Confirming Furious Speed works fine.
Banner of Tactics has two effects listed in the tooltip – a direct/spike heal and regeneration. It’s the direct heal that doesn’t seem to be working properly. It’s either a tooltip error or an actual bug with the skill.
Then everyone I’ve ever shot with it in WvW must be full defensive gear.
Hitting low-levels with poor armour with it doesn’t count btw
Note that channeled skills like Hundred Blades shows the damage of each hit added up, so if you see your final hit dealing ~10k each of the 9 hits actually dealt around 1.1k damage.
Correct.
But yes, a full channel of 100 blades can easily hit 10k – in my DPS gear it’s usually about 20k assuming most of the attacks hit and crit. However, it takes nearly 4 seconds to do that damage. Can a glass cannon thief put out more DPS on the same period? Probably, but the advantage of 100 blades is that it’s a (frontal) AoE.
For one-hit crits, only way you’ll reach those numbers on the Warrior are with the burst skills Eviscerate (axe) and Kill Shot (rifle), but they require a full adrenaline bar to get those numbers and can only be used once every 10s (8 when traited).
The Invader stuff in WvW also has power, toughness and vitality. Can’t remember in which order it prioritises the stats though.
With 2/3 elites being useful, we definitely did not get screwed with elites compared to some classes. Yes, they’re dull as hell, but that doesn’t mean that they’re not useful.
vitality to health, precision to crit chance, etc are all covered on the official wiki
SoR has a 1 second cast time, so if you’re mashing buttons in the middle it probably can’t auto-cast it.
And if you read the post above yours, you would see that this is a bug. Crit kill shots are usually in the 7-9k range with full dps gear against squishies. What is happening is that the piercing trait is increasing the damage for each further target it hits (for example, 1st person hit gets 100% damage, second is 120%, third is 140%, etc. Not actual numbers, just an example).
This is a BUG.
Found this one: kitten cooldown
formed from:
a
5s
cooldown
5s as in 5 seconds. It’s combining the “a” and “5s” into a swear and filtering it.
I think someone overestimated the time it would remain funny for or something. Personally I think the Charr’s ‘battle roar’ is a much better idea, and something like FGJ would be way more awesome if it had a set of phrases for each race.
You realise a lot of the skills in this are named after GW1 skills? http://wiki.guildwars.com/wiki/%22For_Great_Justice!%22
tbh I’m glad they kept it in
Thanks to precisioNist.2071 for inadvertently bring this to everyone’s attention!
Kill Shot piercing is currently bugged. Sometimes it adds damage for each person hit, sometimes removes it. Affected skills listed under the Crack Shot bug section.
(edited by Sami.1560)
Also, I’ve just done some testing.
Firstly, apologies precisioNist, those kind of numbers do seem possible. This is is because: kill shot is bugged.
For some skills (auto-attack, volley) it lowers the damage for each person hit. Others (aimed and brutal) it does nothing. For kill shot, it increases it.
Adding it to the Warrior bug thread
(edited by Sami.1560)
If you’re going to be using the longbow as your primary weapon then you want a mixture of condition damage power (with precision thrown in as the third choice for more damage). If you go this route, I honestly suggest taking a sword as your melee weapon as it will benefit the most from the same stats (condition damage also works on the sword bleeds).
Do you think that the balanced the Longbow’s cooldowns around the fact that it doesn’t have a -20% trait like other weapons? Instead of nerfing the cooldowns, they nerfed the range instead (which can be traited out to 1200). The only thing that could really do with a cooldown reduction is Pin Down, but I’m not sure if other classes’ ranged immobilizes have a similar cooldown or not.
The longbow has many issues, but a cooldown trait won’t solve them.
I think the issue with quick beating was that the Warhorn cripple/chill/etc removal was preventing them from being converted.
Long bow is actually fairly slow and I can’t hit more then 1.6k per crit and pet dmg is fairly useless in dungeons as they faint after 5 seconds (with no skills) 10seconds with skills. They attacks are slow and can be dodge fairly easy.
