Codex : There is a restriction of skill that change every day and you can’t bring 2 characters with the same profession, it’s also a 4vs4 arena with the same rules to win than RA or TA.
The thing is that Codex-Arena had the advantage to choose skills from a greater pool than in GW2.
But would be interested to see, how a “Trait – Restriction” that changes every day will work with this modus.
Regards
Seed
I would like to take the opportunity and give my personal thoughts concerning Seasons and two small suggestions that will help a lot.
1. Duration
The duration of Season 2 was 9 weeks. That is way to long. Most of us were burnt out by hitting week 6-7. My suggestion for Season 3 if it gets implemented would be to shorten the duration of the Season but increase the match-ups if necessary.
An example of the above will be instead of 9 weeks make the Season 3 to be 4-5 weeks long. Instead of 1 week matches, if its necessary change to 3 matches in which one match lasts (+/-56) hours. In that way you will have 3 matches/week.
2. Rewards
Season 2, beside the usual achievements, brought the WvW- Claim tickets which can be exchanged for skins. For me personally it doesn´t matter what the reward is. On the other hand how ever reward and achievements it does matter because it lures casual PvE to WvW which they wouldn´t come otherwise. That is a blessing and a curse for struggling servers. Blessing because suddenly you have a boost on players for WvW and a curse because once the Season is over that boost is lost. Thus leading to frustration because the rating of the server has changed during season and getting matched with servers that they have more coverage overall.
My suggestion for rewards are the following :
Normal WvW – Reward(more of a permanent basis)
1. Add a “Weekly – Progression Reward Bar” that grands every time a match-up ends a reward chest containing rewards accordingly the placement of the server. If its necessary couple it with achievements. (i.e. Complete 3-4 achievements in a week) Such a reward chest can contain “WvW – Tokens” which can be exchanged for “special” weapon/armor skins.
Season Only WvW -Reward
2. Add a “Season – progression reward bar” beside the achievements which fills each time a match up ends accordingly the placement of the server. At the end of the Season when this “Season-Progression Reward Bar” full is, it will grand to the 1st Placed server as an example a buff of 3% chance that an enemy will drop a “Pre-Cursor” for 1 week. For the 2nd Placed Server a buff of 2% for the 3rd a buff of 1% etc. ( All the numbers is just an example.)
I welcome your thoughts and discussion concerning WvW – Season.
Regards
Seed
PS:" Please sorry for my bad English, as i am not native English Speaker"
It´s quite simple actually. Desolation became greedy as usual and instead of defending what they had and attacking BB to assure their second place, one wrong decision led that Desolation, became 3rd. There was no double teaming from SFR side. Maybe unintentional that looked that way during battles.
Regards
Seed
After logging in today i noticed that after the update the Guild Panel display the wrong datum. It´s quite amusing to know that we are living in year 2087.
Regards
Seed
Scarlet in WvW. Worst evil character ever. Oh my god
Just imagine that you are taking an objective with your group and suddenly Scarlet drops by to say “HI”. Oh the tears….
Regards
Seed
There are 3 things i like to ask :
- Will Anet introducing Account Wide WXP with the EOTM Map ?
- A small explanation of how people can enter the map. The reason behind is that many players are having fear that they will not be able to join the map. Especially those people from low-populated servers.
- What 2014 has in store for WvW ?
Regards
Seed
The thing about Warriors is that they just have a little too much passive survival while also outputting high damage.
A warrior is supposed to have the most melee damage than other classes. Because a warrior is the embodiment of melee class. Unless of course you want the warrior to hit like a wet noodle.
Most classes need to trade most of their defense for offense, but not the Warrior.
The other classes have other mechanics to cope with damage mitigation. And on top of that other classes have AI to do the Job for them.
Even in Zerker gear, a Warrior has 18k HP, 2200 armor(correct me if I am wrong), and can regenerate a lot of HP with signet.
Which you can easily burst him down.
To compare, a Thief has 11k HP, about 1900 armor, and zero health regen unless he uses signet of malice, which even when constantly attacking, is less healing than Healing signet.
But Thief has stealth and evades on top of that.
When you compare Warrior traits to other professions, its just obvious which is more efficient. Warriors get +50% bleed duration, other classes get +20% bleed duration. Warriors get 5 sec weapon swap, others get 10, warriors need only spend 10 pts for 25% movement speed, others need to either sacrifice a utility slot or a whole rune set.
And others can have CD reduction on skills and utilities without the need to spend 50 trait-points for it like warrior. Others classes utilities and skills work as intended while warriors are still bugged (Bolas,BC etc).
The point is you can not compare warriors traits with other classes traits, because each class is different and has different mechanics and game-play.
Regards
Seed
Well to be honest i thought they would have chosen another way to balance it if it was too strong. Just like “Skullcrack”, now we can add another “Killshot” animation to our list of over telegraphed skills.
