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Gun Flame: Rifle still no good for sPvP?

in Warrior

Posted by: Thuggernaut.1250

Thuggernaut.1250

Well not exactly, by default as soon as you enter Berserker Stance you get 2 seconds quickness without the need to utilize a utility slot. The frequency where you can pull off Gun Flame is much superior since it isn’t reliant on utilities or Major traits.

True on both counts… Gun Flame looks like it might work better than Killshot, I just think proper execution will run into the same problems as Killshot in PvP. We need to see footage against real opponents, rather than target golems, and we need an opportunity to test it for ourselves.

Gun Flame: Rifle still no good for sPvP?

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Posted by: Thuggernaut.1250

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10% faster attack speed plus 50% faster activation with quickness.
so attack skills activate 60% faster for the first 2 seconds upon entering berserk mode?

gun flame base activation time = 1.25 seconds
so if it activates 60% faster, does it mean the activation time is reduced by 60% ?
as in becoming 40% of the original base activation time?
1.25 × 0.40 = 0.5 seconds

so the activation time would become 0.5 seconds instead?
or, it does not work that way?

1.25 seconds base activation time, 10% faster attack speed in berserk mode, so
1.25 × 0.90 = 1.125 seconds activation
then 2 seconds of quickness 50% faster so we get
1.125 × 0.50 = 0.5625

so does the activation time becomes 0.5625 seconds?

it is either 0.50 seconds or 0.5625 seconds
i think.

its like activating skull crack, but with a 1500 range.

you can try hiding in a bush.

we need more bushes in WvW and sPvP

.5 charge time is much better than 1.25. That might make Gun Flame a good opener as soon as you pop into Berserker mode. Pop ’Zerk, Gun Flame, then swap weapons, and you might land a decent combo. Just make sure you do it in that first two seconds of Quickness…

Gun Flame: Rifle still no good for sPvP?

in Warrior

Posted by: Thuggernaut.1250

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You don’t feel a single target 10-12k hit or an AoE 6k hit warrant a telegraphed charge-up?

Have you considered using other weapon or utility mechanics available to you to aid in securing this huge hit?

^^

Frenzy, Berserker Stance, and Signet of Might all exist. That’s why so many Warriors run Killshot builds in sPvP! Oh wait…

Nobody wants to blow all their cooldowns on a burst that can still get easily dodged, invuln’d, obstructed, or otherwise avoided.

Like all these new burst skills, Gun Flame looks great when used against stationary target golems, but it still has the same fatal flaw as Killshot. Unless you guys start thinking practically, you can file this one under “WvW gimmick builds only.”

Gun Flame: Rifle still no good for sPvP?

in Warrior

Posted by: Thuggernaut.1250

Thuggernaut.1250

This new burst seems to improve on the weaknesses of Killshot: (1) better velocity, (2) dazes target on hit, and (3) AoE + condi for added value.

However, one problem: it still has the slow, telegraphed long charge-up and obvious animation that plagues Killshot in sPvP. Hopefully the Quickness buff on entering ’Zerk mode will help alleviate that, but overall, I think the main problem of Killshot will still hamper rifle, even with the Gun Flame burst.

WvW this new burst is probably golden for firing into zergs, maybe even better than longbow now.

Describe the Berserker in 3 Words

in Warrior

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Physical utilities obsolete.

Why isnt Mending in a skill cat.

in Warrior

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The new Rage heal will probably fill the gap the Mending would have, if they had slotted Mending as a physical skill.

Will Rage skills work with Peak Performance?

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Rage skills are a new skill type. They are not considered Physical skills and will not gain a bonus from Peak Performance.

Thanks for the clarification, and for taking the time to answer our questions. I do look forward to seeing what Berserker brings to the table for Warrior.

Will Rage skills work with Peak Performance?

in Warrior

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So, with the announcement of “Rage” utility skills for the Berserker specialization, I wonder if they will receive the damage boost from Peak Performance? ANet did describe them as glorified Physical skills, so it would make sense if they received the same bonuses.