Your f1 skills out power our pets by tenfold. I love my ranger to death but the pets fainting in dungeons after even normal mob is just ridiculous, sure PvE it’s not to bad but PvP dungeons and even WvW it’s horrible, so compared to a ranger a warrior it’s horribly OP and the rifle only hits roughly about 25% slower but hits about 4x more dmg
Now add up the damage and control done by your pet over 10 seconds to the damage of our burst skills. Damage that isn’t completely avoided by one block, one dodge, one interrupt, one obstructed (rifle I’m looking at you), etc.
Warriors can only deal damage directly – no pets, no traps, no marks, no walls, etc. Which is why all of their damage numbers are higher than most other classes. The “counter” is that if for whatever reason the Warrior is unable to hit something, not a single Warrior build is able to somehow apply damage in another way. No pets attacking, ground-targeted spells being triggered, etc etc.
We may be one of the hardest hitting classes, but we are also one of the easiest to avoid if you know what you’re doing.
It’s a hack. Not even quickness would let him move that fast with the charge skills as it’s bugged and causes the skills to finish twice as quick (so you move half as far). That, and quickness never appeared in his buff list.
Because glancing hits are already built into the game (when you try and attack mobs higher than your level you will start to glance on them), and it means you can’t use weakness to counter big boss crits.
Boars are surprisingly hard at low level
Warriors at very low levels have poor defense (usually missing head and shoulder armour). They “tank” by being able to take the blows and have very few escape mechanisms, especially at low level. Ensure you’re always keeping your gear up to date (defense rating is the most important, then DPS stats). A few more levels and you’ll start plowing through the mobs. You really do want DPS gear as well, as the high damage combined with higher hitpoints and armour will give you a much reduced downtime.
Personal story is not a good indicator of class survivability, the missions have massive difficulty spikes.
Looks like a different thread was merged in by accident. I’ve reported the posts to the mods.
edit: issue resolved. kitten those mods are fast
(edited by Sami.1560)
Thank you mod team for such a speedy response
https://forum-en.gw2archive.eu/forum/professions/warrior/Comprehensive-list-of-Warrior-bugs-1/first
It’s up. I’ve flagged the thread to the moderators and asked them to make it the main sticky.
MISC
Audio – Adrenaline: Character shouts out “gaining adrenaline” whenever an adrenaline bar is filled or empties, thus causing it to shout “gaining adrenaline” when actually losing it.
Audio – Adrenaline: Occasionally uses the wrong race’s voice files for adrenaline status. Example I’ve personally experienced is my male Charr Warrior using the male Asura voice.
Auto-attack: The auto-attack range for skill #1 doesn’t reflect the actual maximum range of the skills. For example, with the Greatsword if you slowly back-away from your target when AA is enabled on #1 eventually you will stop swinging as the game things you’re out of range. However, if you manually press #1 at this point you will still hit the target. Keep walking back and manually pressing one and you’ll still hit further than AA thinks is possible.
Runes – 2 piece 15% bleed bonus: Not applying to Warrior bleeds. Tested with Afflicted, Centaur and Krait. This is affecting all classes at the moment and is an issue with the Runes rather than the Warrior.
Quality of Life – Charge Skills: A great fix for rush/charge skills is to turn them in to a chain still. First ability activates the charge, second chain stops you and performs the final attack. Game will automatically activate the second chain if the charge completes in full (i.e. you don’t end it early).
Quality of Life – Movement: Still plenty of skills (including melee ones) that cancel if you move when casting. Examples given: Hammer Shock (hammer), Staggering Blow (hammer), Tremor (mace)
Sigil of Doom: Doesn’t work on any longbow skills except Pin Down.
Sigil of Intelligence: Not reliably applying 100% crit chance to burst skills.
Thief: The “Whirling Axe” skill has additional Evasion projectile reflection not present on the actual Warrior version (axe 5 skill).