Regards
Seed
Since there have been some changes in forum, i was not so sure where to post my suggestion. If i am at the wrong forum, i would like a moderator to move it to the appropriate forum. With that been said i would like to share two ideas. I will welcome any suggestion and discussion.
Crafting Dynamic Events
Recently i had a discussion with few friends of how awesome will be as a player to have an impact upon my crafting discipline. For the explanation of my idea i will use the „Chef“ crafting discipline as an example.
Set-up
In each (racial big city) are NPC-Handlers that are suplying the players with Cooking – ingredients. Those ingredients are getting bought with Karma in form of an order. The difference is that each Race is providing different Ingredients. As an example lets assume that :
- Asura provides Tomatoes
- Charr provides Chili Pepper
- Norn provides Truffle
- Human provides Red Meat
- Sylvari provides Shaffran.
All Cooking Ingredients are divided in Tiers.
- 10.000 Karma Tier – 1
- 20.000 Karma Tier – 2
- 30.000 Karma Tier – 3
- 40.000 Karma Tier – 4
Idea
Lets say i am in need of „Chili Peppers“ since my race cannot provide that resource. I place an order on the NPC-Handler from my city and paying it with karma (40.000/20 Chilli-Peppers). The handler tells me that the order was placed and i will notified when the goods will arriving. During that time the player/players are presented with two scenarios that occuring randomnly.
Scenarios/Outcomes
The first scenario is that nothing is happens and the player can pickup his/her ordered goods upon notification.
The other scenario is that a Random Attack occurs, somewhere along the Trade-route, from Bandits or Pirates in form of a Dynamic Event. The player/players that placed an order to the NPC-Handler are getting notified that the route is being attacked and help is required to escort. By succefull escort the player/players geting rewarded with „Money“ and „10%“ of the Karma been spend to buy the Ingrendients. Failure will result to 10-15% more Karma of the Karma been spend to buy the Ingrendients or loss of the Ingrendients beeing ordered or instead of receiving the 20 Chili-Peppers he receives 10 Chili-Peppers.
Alternative Scenario/Outcome
Another idea for the second scenario,will be that the player/players are getting notified that their „Ingredients“ were looted by Bandits/Pirates along the Trade-Route. Here the player is getting two choices.
Choose to make a Group Event and Defeat the Bandit/Pirate Champion. ( Upon the usual rewards for defeating the Champion the player that placed an order is getting rewarded with the „Looted-Goods“ in addition to the normal reward.
Choose not to participate in the event. Then the player is becoming only a partial order in return.
WvWvW – Change how Bloodlust works
One of the problems at the moment is how easy an enemy can capture a Keep/Tower while the defenders mostly have no chance to defending it. Especially if the opponent uses Golem Rushes. As an avid WvW player my self i think the following idea will help a lot.
Set Up
Currently the Bloodlust buff grants + to all stats to the server that owns all three of them. The idea is based on a similar concept but instead of stats, drop and build a siege equipment gets affected. Before i can explain it, it´s necessary to understand that in order to make this work, the gate should work like the walls do. That is taking damage from siege equipment only and not from players. So onwards with the suggestion.
Idea
Let´s say we have Server A, Server B, Server C. Now, Server B captures the shrines in order to control the Bloodlust buff. Once this happened Server B has a 15 minutes buff which will grand it the chance to build siege equipment in order to take a tower. In order to keep things in balance in these 15 minute window the defenders form server A will have the chance to disrupt that buff so it can take away the possibility from Server B to drop more siege.
Possible outcomes
I think the above idea will help tackle some of the problems that WvW has by helping to :
- Stop Siege Griefing
- Make it harder to takeover a Tower/Keep
- Will enforce more strategical play.
- Will reduce PvD
- Will give better chances to defend a tower/keep.
- Will Force zerg-splitting.
- Reduce Golem Rushes.
Another more elegant way to eliminate Golem Rushes will be simply to give the Golems only defensive abilities. I am hoping that those two suggestions can spark some good discussion and suggestions ? Since i am not a native English speaker i am hoping that my suggestions can be understood. If not just ask.
Regards
Seed
(edited by Seed.5467)
Actually, HS given the current state of game of “Heavy Conditions”, it works as intended, that is giving the warrior the fake sustainability that needs. Since most of the players that have problem with the HS warrior are those who invest heavy on conditions and are lacking the necessary burst damage. Thus resulting to all the complaints about warrior.
Any change on the HS at the current meta will take away that sustainability away, thus resulting to a pre-HS warrior. A possible solution will be to cut off all sources of conditions by half and adjust HS accordingly. Also it will be wise to rework the stances so that the warrior can not have the benefits of two stances at the same time.
Regards
Seed
(edited by Seed.5467)
Your “casual” attitude is really insulting for those few players still believing in this game to become competitive.
PvP needs players, casual and not casual alike, to flourish in any direction. So i would recommend you to cut-off your Elitist approach if you want this game to succeed.
