie soldiers gears + soldier runes if your only melee and/or tank, or zerkers gear if you just need to dps) Healing shouts is always useful in PvE, even without +healing gear.
Edit: You’re getting “raged” at for your build because full signet builds are a sign of either 1.) selfishness or 2.) a complete lack of understanding of the game.
Take a look at 2 similar skills: Signet of might vs For Great Justice. Signet of might gives you a passive 90 Power at all times, as well as 40 prec if traited for (which most signet builds do). For Great Justice gives you 105 power at all times, as well as fury (20% crit chance) for about a 3rd of the time. FGJ also benefits your entire party, meaning you can maintain +525 power collectively at all times, as well as add some fury uptime to everyone. If you trait healing shouts, Not only will FGJ also heal everyone, but you can maintain 2 stacks of it a 3rd of the time due to the +boon duration. I think its pretty obvious which one is better based on that. So even in a SIGNET BUILD, FGJ IS A BETTER SKILL. This is why people dislike seeing signet build warriors. Its a huge tell that the player does not know what hes doing really.
(edited by Recently.1043)
I’m ok with it, just don’t mash 1 button repeatedly like a thief.
There are situations where you might want to break the block animation early.
For example, you start blocking, enemy blinks away and runs. Wouldn’t it be better to cancel the block animation early and then use a gap closer skill to catch up immediately?
Another situation: you start blocking, and enemy immediately becomes downed (maybe from a teammate, or due to conditions, whatever.) Wouldn’t it be better to cancel your block early so that you can either initiate a stomp or start damaging him? For certain classes (like say against another warrior) you will want/need to initiate that first stop before 2 seconds elapse, otherwise after he interrupts the first one, he will vengeance interrupt the 2nd.
Steal is amazing if even slightly traited. There’s so many ways to trait it too, so it can fill so many different functions depending on what you want it to do. Do you want more damage? Another stealth? boon removal? All, and more are possible without needing to use another utility slot.
If you choose not to trait it at all, then yea its just a shadowstep….. but that’s your choice to make.
I dunno, I think it would be hard to balance. In WoW for example, you have multiple ways to help your Flag Carrier out (heals, cc/killing people attacking him). Here you can only really cc/kill. I think it would be really hard for a team to STOP another team from bum-rushing 1 guy if the really, really want/need to take that specific person down. You can’t really support your flag carrier with “active” healing outside of a few classes.
General question, since this thread has been completely derailed anyways: Regarding Mace + Shield as “viable”, can someone explain the main appeal of Shield in the offhand over, say, another Mace? I would think a ranged, multiple-target 2-second knockdown (Mace 5) would be more desirable than a close-range, single-target 1-second stun (Shield 4).
Why Shield? Because of the extra armor? Or what am I missing?
Its almost entirely because of shield stance. If you time it right against burst classes (like say a BS thief) it will single handedly win you the fight. I can’t count the number of times a BS thief started spamming "2"s on me and a good swap to shield negated most/all of it (btw if a theif spams a key, it auto queues the skill, its difficult/impossible to un-queue it, so if they spam that 2 on you even if they notice the first one got blocked, they still gonna be casting more 2s on you)
Wow this thread went off tangent and became some weird pissing contest.
Anyways I think warrior is doable but slightly on the weak-side due to its weakness vs. conditions. If there was some sort of trait or ability that passively helped with conditions (without having to go to something like warhorn) or something that gave innate sustain we would be in a fine spot. That plus a fix to fast hands (god i want this so bad).
As for axe vs mace vs sword, they are all viable, fine, and serve slightly different purposes.
Sword is the best for setting up a HB unassisted since at full adren, if they can’t cleanse the immobilize, you can land a non-frenzy’ed HB. It also gives you a mobility skill that can be used to escape or gap close. The auto attacks suck kitten though.
Mace gives you a cc combo which is good for team fights, and has an adren skill which will help you land either a partial HB, or a full frenzy HB. No cripple or ranged skill means if they have some sort of blink/escape skill, or 2 rolls, you won’t be able to really do anything to them.