Vengeance: If you are using a Trebuchet when you die from this skill, when you respawn your character still has the siege weapon skills on the bar.
(edited by Sami.1560)
TRAITS
Arms – Blademaster: Doesn’t update critical-hit chance in hero panel (unsure if it actually applies the buff behind the scenes).
Arms – Crack Shot: The tooltip cooldown for Volley (rifle) is decreased to 8 seconds, but when you use the skill the original 10 second cooldown is still applied.
Arms – Crack Shot: The piercing aspect modifies the damage dealt by some of the Rifle skills when the pierce multiple enemies:
- F1: Kill Shot: Increased damage for each successive target hit.
- 1. Bleeding Shot: Decreased damage for each successive target hit.
- 2. Aimed Shot: No increase/decrease.
- 3. Volley: Decreased damage for each successive target hit.
- 4. Brutal Shot: No increase/decrease.
Arms – Forceful Greatsword: Doesn’t apply Might if you critically hit with a spear.
Arms – Oppotunist: Doesn’t work with Geomancy sigils. This makes no sense.
Defense – Last Stand: Activates Balanced Stance after the crowd control effect has ended, not before. This prevents it from being used as a stun-breaker (Balanced Stance has this ability) and prevents you from being crowd controlled in general. Unsure if this is a design decision or a bug.
Defense – Spiked Armour: Doesn’t always apply retaliation when critically hit.
Defense – Sure Footed: Doesn’t apply to Shield Stance (could well be design decision, as Shield Stance isn’t a utility Stance skill).
Defense – Sure Footed: Doesn’t update stance duration on the skill tooltips.
Defense – Sure Footed: Doesn’t apply to Balanced Stance if triggered from the Last Stand trait.
Discipline – Brawn: Increases burst damage by 0.1% per point (to a max of 3%). Should this be 1% per point?
Discipline – Fast Hands: Doesn’t apply to the first weapon swap when in combat. First one goes on full cooldown, subsequent ones on 5s. If you get out of combat and re-enter, this will repeat.
Discipline – Fast Hands: Sometimes applies a 5s cooldown even when out of combat.
Discipline – Heightned Focus: Does not apply criticial-hit chance bonus.
Discipline – Sweet Revenge: The 100% chance to rally doesn’t always work.
Discipline – Vigorous Focus: Vigor duration varies from stance to stance (by design?).
Discipline – Vigorous Focus: Doesn’t apply to shield stance (by design?).
Strength – Building Momentum: Doesn’t trigger from the sword’s burst skill (Flurry).
Strength – Distracting Strikes: Doesn’t apply when in Rampage form.
Strength – Great Fortitude: Don’t increase vitality when under the effect of power-increasing buffs (could be by design, but not specified in the tooltip).
Strength – Short Temper: Does not appear to give more than 3 stacks of might no matter how many attacks are blocked. In addition, the might that it gives is not affected by the duration increases from runes that increase boon duration.
Tactics – Empower Allies: Only applies when you are hit.
Tactics – Fast Healer: Doesn’t work.
Tactics – Inspiring Banners: Doesn’t increase the area of the bonuses on banner skills, only the passive bonus.
Tactics – Quick Breathing: Condition conversion range extremely short – Warhorn is supposed to have 1200 range, but this only seems to work at 300 or less.
Tactics – Stronger Bowstrings: Adds burning to Arcing Arrow’s (Longbow skill 3) tooltip.
(edited by Sami.1560)
DOWNED
Vengeance: If you die before the timer is up and respawn quickly at a waypoint, the buff will still be active. Shortly after spawning the 15 seconds are up and you are killed on the spot.
Vengeance: If a mob turns friendly when it loses all its health (quest mobs, skill challenge, etc), it doesn’t count as “killing it” for Vengeance, causing you to die even if you “kill” it.
UTILITY
Banner (all): If you are downed when casting, the skill goes on full cooldown but doesn’t spawn the banner.