Regards
Seed
it’s a point capturing game- how about zerker stance doesnt allow point capping? adrenal skills need to use adrenaline even if they miss— pin down needs a better animation / slight cast time nerf, and hammer 4 needs to be 3/4 cast time
So basically, you want Longbow and Hammer to be made useless. Just like Mace which people kept on “QQ” about it.
Regards
Seed
It is a troll skill. It’s used by trolls to troll others.
Actually it´s a shutdown skill which can be blocked , evaded etc. I am using it on my Mesmer to shutdown other classes, when it´s needed.
Regards
Seed
Who needs evades when you have trollolyoucandonothing-stances?
Sorry to ask, but are you not capable to bait the warrior to burn it´s stances or just kite the warrior ? It´s more of l2p issue in my opinion. I mean after all those 2 stances which you are complaining have 1 minute recharge time.
Regards
seed
Questions:
1.) How important is it to see your squad members as a different color and always visible on your map like party?
I guess that depends from the size of the squad. For me personally is not very important to see the members of the squad on the map. It´s more important to see the Squad Leaders on the map.
Questions:
2) I’ve always felt the best commander organization tool would be the ability to create events. Like drop a siege and the commander can set this is a build event then everyone gets Ui like build this flame ram 0/50 supply needed. Or Destroy this gate <show gate health bar>. Lets assume for this discussion there are no rewards to the events just a communication tool. Thoughts on commander created events?
An excellent idea that i agree. Would be nice to see that implemented. A notification is popping up like “Commander XYZ is attacking X.” Bring supplies to complete the “Siege-Equipment” event. Or an event to “Capture the Enemy Commander” maybe ?.
Question
3) A guild gating system would be clean but require all commanders to be in a fairly active guild is this a fair gating system?
Depends on the size of the guild. It might be seen ok for bigger guilds but for smaller guilds that could cause a problem.
Question
4) What did I miss on this list
ETA Just Joking
Regards
Seed
Great sword 3 should become a point blank Aoe spin attack. Damage may or may not need adjusted
Why?
Great sword 5 either have the range decreased or be completely changed. Perhaps a overhead cleve?
So you want “Rush” Gone correct? I thought you were using GS for it´s mobility ?
Hammer 3 should have its range decreased slightly or make the cone smaller
Why ?
Hammer 4 should have a slightly longer cd
Well, it´s a 20 sec skill. How much longer you want it to be ?
Axe should have a 10% damage nerf acrossed the board
As an axe/shield warrior my self since beta, if the axe needs anything is a buff.
Regards
Seed
PvP isn’t better for it either. Guardians and Eles could easily be slightly less tanky if they had 2000 more base HP. Thieves could be slightly less bursty with 2000 more HP.
Allow me to disagree. It will not change a thing. It will only achieve that the ELE will still be tanky with more health and a Thief will burst more often, than usual.
Regards
Seed
As a Commander my self the only thing that is bothering me is that i do not have the possibility to assign my group on to smaller squads. It would be nice for a start to have that option.
Lets say for example i have 60/70 persons that are following me. I would like to have the possibility to assign small groups(20 Persons/Squad) with “Squad-leaders” that i can follow on the map what they are doing(similar to tPvP map, where you can see the classes icons. But only the “Squad-Leader” icon). That would help a lot with the coordination.
Regards
Seed
(edited by Seed.5467)
I also realize that many of these attacks have insanely high skill coefficients as well, and that 3% less damage is practically equivalent to only three stacks of Vulnerability, which is a fairly bad condition as it is unless applied in great quantities.
I would like to see how glad would you be to run around, with 3 stacks of vulnerability on your char 24/7. I know i wouldn´t be that excited for that.
Regards
Seed
As others have said, the 3% damage nerf to Burst Mastery is very small, and, when other things such as the buff to Great Fortitude are taken into account, this nerf means virtually nothing.
Keep in mind please, that Burst Mastery affects all the weapons the warriors is using. So a 3% Damage reduction to 10% Damage Trait will hurt other weaker builds. So we are talking a 3% damage reduction from a 10% Damage to :
- Eviscerate
- Arcing Slice
- Earthshaker
- Combustive Shot
- Skull Crack
- Kill Shot
- Flurry
- Forceful Shot
- Whirling Strike
Regards
Seed
Yeah? I didn´t knew that Darius, but thanks for clarifying that. Anyway, what happened was that we did not use banner to resurrect the lord, because our opponent have already captured the Tower. It just happened that we got in 1-2 secs before the overtake. After that the enemy Lord got out of his circle, the countdown started to capture the tower. Basically we captured the tower although the enemy lord had it´s buff. Hope it´s a bit clearer the situation.
Regards Seed
Well it´s a tough subject for sure. I think WvW was meant to be 24/7 available. Sure the server that has the most coverage will win with no doubt. What could possibly happen as alternative solution will be to increases the duration of the timer. At the moment grants every 15minutes points. A possible solution will be to increase the timer from 15min to 1Hour. So instead of having (e.g 100Points/15min. will be 100Points/1Hour). In that way even servers with little or no coverage at night/day will have a chance. If that is possible i do not know. It´s just a fast solution that came to my mind.
