Will be updating this thread tomorrow with any new bugs and removing anything that’s been fixed.
Just give me an elite stance that lasts for ages (much like Signet of Rage) that provides Stability and immunity to movement-impairing effects (could really be combined into a new boon called Mobility).
oops
. forums being buggy and not let me edit posts at the moment – I’ll amend it when it fixes and I’ve had time to fully test it myself.
edit: just tried with eviscerate and I’m unable to replicate it – I’ve tried shouting at various stages and it gives adrenaline as it should. Doing it before the hit actually lands causes the added adrenaline to be consumed (tested by bursting with 1 bar and shouting before the hit landed) which is correct, as adrenaline is only consumed if it hits.
Are you sure you weren’t activating the shout right before the hit landed, thus causing it to add to the current adrenaline which is then duly removed when the attack hits the opponent?
(edited by Sami.1560)
Adrenaline gain is completely turned off during the burst animation to (I’m assuming) prevent the burst skill from generating adrenaline. Flurry would give you one bar back straight away. I’ll add it to the bug list as something needs to give way,
Would rather see Vengeance default to 100% with the current timer, and be traitable to become available much quicker when downed (i.e. Hammer throw is enough to get off Vengeance).
Having done a run of CoF expore with 4 defensive builds (defensive guardian, shout Warrior, some form defensive elementalist and I honestly can’t remember what the 4th class was) and one pure DPS (me in full berserker gear), I can tell you that it works fine. One of the smoothest dungeon runs I’ve done. We were going to go 5 support before realising the lack of DPS was going to make it a chore.
5 support would’ve been insane. 4 plus one insane glass cannon (helps I can take a hit or two thanks to the HP) was perfectly fine.
edit: should point out this was a guild group, hence we were “properly” (as proper as my guild ever is!) coordinated.
Somebody said they tested it and the conversion range is something pitiful like 300 rather than the 1200 of the actual warhorn skill.
Intelligence sigil testing: Steady Weapons vs Light Golem.
Greatsword: Fine
Axe: Fine
Longbow: Bugged (there’s a hidden pulse of damage not listed on the tooltip and it didn’t crit. I’ll add the tooltip bug to the list too.
Hammer: Fine
Mace: Fine
Rifle: Fine (tested 3 times with only 4% base crit chance)
Sword: Bugged
If Rampage (elite) was actually useful you wouldn’t need fist weapons.
In terms of what could actually happen, pistols is probably it. Otherwise ANet would need to design an entire new line of weapon models/skins, while pistols are already in the game.
Just tried bladetrail vs the dummies with 25 stacks of might and it still hits for “sensible” amounts.
edit: looking at the opponent’s buffs in the video, he seems to pop Frenzy right before the final hits (two black-bordered icons appear which look like Quickness and the +50% more damage to yourself). However, I’ve been trying to time frenzy with bladetrail and still can’t get those crits.
(edited by Sami.1560)
Arcing Arrow: If you place the targeting reticule on yourself and dodge immediately after firing, the skill has no effect but still goes on cooldown.
Anyone able to replicate this? Seems to be working perfectly fine for me.
Tactic trait Inspiring Banners does not apply the cool down reduction while underwater. Banners have a 120 sec cool down while underwater instead of the 96 sec cool down on land.
Anyone else able to verify this? Just tried all 5 banners and they all go on 96s cooldown underwater.
Besides that, thread updated. Please tell me if I missed anything.
Ah cheers. Finally now able to test it and yes it is now buggered :/
Triple Chop was always a channelled skill, it’s just that mashing #1 didn’t interrupt it. Got it on my list – will add it to the bug thread tonight. Cheers for this one.
So, the whole point of this thread(as mentioned above) is to plea to fellow warriors to act accordingly when being in explorable mode.You having fun is good and all, but for a second, think that maybe another person might not find it fun to die 20 times before even getting to the boss.
I don’t think I have more to say really.Best of luck in the item hunting I guess.
Bad players will be bad regardless of the class.
You invest the karma in going for a legendary or having more than 1 set of gear (with different stats). Berserker gear is good for most stuff, but I do love having the option to switch to a defensive set should the need arise.