However, the following text from the announcement leads me to believe that the Berserker line will include a separate trait for Rage skills:

“Berserker traits fall into three categories, each augmenting a different aspect of the berserker. The first line is focused on brawling and provides benefits for being in berserk mode and tools for gathering up enemies to slaughter.”

https://www.guildwars2.com/en/news/meet-the-berserker-warriors-elite-specialization/

Can we please get a definite response from the devs? It seems confusing to introduce a new utility line for Warrior, when we already receive CC from Physical, and adrenaline boosts from Vigorous Shouts. I sense a lot of a overlapping functionality with the Berserker, rather than new functionality for the Warrior profession.

Ele Wars 2

in PvP

Posted by: Thuggernaut.1250

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cele ele performs so well because ele can take advantage of all the cele stats in the same build, whereas most other professions can only benefit from certain stats in a build. thus ele can take advantage of the stat bonus of cele more effectively.

it has become more obvious, now that cele builds for other professions have died out (warrior and engi, perfect examples), yet ele can still leverage cele stats for maximum effectiveness.

the solution involves increasing build diversity so that other professions can take better advantage of cele stats, rather than nerfing ele.

Suggestion : Make Mending a physical skill?

in Warrior

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They didn’t really give a specific reason as to why they reneged on Mending. Also, like yanoch mentioned, at some point, Peak Performance gave bonus damage to physical skills based on endurance, but in the final version they ended up changing it to adrenaline level instead. The physical skills do so little damage anyway that only Rampage really benefits.

It would have been nice to have Mending benefit from the cooldown reduction for sure… even then Healing Signet still wins out in terms of healing per second, but the condition removal would have opened up a few different builds.

Skullcracker: Version Omega

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Since this has been getting more attention, I’m going to post the newer version I’ve been focusing on. In a way it’s actually an old version that I’m just using in this new system:

Mighty Skull Crack

The changes aren’t crazy, but it’s crazy how many stacks of Might you can get is nothing short of crazy. When you land the Skull Crack + 100b, even if you don’t kill them if you follow up with a Arcing Slice it’s likely to land for a crazy amount of damage.

Also, if you’re dealing with classes with a lot of stun breaks, learn to use Shield Bash and avoid using 100b for a split second. If they stun break, you can wait for the almost inevitable dodge then Crack em’. If they’re wise enough to wait for the Crack, swap to GS and just do a WW Attack or 100b to FORCE it. Even with just a Bash you can do a ton of damage and the Hydromancy Sigil will keep them close for that extra 3/4ths of a second if they don’t teleport.

Mes and D/D Eles will be hard, but you can beat them. CC an Ele just enough to bait out Armor of Earth and Flash, wait for Water, then Crack em’.

Mes will often use Blink just to escape GS damage. If they’re power, avoid using Berserker Stance until you’re actually ready to spike to avoid all that blind BS.

I gotta say the sad fact is that atm your most reliable combo is simply swapping at close range and using WW Attack. That skill hits so hard for such a low CD it would be OP if not for how underwhelming the rest of Warrior is.

Happy Crackin’!

After testing this version over the past few days, I found that it works better than the original version posted at the beginning. Last Stand really helps by extending those stances, and having another Endure Pain helps to secure stomps. I find that I really don’t miss Cleansing Ire that much, because you land fewer bursts on this build anyway. It is a bit difficult to close gaps without Bull’s Charge, but after awhile, you don’t miss it that much.

A+ this modified version is pretty tight.

Legend Voices

in Revenant

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This might be a blessing in disguise. Imagine how obnoxious it would get after awhile if they spoke constantly. No matter how cool the lines might be, it gets tiresome hearing the same things over and over.

Vengeful return bugged?

in Warrior

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I don’t think this trait or Sweet Revenge ever worked perfectly. Some types of enemies you kill don’t count toward the chance to rally, and sometimes it just doesn’t work even if you do make a kill.