Axe for damage. Range cripple is way better than melee cripple (sword) and has a burst skill that lets you finish off people that are semi-low hp. Doesn’t set up HB though in any way, but the auto attack is nice, so even if you get stuck in this weapon set, your damage is good.
I carry all 3 just in case tbh. Mace is probably the trickiest of the 3 to use efficiently because against some classes that can create space fast/instantly (like a mesmer or thief) you might be kited hard until you can swap back to gs.
Axe only has higher “per hit” on auto attacks compared to sword. Every other auto attack hits harder (even mace) as well as the 2 handed weapons. The advantage is that axe swings alot faster so it does the most dps. Axe only brings damage so it makes sense; you don’t get additional effects like the other auto attack chains.
Alot of people bring axe + shield on their secondary set anyways, so its not uncommon by any means. Nothing beats the mobility of greatsword though. Every other weapon combo aside from ranged is prone to being kited easily
Hammer self roots are the main reason why i don’t use it. They already have horribly obvious swing animations/tells that make it easy to dodge correctly, but the self root punishes you further if they do dodge it.
I’m fine with 100b rooting you in place though, it has to have SOME sort of drawback. (wish it would get some sort of defensive ability attached to it like pistol whip/ blurred frenzy though)
I gotta disagree with the whole catering to newbie thing. With ANY PvP Oriented game, you are gonna get stomped when you start out. Why? most people know their class and their class only. If they don’t have say, a thief or a mesmer or something they have no flipping idea how that thief can stealth x-amount of times, or why that mesmer can make so many clones so quickly and blink around y-amount of times.
You see this sort of learning curve in every pvp game where there are classes that have vastly different skill sets. You think anyone walks into LoL/dota2 and starts smashing faces without knowing anything about the game beforehand? Everyone gets bodied when they start mainly because they have very limited knowledge of mechanics and abilities outside of what they have experienced first hand. The only way to fix that is……. to get more experience. There should never be a game where you dominate someone else without knowing what they are able/are doing, and that is true for gw2. (well bs thieves are the closest to achieving this i guess…. but not against all matchups)
So how do you get more experience? Let newer players experience PvP in an even more casual environment (ie: dueling) where they can learn what other classes do etc without the pressure of worrying about objectives. Nerfing Certain glass cannon skills that “seem” OP isn’t gonna help, because it will just make people complain about something else. People that are legitimately interested in sPvP though have a very easy way to learn the other classes, which is roll an alt of that class. That whay they know what are the fundamental weakness/strengths of the class and what/how their combat tricks function. This isn’t some sort of online FPS game where any shmuck can pick up the biggest gun their first time and do reasonably well; this game has alot of different mechanics and skills unique to each class and the only way to get better is to learn through experience.
The guy getting hit is another warrior with no armor on and definitely has frenzy on.
And this is kill shot in spvp (i’ve never actually seen anyone even attempt a killshot in spvp before)
Do you play to win? Or do you play to get the most glory? You’d think that they would be one and the same, but they aren’t sadly enough.
The teams that win tend to have people spread out and take multiple objectives, and the teams that lose are the teams that zerg (ie they have like the entire team stand the entire time to cap also) Zerging however, is a VASTLY superior way to gain glory in sPvP since you’re more likely to get kills/killcredit when your side runs into a smaller amount of enemies, and you will be present for the majority of your teams point caps as well.
The easiest fix is to increase the win bonus….. drastically. At the moment the win bonus is like 20% of your glory gain that match; and honestly if your on the “winning” team, you more likely than no have less karma gain than the team that lost using zerg tactics even with the win bonus factored in.
its actually one of the strongest downed skills especially since its instantly available. Its useless in 1on1 situation, but most downed skills aren’t gonna save you from getting stomped unless you have the guy super low and can down him before he stomps you.
If you don’t want to use greatsword, thats one thing.
You should still bring frenzy though, its a pretty important tool to secure kills.
It has some pathing issues but what bothers me about the skill is mostly the horribly long SWING animation when you “arrive” at the target that also basically roots you in spot. They should change it to like a shorter, stabbing motion, so that it isn’t so ridiculously easy to DODGE this skill. Compare this to something like ride the lighting that eles have where the damage is right on impact; thats what i feel like this move should do.