Banner (all): Tooltip says 45 seconds, actually lasts for 90.
Banner (all) – Sprint: Underwater, the skill charges a fraction of the distance and has a much shorter cooldown. Unsure if intended.
Banner of Tactics: Healing amount not matching tooltip. Example given: 746 healing power has a tooltip heal of 4037, but it heals for 768.
Endure Pain: Effect actually lasts for closer to 3 seconds rather than the 5 listed.
Endure Pain: Reports of the absorbed damage being applied in a large burst after Endure Pain has ended.
Frenzy: Stomping when this buff is up doesn’t kill the enemy player.
Frenzy: Causes moment abilities (Whirlwind, Bulls Rush, Greatsword Rush, etc) to end twice as quick. As the movement speed isn’t increased, you end up moving half the distance.
Signets (all): When signet comes off cooldown, you’re not able to use the skill again until the passive buff has been reapplied, which takes up to another couple of seconds (gets worse with lag).
Signets (all): Passive buff vanishes even if the activation of the signet is interrupted. Unsure if by design.
Signet of Stamina: Endurance regeneration doesn’t stack with Vigor.
Throw Bolas: Extremely small collision area on the projectile.
ELITE
Battle Standard: Goes on full cooldown if the cast is interupted rather than 5 seconds. Fixed 22th October 2012.
Battle Standard: Tooltip says it grants Stability, Might and Fury. For the first pulse of the buff this is true, but subsequent pulses apply Swiftness instead of Stability.
Battle Standard: Inspire skill grants Swiftness to nearby allies, but the banner does this passively instead (might be related to the Stability/Swiftness issues above?).
Battle Standard: Only lasts 65 seconds, while other banners last 90.
Battle Standard: Tooltip says it revives allies, but it only revives downed allies, not defeated ones. Defeated NPCs are revived.
Signet of Rage: Swiftness overwrites the Swiftness from the warhorn skill 4 instead of stacking by duration. Works fine if activated in the other order.
Signet of Rage: Passive effect not always applied, even when in combat.
(edited by Sami.1560)
AXE
Triple Chop: Since the 22th October 2012 update, Triple Chop can now be inturupted with a regular Chop (i.e. from mashing #1). Tied in with the cast bar for Triple Chop changing from the normal one to the channelled one.
GREATSWORD
Arcing Slice: Lists “Might” instead of “Fury” as the bonus on the tooltip text when you have enough adrenaline to activate the skill. The boon icon correctly says Fury.
Arcing Slice: Description says you uppercut the foe with an uppercut. Animation is actually an overhead smash
Bladetrail: Numerous environment collision issues. Sometimes it gets stopped by a wall/cliff, other times it can pass through multiple objects without issue.
Bladetrail: Known bug which can cause it to deal utterly insane amounts of damage. Seems to occur when the blade hits a large number of targets.
Hundred Blades: If used right at the end of Greatsword Slice (skill #1 chain #2), there is a noticable delay before the skill activates. Using it earlier in Slice’s cast time or just as Brutal Strike (skill #1 chain #3) starts causes Hundred Blades to activate instantly.
Hundred Blades: Quickness starting or ending during the cast/channel (i.e. from a proc or Frenzy coming to an end) will cause the ability to bug out and not do the full amount of hits.
Rush: Still misses the opponent with the final swing, usually due to the Warrior overshooting or not turning around at the end.
Rush: Still sometimes causes you to run on the spot in front of your enemy as the game hasn’t realised you’re in range for the hit.
Whirlwind Attack: Ground reticule sometimes keeps showing even after the skill has activated.
Whirlwind Attack: Camera collision/clipping issues if performed into a wall.
Whirlwind Attack: Known to cause a target drop when used.
HAMMER
Earthshaker: Doesn’t apply damage or stun if the landing point is lower than your starting point, i.e. leaping off a ledge to hit enemies below you. Animation applies mid-air instead (and I’m guessing the damage and stun along with it).