Regards
Seed
Today i had an interesting bug on WvW. The situation was that our opponent captured one of our Towers. After we have pushed our opponent from the Tower somehow the countdown started to capture the Tower thus resulting to 2 Tower Lords. Here are some pics.
Regards
Seed
but when it comes to healing signet , every fight it unfair…
Not true. I am running an Axe/shield with physical training and shield mastery. For me since i do not have the luxury to invest in condition clearing, beside Dogged March the HS passive healing is helping me to survive all the condition spamming.
Regards
SeedOh really? Nice to hear sir. I play a mesmer and I also do not have the luxury to invest in condition clearing besides using null field, which removes 1 condition per tic during 6 seconds… or using a mantra which removes 2 conditions per use, and after that I probably need to get off combat to recharge again… and oh wait, besides those there is nothing helping me survive all the condition spamming like a HS… tough times, i guess i should roll warrior right ?
No you should not roll a warrior, there are enough wannabe warriors already. What i am trying to say is that, every class has it´s mechanics, and you as Mesmer, should not complain at all(clones ahoy).
Regards
Seed
but when it comes to healing signet , every fight it unfair…
Not true. I am running an Axe/shield with physical training and shield mastery. For me since i do not have the luxury to invest in condition clearing, beside Dogged March the HS passive healing is helping me to survive all the condition spamming.
Regards
Seed
Hello,
Yesterday after the matches got updated, i have discovered an interesting glitch. I haven´t had it before, so it´s a bit strange. As you can see from the 1st picture although the gates are there, there are completely invicible for me(this is new).
The same thing happens at Bay. It´s mostly occur with t2 structures.
Regards
Seed
Indeed there should be a buff in defense. As it is at the moment it´s pretty much not worth it to upgrade a keep or tower. Just simply leave it at T1 and recap it afterwards. At the moment you do not even need siege. You just need 40-50ppl to brake a gate without a siege-equipment.
A possible solution would be to simply :
1. Make all Siege equipment part of “Art of War” research available.
By doing all the Siege-Equipment part of “Art of War” research available, you will accomplish the following things :
1. Promoting the Guild team play more, since all the equip comes from a Guild research.
2.You cannot buy/sell Siege-equipment en mass from Trade-Post. Also, the CD from the research for siege equipment and the usage of it comes better into play.
3. Making the claim and upgrade from Keeps/Towers as a Guild better rewarding experience.
You might ask what about the Normal and Superior siege equipment ? You could simply make the normal siege equipment, a guarantee reward by taking a Keep/Tower instead of buying from TP or from merchant. And if you want to have “Superior” then you have to upgrade it instead of buying it.
2. Make the “Gates” immune to players damage.(If that is possible.)
By making the “Gate” immune to player damage, you will help the few defenders in a Keep/Tower to hold their ground until help arrives. Since now the “Gate” is only breachable with a “Siege-Equipment”.
Regards
Seed
Exactly how do you think that changing the hammer meta from 0/10/30/0/30 to 20/0/20/0/30 is going to make them squishier?
The only reason that the current meta hammer warrior is strong is because of the combination of UF+Merciless Hammer+Burst-mastery, resulting to a tankier High damage CC build. By following the scenario will be more of the line of 20/20/x/0/x/. Either you will invest in defense but loosing Burst-mastery or invest in Burst Mastery and loose in defense. Thus resulting to damage reduction without the need to nerf the hammer damage directly. Anyway the point was to remove Merciless Hammer from defense line. If you however nerf the damage of the hammer and the burst mastery trait in combination with a 20 points investment for UF is a bit too much according my opinion. But as i said before, remains to be seen, how those changes in burst mastery + hammer nerfs work out.
The other problem that i see is that by reducing the damage from “burst mastery” will affect other weaker builds, that are depending on it. After all the proposal is 3% less damage. It might seen not so much, but 3% damage reduction to weaker builds is a bit hard.
Regards
Seed
Unsuspecting Foe
I’ve seen some concerns about moving this to master tier. This comes down to the core philosophy that drove the warrior changes for this build. Warriors by nature have a lot of survivability, and we need them to make a choice between heavy control and heavy damage. This trait is a way for them to circumvent that and is therefore build defining. In many ways it exemplifies what a grandmaster trait is all about, however we felt that moving it all the way to grandmaster was overkill, but that placing it at the master tier allowed warriors to still run this with other traits, but have to make some sacrifices to do so.
I have always found that this trait fits very well to bunker warriors with little damage. Which is what you are trying to do if i am not mistaken. But to be honest in my opinion “Unsuspecting Foe” does not fit the role of a Grandmaster Trait, since that trait is cornerstone for builds with less damage and more CC.