Warrior has good mobility in “general” but not that great “in combat” considering we are a melee class that needs to stick right on target to do much.
The bane to any melee class is getting kited, and warrior in its current state is very easy to kite if you don’t have a GS, and even with one, its still not that difficult. Why is it so easy? Every class has easy access to cripple, dodges create space as well, and most ranged classes have a combination of pushback/knockdowns/blinks to escape. Combined with everything above, most classes can FORCE a disengage at least 3-4 times (some like d/d ele, have wayyyyyy more)
This is just one reason why warriors are typically UP in pvp for most games; its really hard to balance kiting/time on target for melee’s. Either its too easy to stick in which case the ranged player feels overwhelmed, or its too hard to stick, and the melee gets kited to death while feeling completely impotent because they did nothing.
can’t store partial stacks anymore. What it used to be was you could store a partial stack and then when you took it out, it magically became a full stack again (so infinite uses). They made it so you can’t store partial stacks (makes sense)
What they should do however, is let you COMBINE partial stacks so that you can have 1 full stack and 1 smaller partial stack. I have partial stacks on all my alts, which is a minor inconvenience.
For PvE its absolutely fine. Axe best attack sadly is its auto attack. Axe 5 isn’t terribly strong but it can hit more than 3 targets which is nice for certain things, like if you need to clear alot of weaker mobs all at once (and it also fills your adren in 1 cast if it hits more than 1 target.) I haven’t used it since i stopped farming plinx though haha (whirling axe was great for tagging stuff in DE)
Depends, if your a bunker build or a glass cannon. If your a glass cannon just run immediately, you won’t stall long enough for it to really matter, and your respawn timer will hurt the team more than you giving up the point a few seconds earlier.
If you’re a bunker, fight to the death on the spot, thats you’re job. if you hold out long enough there’s a chance that help will come in time. At worst, if you’re good you will stall them more than enough for your team to take other objectives.
Needs more Ride the Lightning and Chilling Aura imo.
Because they’re never on cooldown hmm and people don’t stealth then line of sight before running? But thanks for the fantastic advice!
Dude, don’t kid yourself. I got a d/d ele also as my secondary (main is warrior) and i can run from ANYTHING on that ele. Perma swiftness, vigor, ride the lightning, shocking aura, burning speed, frozen blast, mist form, arcane shield, lightning flash…… all of these are tools that can help you escape. At worst they buy you time until ride the lightning is back up and ready for use….
Its stupidly easy to get away as an ele. Mesmer doesn’t even get swiftness that easily; they got some nice tricks to confuse you, but when kitten hits the fan, my d/d ele will be zooming her butt outta the fight way easier than any other class lol.
Knights is more versatile, bit of damage and defense. If you pug alot, this is probably the better option.
Running full zerkers in a pug where you might be the only melee and/or the party in general is bad is really risky. Running full zerkers if you, yourself are not spot on good, is also a huge drain on your party since they will have to waste time resing you constantly which hurts everyones dps alot more than you running some slightly tankier gear.
Eventually you can just build both sets of gear though and mix and match depending on circumstances. Your first set should be something tanky to be on the safe side imo. Knights or Soldiers gear.
Its all supply and demand. These things were going for 1-3 silver when i originally bought my stack of them for legendary. Very few people were going for jug and the only thing they are good for is the jug really. It only rose because of the precursor loot pinata.
If someone’s willing to buy it at 30+ silver each, then all you can do is wait (or place buy orders)
Dying while soloing? or in dungeon? Warrior is pretty easy to solo with tbh, so i’m not sure why your struggling. You can pretty much use any build to solo.
If its soloing and your dying alot, i’d bring “fear me” that way you can use it to escape if you say…. over aggroed too much stuff. Also, healing signet is terrible, you should have stopped using that awhile ago. I’d use mending if i were you and leveling in orr, since alot of the undead will throw cc and conditions on you. Otherwise, try not to fight more than 3 things at once until you feel comfortable. If things are real bad, go back to ranger tactics, equip a bow and kite at ranged.