Skullcracker: Version Omega

in Warrior

Posted by: Thuggernaut.1250

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The amount of stunbreaks people tend to carry now makes it frustrating to use Mace at the moment, because when you do manage to land a nice Skullcrack, the victim usually breaks out immediately.

Plus the 25% duration nerf on Rampage really hampers the raw killing power of this build. Besides Rampage, most of the damage came from Greatsword anyway, which GreatHam builds can take advantage of more reliably.

It really is tempting to switch to GS/Hammer, but the block/reflect potential of Mace/Shield always brings me back. It really satisfies you to reflect a Rapid Fire back at a Ranger, then Skullcrack him and open up a nice 100b.

I might try BurrTheKing’s Last Stand + Frenzy modification of this build, but I tend to use Bull’s Charge frequently. Losing that seems like a big sacrifice, because even if it can be unreliable to land, it is still a nice setup move for a Skullcrack.

MAGNETS: y don't they work?

in Engineer

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Magnet got broken so hard it just astounds me; it has become almost useless in PvP because it is so unreliable. As a warrior main, I think even Bull’s Charge works better than Magnet, and that successfully lands maybe 50% of the time if you get lucky.

Whirling Axe

in Warrior

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It can’t hurt, sure. Cripple might make it marginally better in PvP, I guess.

Reflect on Whirling Axes

in Warrior

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How about you go up there and read my first post, understand the whole point of the comparison and then take a chip of your shoulder.
Because my point was that rangers skill is similar yet already weaker than warris and ofc warris ask for more again. I say: only if ranger get’s buffed too.

All I see in your post is whining to the tune of “Warrior OP, Ranger weak.”

You don’t understand the basic concept: reflect is valuable in PvP, and nobody cares about whirl finishers because they suck. The damage is meaningless on both skills because auto-attacks are better. Whirling Defense is straight up better than Whirling Axe, because it reflects projectiles.

You deny a buff to a crappy and weak skill because you’re so dependent on your crutch thinking that Warrior is OP, and that Ranger is weak; you have let your jealousy blind you to the simple fact that Axe 5 sucks and needs a buff.

Reflect on Whirling Axes

in Warrior

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Please, I expect some serious buffs to OH axe on ranger then as it would be pretty much Whirling Defense 2.0 after it even got nerved with the missing +range trait. Could you warriors stop asking for more? The class is overloaded as f already.

It’s really not. Should they nerf Rampage Warrior will fall out of the meta. And OH Axe is useless, so what’s so bad about making it actually not blow nuts?

Are you playing both classes and/or know how to open the wiki? Because I guess not.

Stat———————-Ranger———————-Warrior
Damage—————-1008 (3.0)———————1005 (1.85)
Hits————————12——————————15
Total dmg——*12096*+(power*3)———15075+(power*1,85)
Range———-180 attack 90 reflect————-130 attack
Targets———————3———————————5
Finisher———-(Whirl)broken————————Whirl
Movement—————No——————————Yes
Others———-4sec Retail 1vuln/hit—————-nothing

To recap: Warrior damage is higher (with the same amount of power), they can move, their finisher works and they’d probably get the reflect range matching to the attack range.
Meanwhile the only thing Ranger would have is 4 sec of retaliation and maybe 1 or 2 stacks of vuln because who stands in whirling defense while the ranger is immobilized.

Also that rework down there is horrible, it does all things better than current weapons – That’s the definition of power-creep and the reason why Warrior was so strong for a large part of the game (People asked for more and even got it while warri actually deserved some nerfs like for example damage on hammer).

And no nerfing rampage does bat kitten about warrior in PvP btw. A warrior can 1-combo most classes even with stats like marauder or knight/valkyrie. He doesn’t even need rampage for that. Meanwhile he’s still durable enough to survive 3 people on him. Not to mention shoutbow still being strong (Thankfully not as strong as prepatch though). Stop complaining.

You’re simply asking for a 2.0. Nothing to argue about that.