Earthshaker: Using this skill when rooted (example given was Ranger’s root) results in you being unable to move at all until a charge/leap/jump skill is used (example given was this skill again or sword Leap).
HARPOON GUN
Spread Shot: Will sometimes miss even if both targets are stationary.
Spread Shot: Actual maximum range is shorter than tooltip range.
LONGBOW
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. unable to verify.
Combustive Shot: If you place the targeting reticule on yourself and dodge immediately after firing, the skill has no effect but still goes on cooldown. Burst skills always go on cooldown if interupted for whatever reason.
Dual Shot: Won’t auto-target on a foe that is 900-1200 units away, even if you have the trait to extend the weapon’s range.
Fan of Fire: Applies 1s burning rather than 2s.
RIFLE
All: Frequent “obstructed” messages when trying to hit moving targets. Most often occurs if shooting up hill, even if the visual effect of the bullet isn’t clipping into terrain/walls. Most noticeable when trying to shoot people from a keep walls in WvW – shots that look perfectly possible come up as obstructed with the rifle, but work fine with the longbow.
All: Unable to break binding roots immoblize effect (tied into the above).
Rifle Butt: Extremely short range/angle. Misses most times unless point blank.
Volley: Quickness starting or ending during the cast/channel (i.e. from a proc or Frenzy coming to an end) will cause the ability to bug out and not do the full amount of shots.
SHIELD
Shield Stance: Duration of buff displayed is incorrect.
SPEAR
Tsunami Slash: Will often send you charging straight past your target. Happens at all ranges.
SWORD
Flurry: Switching to a different weapon while using this skill prevents you from attacking for a few seconds.
Impale: Tooltip damage much higher than actual damage.
Riposte: Tooltip damage much higher than actual damage.
Savage Leap: Doesn’t apply damage if the opponent is lower than you when you start to leap, i.e. leaping off a ledge to hit somebody below you.
(edited by Sami.1560)
INTRODUCTION
The Warrior bug thread isn’t being maintained by anyone and going by recent patches isn’t being looked at. Other classes have an organised bug thread run by the community and receive bug updates, and dispute me compiling all of the known bugs into a comprehensive list in two places (one in the “official” Warrior bug thread and one in the Game Bugs forum, which was merged into the original bug thread by the moderators) the Warrior has still only received a small handful of bug fixes. Could well be that due to the information being buried in the old thread, so hopefully this will resolve that and provide ArenaNet with a clear and concise list to work from.
So, in the hopes of emulating the success of the other classes’ bug threads, I’m going to start the Warrior one. It will be maintained for as long as possible/necessary. Should the bug list get down to a few outstanding issues then I won’t bother, but all the while the list is at 60+ I will of course keep on top of it. Please keep in mind that I have a full-time job and a part-time life, so the original thread won’t be updated the second you post something.
THE RULES
Please follow these to make my life, other poster’s lives and ArenaNet’s lives easier.
1. Check the list of outstanding bugs before replying. If the bug is already listed and you have nothing more to add, don’t reply. The bug will be removed from the list when it is removed from the game.
2. Outside of a few quality of life changes, this is not the thread for Warrior buffs/nerfs. Have a useful idea to fix a bug (such as charges overshooting at the like)? Fine. Want 100 blades to be useable on the move? Not for this thread.
3. If you find a new bug, please post it here with as much information as possible. Useful information includes whether the bug requires a particular combination of traits/buffs/conditions/gear/etc, whether it only works against certain targets, etc. If you can’t provide detailed analysis, just post the circumstances that caused you to experience the bug and other players should be able to work out the exact issue.
4. Another patch came out with no bug fixes? Complain somewhere else. Want to slag off ArenaNet? Do it somewhere else. OMG GUARDIAN BUFFS?!?! Don’t care.
