That’s the list so far. Warrior bug thread is here: https://forum-en.gw2archive.eu/forum/professions/warrior/Warrior-bug-compilation/first
ELITE
Battle Standard: Goes on full cooldown if the cast is interupted rather than 5 seconds.
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.
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.
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 – Forceful Greatsword: Doesn’t apply Might if you critically hit with a spear.
Arms – Oppotunist: Doesn’t work with Geomancy sigils.
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 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 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 always apply the 5s cooldown reduction.
Discipline – Fast Hands: Sometimes applies kitten 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 – Sweet Revenge: 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.
Discipline – Sweet Revenge: If a mob turns friendly when it loses all its health (quest mobs, skill challenge, etc), it doesn’t count as “killing it” for Sweet Revenge, causeing you to die even if you “kill” it.
Discipline – Vigorous Focus: Vigor duration varies from stance to stance (by design?).
Discipline – Vigorous Focus: Doesn’t apply to shield stance (by design?).
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).
Tactics – Empower Allies: Only applies when you are hit.
Tactics – Inspiring Banners: Doesn’t increase the area of the bonuses on banner skills, only the passive bonus.
Tactics – Quick Breathing: Doesn’t convert a condition into a boon (cooldown reduction applies properly).
MISC
Runes – 2 piece 15% bleed bonus: Not applying to Warrior bleeds. Tested with Afflicted, Centaur and Krait.
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.
Thief: The “Whirling Axe” skill has additional Stability and Evasion 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.
I’ve rounded up every bug posted in the stickied thread in the Warrior section. Other than the initial post there hasn’t been a single reply from a dev regarding any Warrior bugs, and not a single proper fix (the Rush fix didn’t work) since the game launched. As the Warrior bug thread doesn’t seem to be monitored that much and this section does, I’m reposting the list here.
GREATSWORD
Arcing Slice: Lists “Might” instead of “Fury” as the bonus when at 1 bar of adrenaline.
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.
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: Collision 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.
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.
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
Rifle Butt: Extremely short range/angle. Misses most times unless point blank.
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: Doesn’t apply full stacks of bleeding.
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.
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 charge abilities 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).
Throw Bolas: Extremely small collision area on the projectile.
Vengeance should have a 100% chance to rally if you kill something in PvE
in Warrior
Posted by: Sami.1560
“Crunchy Gremlin.5798
doesn’t the 100% rally from vengeance trait do exactly what you want?"
It’s bugged and has been since launch (possible in BWE too, can’t remember).
I’d much rather the skill put you in a downed state (i.e. can still mash the skills) rather than a defeated state (i.e. proper dead) when the timer ran out, but on the whole I’ve no issue with it. Many times in PvP when solo/skirmishing I’ve used it to stay in the fight when the trait actually worked.
5 stacks of might, fury and swiftness aren’t exactly game changers. Yes they have a long duration, but one hit by anything that removes boons and it’s effects are gone.
Rampage is utterly, utterly useless and the banner is only useful for quickly ressing people in dungeons (all of the banners are lacklusture mind you).
Just FYI, new patch notes are up and no Warrior fixes. Please keep posting them here as hopefully they’ll be looked at soon.
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Sami.1560
Either you’re all quite new EVE players or you’ve forgotten about the many many years of hell when it came to trying to play in large fleet battles. General performance was bad enough (10 minute loading times if jumping into a busy system… if you even loaded at all), crash to desktops, server crashes, etc. You then had the Age of the Desync, where the server thought you were one place and the client another, and there was no way to get back in sync without relogging.
And of course, the players absuing things to make them worse. Everyone dropping 5 drones to cause the enemy take much longer to load, dropping canisters everywhere, etc.
WvW may have an issue loading enough players, but EVE was far FAR worse for many years of its life. Can’t comment on it today as I no longer play it. And the big difference is that in EVE you lose everything on you (ship, weapons, etc) while in WvW you just get a repair bill.