Also, unless you have Frenzy up (and I think everyone agrees that Frenzy ruins everything) 100 blades takes closer to 4 seconds to fully complete. Ignore the channel time on the tooltip – like most of them in the game, it’s completely wrong.
That 1 skill does 25k damage (in PvE/WvW only with a glass cannon build vs other glass cannons) is not the issue. In terms of damage done it’s 4.1k dps. Are you telling me a thief does less than that? Not damage per hit, damage per second.
It’s almost like the class that’s very good at PvE farming (Warrior), which in turn leads to higher gold gains, has more money available to buy the commander skill at 100g.
Or that Warriors might as well be made as the commander so they can focus on the “big picture” as they’re not that useful in the fight?
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Sami.1560
To be honest, that’s what Axe #5 was supposed to be (Whirling Axe). Long cooldown, fully mobile, full AoE. Except the damage is terrible.
Warriors suffer from a lot of duplicated buffs in the utility slots and a massive lack of diversity on their weapon skills. It’s great that we get access to so many weapons, but half the issue is that most of them work the same :/.
As for Flurry, yeah Necromancers aren’t the best class to use it against! As it applies the 4s root at the start, combined with Sword #2 it’s also a very good escape tool. 4s root + leap away = freedom. Besides that, the sword (and most weapons) are pretty lacklusture. The two-handers aren’t so bad, but the 1-handers… urgh.
Don’t bother with dual axes – Axe #5 doesn’t do that much damage (Axe #1 does more over the same period), and the full AoE isn’t that important with good positioning so you cleave multiple enemies with #1.
Weakness is very useful in dungeons (everyone takes less overall damage), so an off-hand Warhorn is always good. Failing that, a shield to act as a panic button for you. Mainhand axe is fine though.
Vengeance is bugged to hell and back (see the bug thread) so I wouldn’t worry too much about taking that tactic.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Sami.1560
No, it provides yet another option for landing that skill. Do you know who else likes AoE immobilizes? Everyone with AoE. Run with a group and use Flurry combined with other AoEs and you will have friends for life.
Not every skill needs to be 100% reliable – just because the skill has such a short cooldown doesn’t mean that it should be always usable, always reliable, all of the time. The short cooldown is there SO you can make mistakes and/or deal with people who manage to avoid it.
It’s also devastating in PvE (again, brain required if mobs are moving).
I am also reminded by my run through of Dungeons of Dredmor where I used two shields and the unarmed skill tree to kick my opponents to death. Good times.
Overlooked? At least the warrior got something, friggin ranger got squat….
The first warrior bug fixes since the game went live, and they fixed actual 1 bug (battle standard) and one that nobody knew or cared about (stomp having a bit of extra delay after using it).
As for “what is Forceful Shot”, it’s the Harpoon burst skill. From the looks of things they’ve decided to fully mirror Kill Shot to it (at the moment it’s like Kill Shot’s little brother, doing less damage but having a shorter cast).
Worried about Brutal Shot: currently it does 5 stacks of vulnerability, but unless I am mistaken it now only does 2? Or does it mean it can apply the 5 stacks twice?
(edited by Sami.1560)
Vengeance on its own only has a chance to keep you alive once you kill a mob. Sweet Revenge (trait) increases this chance to 100%. Except, of course, that the trait is bugged and for whatever reason doesn’t do this properly. The 100% chance not working is listed under the Sweet Revenge bugs.
I’ll be doing a bit update tomorrow night once the patch goes live and we can fully test the “fixes” contained in it
Did 1-80 with GS primary Rifle secondary no issues. Bonus mobility from signet of rage and swapping to Warhorn when moving about.
Main hand shield, off-hand pistol.