(edited by Sami.1560)
Have also seen this used to reset bugged Skill Challenge mobs which was nice
Weakness is fantastic in dungeons for the 50% fumble. The endurance penalty is useless, but that’s not why you use weakness on mobs. The mace’s weakness attack is a cleave (hits 3 targets) as well, so even in multi-pulls providing you keep the mobs together a mace Warrior can keep most of them weakened.
Charr get rocket launchers in their elite slots.
For the love of god :/
When I get home from work tonight (really should stop foruming at 7:15am) I’ll start a brand new thread for Warrior bugs and petition the mods to sticky it in place of this one.
Guardians are by far the hardest class for a Warrior to fight 1v1. Blinds, blocks, knock-backs, reflection walls, summoned weapons, etc. The fact that you lost in 5 seconds makes you a terrible, terrible guardian.
In addition, even with full exotic Berserker gear we can not spam 3k-5k crits. Those numbers belong to the thief. AA is in the realm of 2k-3k depending on fury stacks and which part of the chain you’re in, with ranged being significantly less. A couple of the long cooldown skills can hit for those numbers (the follow-up swing for Rush is in that range), and some of the burst skills exceed those numbers (Eviscerate and Kill Shot).
Note that those numbers are from WvW. In PvP, crit damage is nerfed to hell (only 20% on the berserker gear) so the numbers are lower still. Yes, I realise this applies to all classes.
Seriously, guardians have no business complaining about Warrior damage. Not because “guardians are op”, but because they are the hardest counter class for a Warrior to face.
Your greatsword assessment is rather inaccurate.
1) it’s an AoE weapon, not single target. All 3 #1 skills are AoE, as is 2, 3, and 4. Only 5 and the burst are actually single target.
2) Arcing Slice grants Fury, not might.
3) Vulnerability doesn’t decrease armour and hasn’t since half-way through the BWEs. It’s now a 1% damage boost for each stack, up to 25%/stacks.
Warriors have higher health and higher damage because:
1) With the exception of the longbow burst skill and the odd bleed, all Warrior damage comes directly from the skill they’re using at that exact moment in time. No summoned minions doing additional damage while you run about, no GTAoE periodically applying extra damage and effects, etc. This means that all of their potential damage is loaded into the weapon skills. The upside of this is that they hit hard. The downside is that if you miss (blinds, blocks, dodges, etc) then you lose a huge chunk of your potential damage.
Warriors also have ranged weapons, but it is quite hard to effectively kite with them. The rifle is usually taken over the Longbow as the rifle applies far more damage thanks to volley and kill shot. The Rifle is usually used as a way of applying damage while you get into melee range, not to kite around your opponent.
2) Warriors have quite poor healing unless you dedicate your entire build to it (which includes all utility slots – shout healing). There is also hardly any access to blocks, bonus evades, aegis, protection, etc. Once the dodge bar is gone, Warriors need to take every single hit which is usually in melee range. Elementalists (in theory) can kite far better and have more options for getting out of the fight. Warriors do have an invincibility skill, but it’s on a long cooldown (as it should be).
The issue with the elementalist’s low health is that the skills/features of the class don’t really seem to counter the lack of hitpoints. Compared to a Thief (stealth and evasion) or Guardian (blocks and blinds), the Elementalist is a bit lacking in all areas.
tl:dr: Warrior health is fine, buff Elementalists.
Space/WSAD/12345/tab/F as normal
QER for utility (shouts)
C for healing
X for elite
side mouse button for dodge
The thing about the adrenaline gain from axe 5 is that you are still tied to the 8 second cooldown of eviscerate.
Kind of wrong. The burst cooldown is per-weapon. So if you Evicerate, you have 8-10 seconds before you can do it again. However, you can weapon swap and – providing you have built up the adrenaline – burst with a different weapon instead.
Signet of Fury often overlooked, but is the perfect partner for that kind of build. Best options are to use Mace (stun) or Sword (root) to set up an Evicerate. Most enemy players aren’t expecting back-to-back bursts, so if they dodge the first one they probably won’t expect it to be followed up by Evicerate.