It’s still annoying as hell though.
Depends on your group composition. Knight’s a a good compromise, but if you have a good group providing defensive support then full berserker is definitely viable (was running it last night in CoF as the rest of the group was quite defensive specced and we needed moar dps. No real issues with survivability).
Not really a Warrior question now is it?
If you’re speccing for survivability then you have a two sort-of options at the moment:
1) Purity. Condition removal every 10 seconds is nothing to be sniffed at (if you’re running soldier runes with shouts though then it could be a bit redundant). Requires a crit to trigger and has a 60% chance. Even defensive Warriors can crit once every 10 seconds with good old Signet of Rage.
2) Hydromancy. AoE chill on weapon swap. Allow you to get some distance between you and your foe. Can also be used proactively to chill people approaching a capture point. Not much use against ranged players as you need to be in melee ranged to use it, so by the time you’ve got out of their range after it probably would have worn off.
I’m not sure if the on-kill ones trigger from the player being downed once you’ve tagged it, being the person to actually down the player (i.e. your attack took off the last of their health) or when the player is finally finished/stomped.
If she’s levelling, both a Greatsword and Rifle are used. Rifle to tag ranged mobs or to attack stuff that will destroy her in melee, and the Greatsword for everything else.
As for a good levelling partner class… another Warrior?
. Failing that, as above a Guardian is an excellent choice as the blinds and aegis give the Warrior far more uptime on their damage, i.e. not needing to pull back to recover health and the like. Guardian AoE pull combined with 100 blades is also hilarious in PvE.
Don’t level with Sword + Board or Sword + Sword on the Warrior – Greatsword has them pretty much all beaten when it comes to killing efficiency, and you also excellent mobity with it. Utility skills can be used for panic buttons (Endure Pain and errr.. Endure Pain) with the Guardian taking care of the rest.
Players are using cleric armor, could share their dps damage with the chosen weapon and also if they are using cleric trinkets or something else in a diff direction such I dunno power/precision and so on? ty:)
PS: toughenss?
Damage is bugger all, which is why I am switching to the Hammer instead. Going full defensive/healing/crowd control. Power is very high though, and as the Hammer seems to have big hits (albeit slower ones) the damage isn’t as bad as the Greatsword without precision/crit damage.
Note that this is with full clerics gear (armour and accessories). I’m currently working on an Invader set (power/toughness/vitality) as well, and will probably mix and match the armour/accessories with Berserker stuff to get a good balance of damage and survivbility.
With the cleric gear however, it’s there for AoE healing so if you’re not maxing it out then don’t bother taking it. The hammer (or off-hand maxe) is a good weapon to go with it as you’re speccing into that tree anyway and the disables/stuns/etc prevent your allies from taking damage.
The “Invulnerable” thing is because the mobs are just that, invulnerable. When doing the Pentient Waypoint event, the mobs are completely invincible right up until they get very close to the gate. Then they will take damage (they just die very quick as everyone uses GTAoEs). Try and hit them before and you’ll get “invulnerable” pop up each time.
On 3113 at the moment, with full exotic cleric armour (with soldier runes) and accessories and 30/0/30/30/0 build. Weapon is cvurrently a Berserker Greatsword as I don’t have the gold for a Hammer at this time (getting multiple sets of armour and weapons is expensive).
It’s worth it for the damage reduction alone. That you get a free launch with it is just the icing on the cake.
IMO one of the few Warrior traits that doesn’t need adjusting in any way.
Can confirm it’s not just the Axe – Greatsword has the same issue (and I’m assuming other weapons). When the game calculates AA range it seems to use a fixed value rather than basing it on how far the individual weapon can actually hit stuff.
It does providing you keep hitting with them. One mash of 1 with no enemies in range and the chain will reset.
Done – realised I missed off the banner tooltip one the first time round. Removed Rune of Soldier too.