Is it just me or are Survivability warriors nothing compared to guardians?
in Warrior
Posted by: Sami.1560
Required:
Clerics armour (for power, toughness and healing power)
Soldier runes (6 piece causes shouts to remove a condition from allies as well)
3x shouts in utility (not Fear Me as the CD is too long)
Tactics tree for the Lung Capacity and Vigorous Shouts traits
Optional
Defense tree for toughness and healing power
Personally I would go up the Defense tree for the stats and take the mace/hammer/shield/etc skills. Not as much damage as some weapons, but the CC and Weakness will keep your allies alive for longer. Grabbing the Endure Pain trait is also useful as your utility slots are filled with Shouts.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Sami.1560
The disadvantage is that you can’t move. The advantage is that it deals an insane amount of damage. If you don’t want to use utility shots for crowd control (I don’t blame you, as pretty much the only defensive abilities we have are in there) you still have other options:
1) Immobilize by combining Bladetrail with Leg Specialist. Note that it applies a cripple/immobilize when going out AND when coming back in.
2) Use an immobilize from a different weapon. Main-hand sword is the best for this as the F1 is an AoE immobilize with a similar area to 100 blades. However, anything which stuns/immobilizes works.
3) Be smart. Force your opponent to blow their dodge bar and a cripple will then work just as well as an immobilize (stops them from moving out of range).
4) Bring friends – the game is not designed around 1v1.
Is it just me or are Survivability warriors nothing compared to guardians?
in Warrior
Posted by: Sami.1560
The big difference between defensive Warriors and Guardians is that Warriors can take a big hit (and by take I mean actually suffer damage from it) without it being the end of the world thanks to the HP pool. While guardians have a plethora of options for not being hit, should it actually get hit by something hard then it is in a very bad place indeed.
I have no issue with the guardian having access to so many blinds/blocks/etc, but I do feel that the Warrior is lacking in additional defensive measures that suit the class design – i.e. high toughness, high vitality and outright ignoring damage (afaik the Endure Pain trait shares the same cooldown as the utility skill, so no double Endure Pain there). Protection is far more suited to the Warrior (take the hit and deal with it) than the Guardian (don’t get hit in the first place), and I would love it see it moved across. Guardians can keep the blocks/blinds/etc though as it’s part of what makes the class.
Addressing the Warrior's "Hundred Blades" immobility issue: a proposal
in Warrior
Posted by: Sami.1560
Comboing #4 with the immobilize treat is great. Comboing that with the Fury trait is even better (if lobbing the sword into a group of people). Or you know, just use stuns/bolas/Flurry/etc.
The greatsword is the only Warrior weapon that doesn’t need any serious changes/fixes on it (and yes, adding movement to 100 blades IS a serious change). You can personally spec so 100 blades hits more often than not, and if you choose not to follow that route then I suggest you (or anyone else who wants movement on 100 blades) to get a friend or two to apply the roots/stunns/etc so you can land the high damage. It’s a group game, and at the end of the day some classes/abilities work extremely well with allies to set them up.
The only “bad” thing about the GS is F1, and even that has its uses.
I would much rather see the Warrior community focus on getting improvements to the Longbow, Mace mainhand, etc than trying to make the best Warrior weapon needlessly better.
Which is better: 10% more GS dmg+100 Pwr or 10% Crit dmg with Heightend Senses?
in Warrior
Posted by: Sami.1560
10% more damage should also apply to the crits as well. As the crit damage is based off your normal damage, if the normal damage is increased by 10% then the crits should use this increased value for working out crit damage.
100 more power isn’t anything to write home about on its own, but the GS is excellent at building stacks of might (especially for AoE PvE), so all of it combined adds up to a lot of power. Consider 100 power 3 stacks of might (it’s actually 105 for 3 stacks). Again, as it increases the normal damage of the abilities, it will also increase the crit damage too.
Heighened Senses however allows you to push much closer to the mythical 100% critical hit chance figure (okay, it’s not actually mythical). And when every hit’s a crit, it means you get a stack of might for every target hit.
Doesn’t really answer your question though
Thank you – bug removed from the list.
AoE are supposed to be capped at 5 targets anyway (whether friendly effects or hostile ones).
Axe/Rifle: Massive spike damage
Mace/Hammer: Crowd control
Sword: Cone immobilize (hint: you can combine it with 100 blades)
Greatsword: With the right build you never need to press F1.