Hammer
We are taking damage away from the hammer skills that do CC, because we don’t think it is ok for skills to do both of these things. I see a lot of comparison with Greatsword damage, but the Greatsword has no interrupts and a single cripple on the Bladetrail. We left the skills that do not do hard control alone such as Fierce Blow and Hammer Shock, as we are ok with those skills hitting hard because they do not actually disable. We also left Backbreaker alone because it has a long cast time and a long cooldown. The standard hammer build is still going to be very strong after this change, but it will open up options for mace to make a comeback as the control weapon.
Wouldn´t be possible for example to move “Merciless Hammer” from defense line to strength line and achieve a 25% damage reduction in that way ? By doing that in my opinion would force the warrior to sacrifice a bit of his defense if he wants that extra damage.
Mace
I highly suggest being patient with this change. I understand this skill did not need an increased cast time in PvE, but this change just makes this skill feel a lot more impactful, and a change of 200 milliseconds of cast increase is not going to impact its use against creatures, but will greatly make this skill more counterable in PvP and WvW. Some discussion here revolved around defiant, which is causing a lot of control builds to be neutered in PvE. We agree and we will start making strides towards solving that in the future.
In my opinion, the increase on cast of “Skull-Crack” and with a new animation(as if when a warrior with mace comes to you isn´t obvious enough what is about to do) will place it on par with the other mace skills which are slow and have telegraphed animations. Since “Unsuspecting- Foe” is getting moved to a master, by reducing mace´s stun to 2 secs would have been enough. Also i do not think that mace will have a comeback as a control weapon of choice after that change. But it remains to be seen.
Sorry I got to you guys last, I truly did just go through these in alphabetical order.
Thanks,
Jon
No worries Jon, have a nice week at work and thanks for your thoughts.
PS:" What about the proposed change at “burst mastery” trait? Any thoughts on that ? Also is it possible to see a rebirth on axe as main-hand ?
Regards
Seed
Warrior:
_The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both.
In my opinion it´s really bad idea to reduce the hammer´s burst skill. As an example you could have simply moved “merciless hammer” from Defense to Strength trait line. In that way you will force the warrior to sacrifice Defense in order to gain the extra damage without the need to reduce hammers raw damage.
Also by reducing the damage from “Burst-Mastery” trait you will affect and possibly harm other weaker builds that are dependent from that trait, since all of our damage traits are Grandmaster traits.
We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it.
By increasing the cast to a very slow weapon? In my opinion there is absolutely no need to render “mace” useless. You could have simply reduced it´s stun duration to 2 sec since now you are moving “Unsuspected Foe” to a master trait.
Regards
Seed
It´s funny. First people cried about our damage so our damage traits went Grandmaster.
Then people cried about axe so the axe got axed. Now people are crying for another nerf.
All in all i only hope that with the upcoming changes will not break the warrior completely and make him again the laughing-stock as he was pre-patch.
regards
Seed
But the good blobbing is when you see a huge group of 3-4 guilds, getting together during defence. And moving away beautifully in groups when that’s been done already. Bad blobbing is having 50 random people at 2 AM around fortified dawns with 15ish defenders.
That statement of yours is a bit ironic, since you do not like “Blobbing” as you call it. Anyways, on AM the reset and the weekend is always like that. During the week you would see more of our Guilds roaming. On the other hand however we have many randoms(i.e. People that belong to a very small guilds or none) and on our server at least we try to involve anyone that wants to be part of the WvW.
Regards
Seed
Anyway no disrespect towards Blobaddon.
At least have the decency to spell our servers name correctly if you are talking about respect.
Anyway the only thing that is actually present at this thread is all the hatred against AM. To GH people got to say man up and fight. To the UW people keep up the good work guys. I have much respect from you.
And Abaddon’s Mouth belongs to Silver League like it or not as our ranking is always between 10-11. If there is a server that does not belong to Silver is Desolation. But that is another thema for another thread.
Regards
Seed
1. Zerg Groups vs Small Groups
2. Siege and Defending
3. Commander UI for Guild and Public raids
Regards
Seed
1. Class balance.
2. Traits.
3. GvG as new game mode.
4. Rewards. (i.e.Team and skillful play rewards, instead of pure spamming.)
Regards
Seed
Here’s the question i have for the warrior forum, is there a build that prevent you to die at -99% health?
Is there a trait, skill that grant it to?
Are there any food that gives you that death defying invincibility?
It could have been some odd weapon Sigil that happened to triggered when the warrior was almost down. For example Sigil of Sanctuary and Sigil of Conjuration which grant you at 26 charges Invulnerability for max 5sec.
Regards
Seed
I think a simple solution will be to just place a debuff of10% to all stats, on 25+ Groups. That way you will be forced not to zerk in massive numbers. If that is even possible do not know.
Regards
Seed
Its getting to the stage where fighting warriors has become extremely tiresome.
I think Conan the Barbarian said it best : "“To crush your enemies, see them driven before you, and to hear the lamentation of their women.”
Warrior works as intended. Just because the warrior got a bit of the needed sustain does not make him OP.