Whirl finishers suck; anyone would prefer a reflect instead. No Ranger uses whirling defense for the whirl finisher or even for the damage… they use it because it reflects. Warrior axe 5 does inferior damage over time even compared to the auto-attack, using it in PvP just makes you an easy target. The only possible decent way to use axe 5 would be with frenzy, and even then, hundred blades + frenzy is straight up better.

Get the chip off your shoulder and you will realize that axe 5 just sucks, and that is why nobody uses it except for laughs in PvE.

Rifle idea: bring back bleed on auto-attack

in Warrior

Posted by: Thuggernaut.1250

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Rifle is/was obviously a power weapon, so a ~50 damage bleed is in my opinion useless.
Please, explain why you think it was useful instead of just denying. I’m trying to understand this thread point of view.

The bleed on rifle auto-attack was good because it stacked up pretty quickly, almost as good as sword auto-attack. Each stack was weak, but with enough stacks, it gave good condi damage. It definitely stacked a lot more than 50 damage per tick. Combine that with the old Arms traitline which proc’d extra bleed stacks, and the rifle worked as a decent pressure/damage over time weapon, especially at 1200 range.

This probably wouldn’t work as well after the 6/23 patch because:

(1) Trait lines don’t give stats anymore (no more +300 from Arms), so you would have to spec your gear into condi damage; and,

(2) They changed the formulas for condi damage, so that no +condi damage gear now is even worse than no +condi damage gear from before. The scaling on condi damage now requires a heavy condi spec.

I’m experimenting with a power-based rifle build for WvW/PvE, but I will definitely not bother with rifle in PvP, because rifle utility just sucks.

So maybe rifle bleeds would not work well anymore after the recent patch, but rifle still needs some kind of utility to compete with longbow. Hard CC, soft CC, anything.

Engineer rifle plain blows Warrior rifle out of the water (even after the patch nerfed Engi rifle range), because it has so much more utility: immobilize, launch, and a movement skill all on reasonable cooldowns, not to mention a nasty burst with bleeding. Warrior rifle has a cripple and a MELEE knockback… and of course the Kill Shot gimmick.

Not even speaking of the longbow, which is so far superior to rifle or Engi rifle that it’s insane. Every skill on longbow is packed with utility: a blast finisher, a blind, immobilize, burning, and a fire field.

Condi Warrior WvW Roaming help

in Warrior

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I think your second build is better… I don’t see much of a point going for tactics/vigorous shouts when you only use one shout and no trooper runes. So the second build is superior imo because you go into defense.

Between Krait or Aristocracy is a hard call, especially for WvW, because even in small battles, most of your condi damage will come from burning from the longbow. Mainhand sword stacks nice bleeding if you land a Flurry, but I think most of your condi damage will come from good old Combustive Shot/Fan of Fire. Tough call, but I think Aristocracy wins out.

sword viable?

in Warrior

Posted by: Thuggernaut.1250

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Sure sword is viable for regular PvE. If you go for a condi build, spam Flurry to stack up bleeds; if you go for a power build, take the Blademaster trait and use Final Thrust liberally. Sword has a good variety of skills. For your offhand, you can really go with anything.

Rifle idea: bring back bleed on auto-attack

in Warrior

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Definitely some good ideas in here… vulnerability might work, because rifle seems to work for power builds only anyway. I just thought the old bleeding feature was nice because it added some additional pressure to the auto-attack and helped to whittle down enemies in PvP/WvW that were wounded or trying to flee.

Even though they slightly reduced the cast on Kill Shot, I still think Kill Shot needs serious help, because:

(1) It roots you in place to shoot (at least you can move around with most other bursts);

(2) It delivers all the damage in one projectile, so one block/dodge ruins the whole burst (same as Eviscerate, Arcing Slice, Earthshaker, Skull Crack);

(3) The animation is so obvious and telegraphed that anyone paying attention can do something to stop it (like most bursts); and,

(4) Smart Mesmers/Guardians/Engineers can reflect a Kill Shot pretty easily, leading to nasty consequences for the shooter, especially if you have the piercing trait.

