Showing Posts For Redundancy.7325:
Which dummy are you using to test? The practice dummies in lion’s arch are world items, so you can’t hit them with bleeding, burning or critical hits…
Stats for mystic hammer are:
128 power
128 vitality
179 condition damage
Who is this supposed to be good for?
There are 2 classes that use hammers. Warrior & Guardians. Neither one of them can inflict damaging conditions (bleed, fire, poison) with a hammer. Which makes that stat near worthless for that weapon.
Would it be possible to replace the stats on this weapon with something that actually makes sense? (Berserkers, Knight’s, Cleric’s … anything w/o condition damage)
Warhorn actually isn’t too bad in WvW. I like to run a support build (3 shout + 30 tactics) with sword+warhorn & GS for insane mobility.
I like to run in and save those who get in too deep by clearing their snares, granting them vigor and healing them. It’s incredibly effective for saving people.
Another combo I like to use to push back/stress the enemy front line is to blast swiftness → leap in with sword → weakness+vigor → swap to GS → hundred blades (hope for rage/quickness proc) → clear snares/debuffs with shouts (soldier rune) → whirlwind+rush out of the pack. I rarely die with this tactic and it will often help push the line forward and thin their numbers out. If the rage sigil procs on hundred blades then I’m going to be taking a few people down without question. The only real hard part is making sure to clear target when GS rushing out so I don’t just dash right back into their pack. This would be even better with “Fear Me”, but I hate how long the cooldown is, even with the talented reduction.
But even then, the 5 ability is lacking. I mean, it’s usable in large groups and the vigor is nice and all in this scenario. But it still sort of feels like it’s missing, i dunno, something…
No, they’re just terrible unless you’re playing against stupid opponents.
The hammer is “ok”, but it’s only a slight delay, and only useful at all against 1 opponent provided there’s not a pet in the way or they’re under stability (not even going into how difficult it is to actually target anyone quickly and reliably as a downed asura…). But this would be ok if vengeance weren’t so bad.
If you’re playing pvp 1v1, there’s almost no reason somebody shouldn’t be able to finish you before you can use vengeance unless they’re just standing around. 2v1 you shouldn’t be able to use it, period. Even then if someone can’t just avoid you within vengeance’s time limit, then they’re just (to paraphrase zojja) dumb, dead, and left a dumb corpse.
In a group, you often won’t have the ability to actually use vengeance and even if you do, you probably shouldn’t because vengeance is simply too massive a gamble. This is because failing to rally during vengeance’s time limit causes you to go straight to a defeated state. In most circumstances, this creates a risk vs. reward scenario where you’re better off simply not clicking the ability. And this is even if you have sweet vengeance talented. It’s much worse without that talent. To me, that means the ability has some issues.
In group PvE, you’re MUCH better off waiting for a res. Most of the time you’re fighting against bronze or higher mobs that have too much hp to reliably kill in the time limit. You’re better off staying down and either healing or throwing rocks or the hammer. Even in the odd situation where one or more of the mobs are low enough to be killed, you’re probably not going to be providing enough extra DPS/utility that your group couldn’t just kill that enemy anyhow. Sure, you could theoretically be in a situation where the boss is almost dead with 1% health left, and everyone else is dead and you the boss doesn’t just kill you before vengeance is up and you can cast it, and you pop up and play the hero. But that scenario is so rare it just doesn’t justify the fact that 99% of the time, you’re better off not clicking that ability, if you’ve survived that long.
In WvW it also falls flat for most of the same reasons. In large group combat, either you’re surrounded by enemies and you’re not gonna live long enough to get to click that ability or you have allies near you and you’re better off waiting for a res. Even if you’re enemies are so terrible as to not finish you before you can actually use vengeance, then the situation where you popping vengeance actually allowed you to kill someone that your team wasn’t already going to kill without your help is probably few and far between.
TL:DR – the biggest failure on vengeance’s part is the fact that it means automatic defeat after the time limit expires.
On the other hand, if the end of vengeance meant you returned to a downed state, then that ability is vastly more appealing. But in its current state would probably be too powerful. But could the following changes make this balanced? :
1) During vengeance the warrior takes 50% more damage (easier to put back down)
2) If downed during vengeance (you die or timer expires), the player enters the downed state with reduced HP. Each subsequent time you enter a downed state during vengeance you get less HP upon entering the downed state. This cumulative effect resets when rallying, being rezzed, or being defeated.
3) If downed during vengeance (you die or timer expires), the amount of time before you can use vengeance again is increased. Each subsequent time you enter a downed state during vengeance increases the initial vengeance timer longer. This cumulative effect resets when rallying, being rezzed, or being defeated.
Would this be a more attractive version of vengeance that was still balanced?
Pistol is a medium ranged condition based weapon and just thinking about that makes me realize that Pistol would not fit! We have melee condition based weapons such as Sword/Sword or Sword/Warhorn.
Doesn’t have to be condition based. Weapons act differently depending on which class uses it. In fact, it would make sense to have the pistol be an explicit non-condition based weapon option for the warrior since we’re lacking that in a ranged weapon. Rifles are single target+bleed oriented and longbows are aoe+burning.
Warriors are the weapon masters , no reason they can use a rifle but not a pistol.
Really want to have the option of using the warhorn or shield in a ranged fight without having to wait for weapon swap cooldowns.
Greatswords look amazing on the asura. But the hammers just don’t have that same awesome oversized look when an asura carries it around (even though the hammer animations are all equally cool). It’s just SO small!
Doesn’t need to be great on its own. I just really want to use a warhorn at range
I should make it clear that I’m not expert on this game, but it seems clear from playing my Warrior that the active component of Healing Signet just isn’t worth using.
The amount that it heals isn’t worth disabling the regen for 20 seconds. Either it needs a shorter cooldown or a bigger active heal.
I still use it because the regen is very good, but I feel that having an active component that is detrimental to use is a very big design flaw.
The healing signet on use is pretty balanced against itself. It heals for roughly 15 seconds worth of regen, so if you need that healing right now, then you can use it to front load the next 20 seconds of healing at about 75% efficiency.
Unfortunately, unless you want the bonus precision from the signet skill, it’s not very good compared to the other warrior heals for reasons stated in this thread.
… it should be that the attack actually happens during the rush animation not that you rush to point A, stop, and then start attack animation.
^ so much this
I understand it can’t stun or immobilize because it would be too good with hundred blades, but I wish it would they would just ditch the “swing” animation on it and do damage instantly once you reach the target. Or better yet, have the animation rush toward the target with the blade raised and very quickly (without stopping, and like 20x faster than the current animation) drop the hammer (sword) on your opponent when you reach them. Even if the damage were greatly reduced on this move (it’s pretty high right now for a single swing) it would still be a vastly more useful than its current form.
Agree!
The scale on Greatswords is awesome for Asura. All of the other weapon look too tiny, especially the Hammers.