Just so you know, Warriors have such high direct damage numbers because – with the exception of the Longbow burst ability – they are unable to apply damage any other way. No traps/marks/wells/etc to apply additional damage on top of the normal abilities. All Warrior damage is loaded into the skill you’re using at that exact moment, which is why things like 100 blades, kill shot, eviscerate, etc do so much damage.
Also, you’ve now learned a valuable lesson when fighting Warriors 1v1. If he has a rifle and is kneeling, dodge the shot or interrupt the cast. As a necro, you also have the option of popping Deathshroud to absorb the hit (oh woe is necro with their two life bars…).
You found the 1 thing ranged warriors are good at in WvW – single target nukes when adrenaline is up (it actually quite hard to build it with the rifle). I’ll happily trade that for 3 ground-targetted wells
There should be more strategy involved, no one should be getting one or two or even three shot in this game.
The strategy is to pay attention and see the 2 second cast time (which has a distinctive animation and prevents the Warrior from moving) and take appropriate action to deal with it. Not to stand there and expect to take it on the chin with a squishy class.
Warriors are all about bursts of movement, not fluidity. Leaps, runs, swirls, smashes, etc. It’s one of the few unique features of the class. It does not need to be more “fluid”, if anything ANet should look at expanding the burst movement of the Warrior, not toning them down into something more controllable.
The reason thiefs are so fluid is because they are so squishy and rely on their mobility to stay alive in a fight. Warriors use their mobility skills to get into and out of a fight – they are very rarely used actually control the flow of the fight once it starts (we do that via CC instead).
Are there any planned changes to the Warrior profession, or is it "Working as Intended"?
in Warrior
Posted by: Sami.1560
any limitations on how many phantoms a mesmer can spawn
Yes, max of 3. Spawning more removes existing ones.
Berserker’s Draconic armour is about 2.5g per item in material cost, so 15g for the set. Doesn’t take too long to make that money, and the cost goes down if you mine the orich yourself (always do the daily orich farm). Gems cost about the same again per piece, as do weapons. So close to 30g for a complete set (2 weapons, full armour, full gems).
As for what it allows you to do: 25k 100 blades, 8-9k whirlwind, 4k bladetrails. It also allows you to die very, very quickly so get used to having panic buttons in your utility slots.
Although it will look terrible, you can mix and match items from different sets (crafted, karma, dungeons, pvp) to get the stats you want. If you don’t want to look terrible transmutation stones can be used to change the appearance of the items.
Getting the first set of Warrior armour isn’t the issue. Getting the 2nd, 3rd, 4th, etc sets are
Also, it allows you to take two 20-point traits instead if you don’t want to take a 30pt one. Example: for the Crit/Cond tree, Vulnerability on crit, piecing rifle and greatsword crit/might traits. The bottom trait line often gets very crowded, with Vengeance trait (when it works!), Signet cooldown, etc.
Thank you
.
I left out that one as it’s a Norn racial skill and not a Warrior class skill.
1) dodge bull’s rush
2) use stability
3) use a teleport/shadowstep
4) block it
5) use a stun breaker
6) use blinds
etc. Winning in any PvP is not about speccing about how you want to play (that’s what PUG matches are for, and that’s where you face 100 blade Warriors doing the same thing). It’s about coordinating specs with your team to be able to take on all comers. If you’re refusing to take/use the things that counter stuns (which are one of the most dangerous CC in the game) then that’s your issue. If you don’t spec to deal with burst damage (evades, blocks, etc) then that’s your issue.
The thief has plenty of options for dealing with this tactic. That you failed to use a single one of them does not warrant the combo being nerfed.
It’s been a while since I’ve used the Hammer, but do those skills actively root you? i.e. when you use them, it will forceably stop all movement unless you re-input a movement direction?
I remember in BWE that a lot of the you-can’t-move-when-casting skills (for all classes) didn’t actually stop your character from moving to begin with, so there was a good chance if you mistimed the release of WSAD or whatever that the skill would go straight into cooldown as the game thought it had been instantly interrupted.