If you don’t need those tools at the time, don’t use the burst and enjoy the damage/regen/etc bonus depending on your spec.
+10% damage while your health is above 90%. One hit and you lose that bonus.
vs players, I usually open with a big burst before they can react which takes them to about that level. Then they react, and you’ll want all the damage you can get your hands on to drop them.
vs dungeon bosses: +5% more damage for half the fight is always nice
vs world events/farming: glass cannon warrior destroys mobs anyway
6x Exquisite Ruby Jewels will give you:
+120 power
+12% crit damage
+84 precision (4% crit chance)
The Eagle set will give:
+165 precision (7.86% crit chance)
+8% crit damage
+5% damage when targets are less than 50%
Personally I went for Eagle as it takes me closer to 100% crit chance, and the +5% damage scales nicely with higher stats, where-as +150 power on its own isn’t that amazing. Then again, I use a GS for pure DPS and all of the might it generates more than makes up for losing 150 power, and those might stacks scale up with the 5% damage bonus.
Awesome – more updates. I’ve put the Arcing Arrow bug in the traits section, as it’s the trait that’s causing the tooltip to kitten-up.
Thank you all for the clarifications.
1) Will move the Vengeance respawn bug to its own section
2) Will add Frenzy not working properly when used in the middle of a channelled ability (I had only tested it with Frenzy → Hundred Blades, as I didn’t realise it could be used while casting a different ability.
3) My Arcing Shot tooltip doesn’t list the burning, so something has gone wrong in there somewhere. Will add it to the list as a tooltip bug.
OP, you do realise that Frenzy increases damage TO YOU by 50% yeah?
No, by my calculation the burst of 100 blades is higher. Using your damage figures, 2030 damage in 4 seconds works out at 507.5 damage per second, which is higher than the 370 dps of the AA swings. And that is from frapsing the attacks to get a much more accurate duration than provided on the tooltips.
In addition, 100 blades – due to hitting more times per second as well – has a much higher chance of granting you stacks of might from the GS trait, triggering bonus bleeds from other traits, triggering On Crit effects (sigils on weapons), etc.
100 blades, both mathematically and in practice, does more DPS than the AA chain. That’s the entire point of the skill – more damage for 4 seconds, but no mobility.
Removed:
Impale: Doesn’t apply full stacks of bleeding.
Have tested, works fine. Applies a stack of bleeding every 3-4 seconds. The tooltip wording is a bit ambiguous which is probably what confused people.
For group play, Warhammer Online. It’s all about the melee train
In addition, I’ve just frasped some AA and 100 blades footage and watched it back frame by frame. The AA chain actually takes closer to 2.3 seconds to complete, while 100 blades was at 4 seconds.
Using your numbers:
AA: 851 / 2.3 = 370
HB: 2030 / 4 = 507.5
This just in: tooltips are useless. In addition, did you factor in the higher damage of 100 blade’s last strike?
UTILITY
Frenzy: when used during 100 blades (gs) and volley (rifle) animation, it shortens the casting bar but doesn’t quicken the skills’ animation, making those skills end prematurely. As far as I can tell, this is a bug because it works on just about every other skill that has a long casting bar (Flurry, Whirling Axe, Tsunami Slash, Repeating Shot, Kill Shot), even with other classes (thief’s Unload and ranger’s Rapid Fire).
I’ve test this over and over and Frenzy works fine with these abilities. Indeed, Frenzy and 100 blades is pretty much an iconic Warrior combo.
Quality of life – Banners: When moving forward then pressing F to pick up a banner, your toon will keep moving forward, not doing anything.
The game should actually stop you and make you stand still while you pick up the banner. However, sometimes it allows you to keep moving. The reason you can’t do any other actions for a moment is behind the scenes the game still thinks you’re doing the pick-up animation, hence locks out your other skills/etc. The fix for this would actually be the game always stopping you dead in your tracks and doing the banner pick-up animation, which I don’t think anyone wants. I’ll add it to the list if you want
Quality of life – Underwater combat: Often times when attacking normally, the mob suddenly turns invulnerable because it thinks that we’re un-reachable. This happens to me often when I use a banner to attack the mob.