Immune to conditions
You are overreacting now. We are not immune to conditions. We just got a bit of the needed sustain, to cope with other classes. Berserker Stance :“Gain adrenaline for a short time. Condition duration on you is greatly reduced. "That means 8sec on 60sec cool-down.
taking 0 dmg
Since when Endure-Pain became OP? “Take no damage from attacks. You are still susceptible to conditions and crowd control effects.” That is 4sec on 60sec Cool-down.
shield block stuns mobility,its ruining the game for so many people,
Seriously ? 3sec Block on 30sec cool-down followed by telegraphed skills that you can avoid ruins the game for everyone ?
Regards
Seed
@seed both necro elites plague and lich form grants stab but the description of the skills do not say it, its believed to be a bug by some. DS is a nice 10 sec cd stab but not every1 wants to go 30 points for a 3 sec buff. The 2nd point is all of those replace your skill sets, where most classes have access to stab while still being able to use your normal skills.
See, that is what i meant, when i said that depends on his/her play style. I just test it again. With 30 Points you get Stability for 3sec and once you exit Death Shroud goes to 6sec CD instead of 10sec. So, 3sec Stability on 6sec CD upon entering and exit DS. See pics below. Also note that the mentioned trait has no ICD. While you not having access to stability in a sense that other classes have, still it´s better than nothing i suppose.
I do see your point maybe our classes isnt meant to have stab and rely on your team and I guess you could use runes of lyssa and golem because you’ll get stability every 50 seconds
:p
The point that i was trying to make is that the necromancer has sources to stability. Whether or not someone decides to use them its up to the individual itself. But i get what you are saying.
Regards
Seed
Necromancers need to realize that the largest casualty to the current playstyle is necromancers themselves. You have no sources of stability, and at best 1 stun break in any competitive environment.
I am not a Necromancer player, but i played one when i was experimenting with the classes. Now correct me if i am wrong, but the Necromancer has 2 sources of Stability. The first one is from the “Elite-Plaque” and the second one from “Foot in the Grave” Trait, while entering Death shroud.
The Elite skill “Plaque” will destroy all your spectral effects and minions. But in return you get :
- At level 80, 916 power, 2748 toughness, and 1832 vitality.
- 20sec of Stability
- Poison
- And the 3 skills that comes with it.
The Foot in the Grave trait which grants you :
- 3sec Stability when entering Death Shroud
- And there is no Internal CD for that trait, if i am not mistaken.
As you can see, you have 2 sources for stability. Whether or not a necromancer chooses to use them, depends from his/her play style.
Regards
Seed
In my opinion, a possible solution to the Stealth at the moment will be simply :
- Remove Stealth Stacking.
- Apply Reveal when “Blocked”, “Miss”, “Evade” etc. from stealth attacks.
- Apply some small CD´s between skills to avoid extreme spam of them.
Regards
Seed
It´s quite amazing , that people are complaining about a “Gimmick-Build” which is easy to counter.
*Blind
*Evade
*Stunbreakers
*Stealth
*Teleports
*Pushback
I am sure there other things that i forgot to mention. Also, another tactic to counter, is by simply do not stand still, and keep moving.
Warrior’s Mace might need a very slight tone down, given that it’s a one handed weapon that can be paired with more CC on the offhand (shield or mace). With a Sigil of Paralyzation and an offhand with CC, it becomes incredibly difficult to melee a mace warrior at all.
I do not know what class you are playing, but if you are a caster class, then do not go to melee a warrior with out a “stunbreak”. It will work against you mostly. If you are playing a Thief , Guardian, or an Engi, then you should not complain at all.
What about any build that isn’t condi ranger? Ranger hasn’t had a viable offensive or glass build in ages. Even if you bring lightning reflexes and signet of renewal you will get steamrolled.
What weapons are you using with your ranger? You have enough counters with weapons alone to not let the warrior come near you at all.
LB with “Point Blank” which gives you "PushBack"and since last update “Hunter´s shot”with a 3sec “Stealth”. GS which has “Counter Attack” and “Crippling Throw” which you can “Block”,“Push-back” and “Cripple” your opponent or “Hilt Bash”which you can “daze” your opponent. Sword which grants you “Kick”, “Leap” and “Evasive Roll” etc.
so using sigel or paralyzation brings u to 31/2 seconds to fill to use mace f1 again. if that isnt spam what is it then?
It would be spam if you could applied 3 and 1/2 stun every 1-2 seconds with mace.
Regards
Seed
(edited by Seed.5467)
But actually, thinking about it more, Arcing/Rush/100b. All those could be moved, but what would it do?
How about combining Arcing with Rush ? I think those skills would work very good together as a single skill. You rush to your opponent and hit him with an uppercut. Maybe you could add a push back effect ? If you combine those 2 skill together and move 100B to Burst, will leave a slot open for a new skill. Maybe a new skill that will make you perform a flip smashing the GS to your opponent causing a knockdown/Daze?
What if the CD on 100B was reduced and it moved to 5?