And the hit before was a kill shot, so it looks like it’s a piercing combat log bug. Provide something that can replicate it
You don’t need 2 utility banners for banner regen – the tooltips are bugged and the banners actually last 90 seconds each and have a 96 second cooldown when traited. So it’s only 6 seconds between the banner vanishing and the new one being planted. As it applies regeneration in 4s bursts, you only have 2s of regen downtime.
That, and the banner bonuses are really, really poor
1. Adrenaline gain is vastly superior to any other options.
2. Stacking bleed/vulnerability with crits (Highest rate of attack on any weapon.)
3. Full 360 AOE damage not just
you already answered the reasons why Axe 5 is good. However, it’s competing against a 1200 line knockdown on the mace, both shield skills, and both warhorn skills. Axe #4 isn’t anything to write home about, and I’m not mentioning the sword off-hand as it’s terrible.
Axe off-hand is good for PvE farming and has limited use in WvW for kill tagging/bombing. I would never use it in sPvP.
Blinds and blocks. 100 blades is excellent at punching through blinds (so many attacks), while the blocks are good at dealing with multiple-hit attacks.
Don’t try and immobilize the Warrior – if he has half a brain he will have the trait which allows movement skills (of which the Greatsword has 2) to break them. Cripples on the otherhand are annoying as hell as we need to use condition removal to get rid of them.
It might sound stupid, but you can’t allow the Warrior to hit you. A toe-to-toe DPS fight comes out in the Warrior’s favour each time due to higher DPS and more hitpoints. You need to use all of the guardian’s defensive tools to deal with the Warrior on top of your evades. Avoid the big hits and you can chip away at his health without too much of an issue.
He did a smart thing switching to the rifle and exploiting your lack of range – I’m honestly not sure what tools Guardians have to counter that part (leaps/teleports/reflection walls/etc). If you have a reflection wall it is perfectly possible for the Warrior to nearly kill himself with a reflected Kill Shot.
For landing hits on the Warrior, dodge is the main way we avoid hits so make us blow the endurance bar and we’re very vulnerable. The Greatsword whirling attack also acts as an evade, so if you manage to read that the Warrior is about to activate it, go with a block rather than trying to knock the Warrior out of it as you’ll miss every time.
Your build is invalid – the amulet is for sPvP. Ignore that part of the builder as it’s quite confusing and doesn’t make sense. So long as you know that your stats won’t go quite that high then it’s okay
.
Drop the leeching sigils as well – the rifle will rarely be used and you don’t want to swap out your melee weapons for a 1k heal when the shouts already heal more than that.
Put Sigil of Life on the off-hand. Racking up 25 stacks is easy (it triggers “on kill”, not on killing blow), giving +250 healing power. On the main hand… yeah good luck, there aren’t really any truly defensive sigils. On the Rifle I would personally put the 100% crit chance sigil on there for the times when you’re switching to use Kill Shot. Switch and get a guaranteed crit with one of the hardest hitting abilities.
Finally, healing signet doesn’t cut it for a main tank. The shouts will provide additional heals, but you need a big spike to keep you alive when the boss focuses its attention on you for longer than shield stance lasts for. Healing Surge with healing power gear heals for an insane amount when you have full adrenaline (and you don’t really need to use it). You could take Mending, but it heals for less and you already have condition removal from the shouts.
edit: if going support, you also want the elite banner as it also acts as res for downed players when summoned (not defeated players though).
http://gw2skills.net/editor/?fIAQNApeUncO08YyDSBhDZAA9QLwuyU4n0jyQLNA;TgAqsMZJyymlLLZWLOmNA
(edited by Sami.1560)
Looks like a combat log bug. Post a screenshot of the 34k crit appearing over the target’s head and I might believe it. For now, it looks like it’s adding the damage numbers together from piercing when putting it in the log. The fact that you have a string of kill shots in the log pretty much confirms it.