If the Hammer has those issues, then changing it so it works like the greatsword (pressing 2 stops your movement, but you can cancel by pressing a movement button) might be a good middle ground. If it already works like that then whatever, I don’t use the hammer
I’m more in shock that the Warrior only did 14k on 100 blades.
ELITE
Battle Standard: Goes on full cooldown if the cast is interupted rather than 5 seconds.
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.
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.
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 – Forceful Greatsword: Doesn’t apply Might if you critically hit with a spear.
Arms – Oppotunist: Doesn’t work with Geomancy sigils.
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 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 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 always apply the 5s cooldown reduction.
Discipline – Fast Hands: Sometimes applies kitten 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 – Sweet Revenge: 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.
Discipline – Sweet Revenge: If a mob turns friendly when it loses all its health (quest mobs, skill challenge, etc), it doesn’t count as “killing it” for Sweet Revenge, causeing you to die even if you “kill” it.
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).
Tactics – Empower Allies: Only applies when you are hit.
Tactics – Inspiring Banners: Doesn’t increase the area of the bonuses on banner skills, only the passive bonus.
Tactics – Quick Breathing: Doesn’t convert a condition into a boon (cooldown reduction applies properly).
MISC
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.
Thief: The “Whirling Axe” skill has additional Stability and Evasion 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)
Nearly every bug posted so far. I’ve missed out a few that are clearly not bugs (i.e. people reading things wrong). Note that I have in no way verified that all of these are bugs, just reposting them all into a single list. And no, don’t expect me to maintain it! 2 posts as I hit the character limit.
GREATSWORD
Bladetrail: Numerous environment collision issues. Sometimes it gets stopped by a wall/cliff, other times it can pass through multiple objects without issue.
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: Collision 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.
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.
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
Rifle Butt: Extremely short range/angle. Misses most times unless point blank.
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: Doesn’t apply full stacks of bleeding.
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.
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 charge abilities 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).
Throw Bolas: Extremely small collision area on the projectile.
(edited by Sami.1560)
Been having this all day on Desolation and it’s become very annoying. Start a fight thinking it’s roughly equal numbers, and then discover that they have another 2-3 times the guys who haven’t yet loaded. I’m sure this works both ways too (i.e. small enemy groups engaging us only to load a load of players once the fight has begun).
I would much rather have all of the graphics options turned to 0 and everyone in the same armour if it meant the game actually displaying everyone.
Healing Surge adrenaline boost is 1 bar of adrenaline.
Consider yourselves lucky – the male Charr Warrior sometimes bugs out and uses the Asura voice.
Signet builds are very good for low level Warriors. For higher levels it won’t be anywhere near enough for fighting veterans.
There are also varying levels of difficulty when it comes to veterans as well – some seems to be only slightly tougher than normal mobs while others take ages to take down (note that these are just randomly placed Vets, not dungeon/event spawns). My Warrior can sometimes rip through them with ease, while others have me running like a girl.
In dungeons, as said above, there is no standing about for the Warrior. You will need to dodge, kite and CC those mobs with the rest of your group.
Works fine for me, so guessing it’s situationally bugged rather than always bugged.
Signets: Seems that once they come off cooldown they’re not usable again until the passive buff is reapplied, which can be anything from an additional 1-5 seconds depending on how laggy the area is (usually 1-2 in PvE, and have seen it near 5s in large fights in WvW).
Charge Skills: Most of the issues can be fixed by turning them in to chain skills – when you start the charge it switches to “Hit Stuff”. “Hit Stuff” is used automatically when the game things the charge should end, but you can use it before to stop yourself from charging or to ensure it actually hits what you want it to. Note this won’t fix leap abilities (Hammer Burst, Sword 2) as when you go down hill with them the animation/damage/etc triggers too soon, not too late.
get the chop here, that is one concept that should never be axed"
I tip my hat to you.