I do not think will change anything by moving it from 2 to 5. If you however reduce the CD on 100B and place it on 5, in my opinion will only change the rotation to be used more often.
WHat would happen if 100B went to burst and Arcing went main bar?
Well, if 100B went to burst, then i think you have to change the way it works and remove it´s rooting effect. Maybe you can take the effect from good old “Gladiators Defence” by blocking and reflecting a % of incoming damage to it´s source ?.
Just a bit of brainstorming.
Regards
Seed
(edited by Seed.5467)
Frontline- Midline – backline can’t really come back because as you’ve said there are no dedicated healing classes and there’s no body blocking. Position is important but less obvious than in gw1. The team feeling is there but again it’s way different than gw1. But I agree I would like to see more possiblities for team synergy and skill cap all around.
Exactly. That is what i meant. It would be nice to some synergy between the current classes. For example, Frontliners (Warriors, Thiefs) that doing their job, by pressuring the opponents and assisting the support caster classes. Midliners(Eles, Necros, Engis) that support the frontliners while at the same time can do damage on called targets by the frontliners. And Backliners( Guardians) which support the the Front and Midline, while at the same time can step up and be frontline if needed.
Yeah. Will be nice to see some synergy between the classes. I only hope that the game will get better in the future.
Regards
Seed
Although, i agree with Xeph concerning the current meta, i believe it will only get worse. The reason for saying that is that almost a year and still there is not a clear role for the classes available. That is mostly because there is no dedicated heal class in game.
Now, i am not proposing to bring a dedicate heal class in game, but it would be nice to see for a change Frontline-Midline-backline with the current classes. That will promote position play and will bring the team feeling back online.
Is it possible to see that in the future ? Yes. But this will happen only if Anet concentrate to adjust the skills and traits accordingnally. To make it short, will be nice to see GW2 which promotes actual team and positioning play.
Regards
Seed
GOOD WARRIOR BUILD DISCOVERED
Yeap. It´s called Ultimate Warrior. Enjoy.
https://www.youtube.com/watch?v=ffXJodvm66E
Regards
Seed
So you want to give a passive Dogged March sans Regeneration?
Think of it this way. Currently you need to invest 10 points to get Dogged March. If you do that, you have to choose between other usefull traits, for example “Shield Master”, “Sure Footed”, “Missile Deflection”. With the change that i proposed, you will free the warrior and will make him better, since now will also reduce Blind by 33% as will with Chill,Cripple,Immobilize.
I think this is a bit too powerful, considering that Weakness cuts all damage now and we already have Cull the Weak and Sundering Mace.
I do not think, would be powerfull. Other weapons would benefit also from that. Sword for example.
Excuse me? What the hell? So you’re saying that once every 15 seconds, I get to take 25% more damage for an unknown duration of time? I don’t see any point here.
Sorry, since my enlgish is bad, i think i haven´t made it clear. What i am saying that 33% attack speed and 25% damage will, trigger every 15 sec for the duration of 15sec. In my opinion Warriors that running Mace and Hammer could benefit from it, since there slow and telegraphed. If that is too much, maybe this effect will trigger when the opponents HP drops to 20%. instead? or instead of 15sec the duration will be 5sec ?
So now, instead of going 10 into Defense, I have to go 25 into Strength? No thank you.
I never met a warrior that is not using at least 20 point in Strengh line(Physical Training). The benefits that you will gain form 5,15,25, traits will make it worth it all the way. At least this is my opinion.
And passive Protection? I think not.
Why not? It would give the warrior the necessary damage mitigation that needs, since the warrior lacks the tools to disengage from battle.
Oh come on? You’re making people go 25/x/30/x/x for a benefit they could previously get with 0/0/20/x/x?
The only reason, previously to invest 20 points was for Cleansing Ire alone. There was no other reason at all. Currently, the Cleansing Ire works actively when ever you using you burst. With the change that i proposes, would make it worth the investment. Not only you will remove 3 conditions at full bar of adrenaline passively, but you also gain the benefit of Spiked armor on top of it. Combine that with the changes on Strength line 5,15,25 traits, as i have proposed, and you will be able to stay on your feet as a warrior and fight.
A 10 point trait that reduces healing cooldowns by 20%? That’s rather powerful.
Not more powerfull, than reducing the cooldown on heals by 5 sec.
Ok. All I am seeing is a ton of combinations, most of which don’t really make sense and moving stuff around.
Well, that is your opinion and i respect it. In my opinion however, because you have a ton of combinations availiable, would open build variety with different weapons, while giving the warrior some tools to stay in fight and fill it´s role as a warrior.
Regards
Seed
(edited by Seed.5467)
Here are some simple changes, that i think will improve the warrior.
Strength traits :
Merge „Berserkers Power“ with „Bersekers Might“ to new Grandmaster Trait. Let´s call it :“Warriors Rage“ : Gain 2 strikes of adrenalin every 3 seconds in combat. Increases damage based how much adrenalin you have built.