Critters don’t count for damage numbers
That, and the axes granting extra adrenaline on critical hits means they fill up the adrenaline bar very quickly allowing you to burst quicker. And where is that trait located? In the Discipline tree which has traits and bonuses for burst skills.
Also, there is already a generic “critical hits grant extra adrenaline” trait in the Arms tree called Furious. Axes get an additional one on top of that, giving you 1 strike of adrenaline if you don’t crit (as standard), or 3 strikes if you do (with both traits).
I suggest the OP take a look at what’s actually available to the Warrior before calling out other people on things like this.
Did you read my post? Firstly, I said that axes have 3 traits. I did not say they have a -20% cooldown one – in fact I said that they don’t need it.
Secondly, by mobility I meant movement skills. Movement skills are things such as leaps/whirls/charges/jumps/etc.
Most warrior skills benefit from swiftness, not just the Axes. Greatsword 1/3/5 all benefit from it, as do most sword skills, mace skills, etc. Even the ranged skills benefit from it.
What you’re asking for is perma-swiftness from axes that can never be removed by the enemy as you can just reapply it with the next hit. Whirlwind Axe will give you god-only-knows how many seconds of swiftness, 1 spam will cleave you 6-9 seconds of swiftness on each swing, etc etc.
It’s a terrible idea.
As above, Rampager is good for all-out DPS. The power helps with the normal strikes, precision from proccing extra bleeds (use a Sigil of Earth in there) and condition damage to increase the damage of said bleeds.
Unlike Berserker gear, your crits won’t hit as hard but you’ll be doing a lot of additional damage from the bleeds.
Whatever you pick, be sure to pick up the +50% bleed duration trait from the Arms tree as it greatly increases your total damage output. The Arms tree is also perfect for the sword stat-wise, as it increases precision and condition damage.
Axes already have 3 traits, do they really need a 4th?
1) 10% crit damage (and critting is what axes are for)
2) Crits with axes grant extra adrenaline
3) 5% damage increase when axe in offhand (also applies to sword and mace).
Axes are no mobility weapons like the Greatsword and Sword. You’re stuck with no movement skills but get the highest direct damage the Warrior can provide. 1 spam does exceptional damage especially as it cleaves 3 targets, and eviscerate is the hardest hitting Warrior ability at this time.
You want to crit lots to build adrenaline, and crit hard with eviscerate. Axes already do this perfectly. The only thing axes don’t have is a cooldown reduction which is perfectly fine, as the big Axe skill is the burst skill and that can be traited to 8 seconds (or reduced adrenaline).
Whirling Axe doesn’t need a cooldown reduction as if you AoE with it you’re pretty much guaranteed to get a full adrenaline bar out of it even if you’re not stacking precision that high. It also procs an insane number of additional effects due to it hitting so many times in such a short duration. Vulnerability, bleeding, etc.
The Furious Speed tactic would be more useful if it procced more often – 10% is a bit too low for it considering the other options Warriors have for speed bonuses.
If you think 100B is useless in PVP, read this thread again.
Hint: the Sword burst skill applies its immobilize at the beginning of the cast, and doesn’t go away if you switch weapons.
Shhhhh!
Kobra, that is not a bug. In addition, 100 blades does actually require some skill to use effectively, and isn’t about handing 100% of the hits. Mobs passing through 100 blades? Whirlwind behind to get more hits on them. AoE is all about tagging mobs, not killing them solo. And if you’re soloing, then they won’t run through 100 blades providing you wait a fraction longer to ensure the mob pathfinding didn’t bug out and put the mob behind you.
Necromancer: Summon Flesh Golem has the same cooldown as Signet of Rage. Both can be traited to have -20% cooldown, putting them both on 48 seconds.
Thief: Basilisk Venom has a 45s cooldown, while Signet of Rage has a 60s cooldown. Both can be traited, putting the venom on a 36s cooldown and the signet on 48 seconds.