Not a Warrior bug.
Quality of life – Greatsword: Using 100 Blades immediately after the 2nd swing of skill 1 hits would stop the character for a second (it’s not smooth).
Confirmed. If you cast 100 blades right at the end of the second swing, there is a noticable pause before the ability kicks in. If you cast it when swing #3 has just started it launches into 100 blades immediately. Will put it on the list.
Greatsword – whirlwind attack: Be more specific with the “collision issue” when using it into a wall. I use this skill in such a manner all the time and haven’t noticed any issues, other than the camera issue that zooms in because the character’s head touches the wall.
Can’t add anything more personally, was posted by another user in the old bug thread before I took over.
Frenzy: Replace “charge abilities” with mobility skills to imply any skills that moves the character (rush, whirlwind attack, savage leap, eviscerate, tsunami slash, etc)
Done – didn’t realise it also affected those.
Eviscerate damage or rather dodge rolling it seems to be glitched. Even if you fully swinged around (jumped and completed your swing animation) one can still dodge the damage.
Lag. Evicerate hits very late in its animation, and I’ve seen this happen many times when the opponent appeared to dodge just after it would have usually hit. Due to the time delay of dodge -> server -> you, it appears as if they dodged after it.
Not sure if every projectile has this problem, but for Throw Axe you simply miss the targets if they turn 180° and go one step back.
Have been trying to verify this for 15 minutes with no such luck. Every time it perfectly leads the target. Only time I can see this happening is if you’re using the ability on its maximum range and the enemy moved after you threw it. The arc would cause it to land at where their feet were. In short, not a bug but a “feature” of the projectile’s arc.
Signets passive effects do not fade while casting them, but if you interrupt the cast and they go on their 5 sec cd you do not receive the passive effect.
Passive effects for all signets don’t apply when they’re put on cooldown after activation (even attempted). Not sure if by design, will add to the list.
Weaponswitch or other on-hit proccs (like leeching or poison etc) fade away if you use Warhorn5 (Call to Arms) and the enemy gets his weakness applied. The Signet effect though does NOT get applied to the enemy.
Could you explain this one a bit more please? Particularly confused by the signet effect bit.
Signet of Stamina does not stack with vigor.
Confirmed, will add to the list.
Just tested Shield Bash on the golem and saw something which maybe causes also the problem for eviscerate. It seems that Leaping movement skills have an extraordinarily strange casttime. even if you are standing in front of your target the casttime does not match the spell info which says 1/2 sec. after the full duration of dashing and pommeling (i am directly in front of my target though) there is another 1/2 second setback. ( some maybe say that would be a lag issue, but im not expierencing ANY delays in my -for example- stance utilities)]
Shield Bash will always wait the full duration of the cast/charge before applying the stun, even when you’re right on top of the target. I’m adding it to the bug list simply because Rush (greatsword #5) will end the moment it thinks its range and apply the secondary hit.
(edited by Sami.1560)
When you die in vengeance mode and then instantly go to waypoint, i will die again because vengeance is still ticking after i ressed at wp. Lol hard to explain in words but i think i did it.
Has been reported god-knows how many times and is clearly listed in the bug list. Please read it first before posting
Arcing arrow doesn’t actually set targets on fire, just explodes.
That’s all it does. Any secondary effects come from combo fields it interacts with.
The Building Momentum trait. 15 points in strength line. Restores some endurance when using burst skills.
However, it does not work with the sword burst skill flurry.
Confirmed, adding to list.
Quality of Life – When losing adrenaline after not being in battle when it goes down a full bar the Warrior will still say “gaining adrenaline”.
Will add it to the list, along with it sometimes using the wrong voice/race.
The extended boon duration from points tactics does not apply to the stability from Battle Standard(either when summoned or from the skill)
Seems to update the tooltip for Whirlwind Banner (the skill), not able to accurately confirm if it’s applying it to the actual buff granted. Will put it into the list for now.
Holunder/Kaz, will check yours in a moment
(edited by Sami.1560)
Hah I always wondered what caused that effect