Stage 1: 5%
Stage 2: 10%
Stage 3: 15%
Merge „Slashing Power“ and „Great Fortitude“ to a new Grandmaster Trait. Let´s call it :“Slashing Power“
: 5% of Power is given as a bonus to vitality. Greatsword and spear damage is increased by 10%.
Make „Axe Mastey“ an Adept trait. And make „Dual Wielding“ a Master trait.
Change „Reckless Dodge“ from „Damage foes at the end of a dodge roll.“ to „Apply 1 sec cripple to foes at the end of a dodge roll“.
Change „Building Momentum“ from „Burst skills restore endurance“ to „Gain 10% endurace regeneration, for every stage of adrenalin you have build“.
Change „Stick and Move“ from „Get a damage bonus when endurance is not full.“ to „Incoming blind, immobilise, Chill, and Cripple durations are reduced by 33%.“
Arms traits :
Make „Blademaster“ an Adept trait.
Merge „Deep Cuts“ and „Rending Strikes“ to a new Master Trait. Let´s call it : „Blade Fury“
: You have a 33% chance to cause vulnerbility on critical hits, and bleeds you apply lasts 50% longer.“
Merge „Forceful Greatsword“ and „Opportunist“ to a new Grandmaster Trait. Let´s call it : „Greatsword master“
: Gain 10 seconds of fury when you immobilize a target( This Effect can only occur once every 10 seconds). Gaing might on a critical hit with a greatsword or spear.Greatsword and spear skill recharge 20% faster.
Change „Deep strike“ from „Gain +40 for each unused signet you have equipped.“ to „33% chance to cause weakness on critical hits“
Merge „Furious“ and „Last Chance“ to a new Grandmaster Trait. Let´s call it „Furious last chance“
: Gain tripple adrenalin on critical. Your sword attacks are 33% faster. You are taking 25% more damage.( This effect will triger once every 15 seconds)
Defence Traits
Merge : „Shield Master“ and „Missile Deflection“ to a new adept trait. Let´s call it : „Hedgehog´s Defence“
„: 5% of Power given as bonus to toughness while using a shield. Shield skills recharge 20% faster. Reflect missiles whenever you are blocking.“
Remove „Dogged March“ and „Sure Footed“ and add a new adept trait. Let´s call it : „Defensive Stance“
: Gain 33% Damage Reduction (this effect can only be gained once every 10 seconds). Increases stance duration by 25% .
Merge : „Sundering Mace“ and „Merciless Hammer“ to a new master trait. Let´s call it : „Thor´s Power“
:Hammer and Mace damage is increased by 15% when a foe is weakened.Your attacks are 33% faster and you taking 25% more damage.( This effect will triger once every 15 seconds). Reduces cooldown on Hammer and Mace skills by 20%.
Merge : „Cleansing Ire“ and „Spiked Armor“ to a new Grandmaster trait. Let´s call it: „Warriors Wrath“.
:Gain adrenaline when hit. Remove a condition for every bar of adrenaline. Gain 5 seconds of retaliation when struck by a critical hit (This effect is triggered once every 15 seconds).
Tactics traits
Change : „Determined Revival“ from „Gain 5 extra toughness per level while reviving.“ to „Increases revive speed by 10%“ and make it Master.
Change : „Fast Healer“ from „Increases revive speed by 10%.“ to „Reduce cooldown on heal by 20%.“ and make it Adept.
Merge „Desperate Power“ and „Empower Allies“ to a new adept trait. Let´s call it : „Tactical Power“
: You deal 20% additional damage while below 50% maximum health and increases the power of nearby allies by 150 points.
Merge „Inspiring Banners“ and „Empowered“ to a new adept trait. Let´s call it : „Inspiring Power“
:Increases damage for every boon on you. Banners apply their bonuses to a larger area. Banners recharge 20% faster.
Make „Quick Breathing“ an adept trait.
Merge „Lung Capacity“ and „Shrug it off“ and make it a new master trait.
Discipline Traits
Make „Fast Hands“ an Adept trait, and make Versatile Rage a Master trait.
Merge „Inspiring Shouts“ and „Vigorous focus“ to a new adept trait. Let´s call it :“Warriors Focus“
: Gain Vigor and Adrenaline whenever you are using stance or shout.
Merge „Sharpened Axes“ and „Destruction of the Empowerd“ to a new master trait. Let´s call it :“Warriors Taunt“
: Deal 3% bonus damage per boon on your target while you axe skill recharge is reduced by 20%. Gain extra adrenaline with axe on critical.
Merge „Signet mastery“ and „Mighty Defences“ to a new adept trait. Let´s call it :“Warriors might“
: You gain might when you block an attack and your signets recharge 20% faster.
Merge „Mobile Strikes“ and „Sweet Revenge“ to a new master trait. Let´s call it :“Back from Death“
: 100% chance to rally if you kill someone while in vengeance and your movement skills breaks immobilize.
Regards
Seed