Ok, we understand the argument that you can dump your adren, then use a multi-hit skill to refill that adren pretty fast.
That does not change the argument that your dps drops during that moment. If you hit 100b with full adren its gonna deal more damage than if you just dumped your adren, and then used 100b.
Some casual testing in heart of the mist gave me around ~1.5-2k damage difference on heavy golem using 100b at 0 adren vs max adren, and built about 1 + 1/3rd a bar of adren in the process. My arcing slice was hitting for about 2.6k crit on it. So unless i’m hitting 2 or more targets immediately after (to refil my adren bar in 1 cast of 100b) its gonna be worse or at best even, to not using adren at all. That hardly sounds like a “good” or “rewarding” mechanic.
Killing the lord solo is fine. Skipping the door and the guards is not. Just make invisible walls above the outer wall so you can’t infiltrator arrow up there, and make the guild lord determined until the guards have been killed.
Anything works in wvw tbh. Just go with whatever you want really. Its too random to build a good all purpose pvp spec around.
You would probably want to keep a ranged weapon on ur secondary all the time though. Rifle synergizes well with hammer imo. I used to run a fun hammer/rifle build that would let me punt enemies back into my team. You can basically do anything though in wvw so choose whatever you enjoy doing.
Adren is just a poorly designed resource/skill system in general. None of the adren skills scream “holy crap this is awesome, i glad i saved up 3 bars worth of adren for this”. Well unless your running a glass cannon rifle build in wvw and praying every 5th kill shot attempt actually lands or something.
Most builds in PvE benefit greatly from not even using adren at all for better sustained damage. More adren skills are viable in sPvP but their use isn’t for damage persay, but for their additional effects most of the time.
Its not unique to dungeons. Its on ANY map load. Happens most often in sPvP though where you map load much more frequently than others (every time you die). Technically, when the server forces you to map load again (ie map switch on sPvP) you can map-load again correctly.
That basically means waiting in map-load until your team completes that particular fractal with out you though heh….
1 stun break and your warrior just died.
Most non-glass cannon builds have at least 1 stun break built into their build.
I heard there was actually a whole game out there that doesn’t necessarily have to do with ‘being a warrior’.
Holy crap a “warrior” sub-forum that has threads regarding “warriors”. What were we THINKING?
rangerelemesmernecrothiefthiefthiefthiefthief
amidoingthisrite????
Jon, what do Rangers need to do to receive this sort of attention?
Make a list of ranger bugs and constantly spam it?
You make it sound like the “attention” we get matters? These are bugs that have been in the game since release, that are widely acknowledged since then and have not been fixed.
Hell, i STILL don’t know if endure pain is supposed to be the 5 seconds listed in the tool tip, or if its supposed to be 4 seconds and the tooltip is wrong. And that theoretically should have been easy to check/confirm and fixed (especially if its just a tooltip error)
Arcing arrow has too long of a cast time and flight time as a projectile to be useful in sPvP. Once people see you charging that, they have ample time to either run out of the area or roll right before it hits. The entire kit is not good for PvP; only lb5 will really help you kite.
If you badly want ranged in spvp go for rifle (i don’t think its that good either though). If your gonna play a ranged class you need to be able to kite, and rifle has a much more spamable cripple compared to bows immobilize (cd wise), has a knockback and volley can be used on the move.
Typical glass cannon GS build:
GS / mace or sword + shield
20/30/0/0/20 (or a similar variation that has at least 20/20/0/0/20)
Utilities = Bulls rush + Frenzy + stun break (endure pain or balanced stance) + signet of rage
Runes: Depends i guess, i use superior rune of the ogre (I like the rock dog), anything damage oriented; this is a glass cannonish build.
Zerker amulet/jewel.
Its on the top bar, the crossed swords icon.
Thank god your not playing with ground targeted aoe skills lol……..
badly want/need the fast hand fix. I hate ending fights with mace/shield out; either gotta run slowly until next fight or pull out gs to move fast (and reset the bug). Both options suck bad
Still no fix on this after today’s patch. unbelievable……