At least make a maxed out adrenaline Kill Shot unblockable…

Rifle idea: bring back bleed on auto-attack

in Warrior

Posted by: Thuggernaut.1250

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Good ideas, I like your suggestion of putting some hard CC on the ranged skills… something to compete with ranger longbow’s Point Blank Shot. This might make rifle actually usable. Right now longbow is superior on the CC front because it has a blind AND immobilize (Pin Down). Both are soft CC… but rifle could compete if it had hard CC beyond Rifle Butt. Hell, even thief has a ranged hard CC (Headshot)… rifle just needs something to make it worth a second look.

I also have a few ideas to make the ridiculous Kill Shot burst worth the risk:

(a) Make it an executioner move like Final Thrust or Arcing Slice (do extra damage to foes under 50% health); or,

(b) Give it hard CC, a 2 second daze or stun at max adrenaline; or,

© Make it unblockable.

Rifle idea: bring back bleed on auto-attack

in Warrior

Posted by: Thuggernaut.1250

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It might make the rifle a bit more desirable for some mid-range harassment in PvP and WvW to give it back its old condition damage on the auto-attack. This might give it some small appeal over longbow…

New to Warrior!!! Questions

in Warrior

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Warrior – still easy to pick up, but difficult to master. The main problem after this update is the lack of a “one size fits all” build… you have to experiment with different builds for WvW or sPvP.

Mace Windu / Erf Shaakur (sPVP)

in Warrior

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Pretty bold not to run brawler’s recovery or cleansing ire. How do you deal with conditions when healing signet and berserker’s stance go on cooldown? Melandru runes can only go so far.

Why run heightened focus when you use frenzy in your build? At least you can control timing on frenzy.

I think this build would be better if you switched destruction of the empowered to brawler’s recovery, and if you switched heightened focus to merciless hammer. Merciless hammer is pretty much mandatory to offset the ridiculous cooldowns on hammer.

What do Warriors do Better?

in Warrior

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Warrior is still the king of hard CC… but that’s about it. It used to rule team support too, but now shouts got nerfed into the dumpster…

AN suggestion: Adrenal Health

in Warrior

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Agreed. If they want us to spend adrenaline and burst more frequently, we should get all of our traits to trigger on burst.

Knights of the Rose [KoR] PvX-Isle of Janthir

in Looking for...

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You guys still recruiting? You’ve showed some good leadership on WvW lately and I think you gave some good direction on the IOJTS.net voice channels… also looking for a good group for ranked sPvP. Do you require representation?

Why is Powerful Synergy a Grandmaster?

in Warrior

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it might have proved useful if it triggered blast finishers twice, instead of leap finishers…

i love the new Healing signet!

in Warrior

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Ironically, in their attempts to “nerf” Healing Signet, they just made it more desirable… especially now that shouts are in the toilet. The 6 seconds of condi resist along with the bonuses from Signet Mastery make it a no-brainer.

Skullcracker: Version Omega

in Warrior

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Arms just offers a lot more survivability because you can slot cavalier trinkets, something I always found to be one of the upsides of this build. In WvW, I have to say I like the Arms version a lot more in this gank and condi heavy meta.

Quick question why are Cavalier trinkets impossible to find in TP? Are they only craftable?

Thanks

I think the only Cav trinkets in the game are ascended, so you can only buy them (account bound) from a laurel vendor.

http://wiki.guildwars2.com/wiki/List_of_ascended_trinkets

I don’t think there are any craftable or tradable Cav trinkets… at least to my knowledge.

Skullcracker: Version Omega

in Warrior

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This build ages like fine wine… slowly but surely, you improve each time you run it.

Merciless Hammer shouldn't be grandmaster.

in Warrior

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Axe mastery trait should move down to master too. Having it compete with Berserker’s Power is just insane

Ecto Gambling - Dangers and chances [merged]

in Guild Wars 2 Discussion

Posted by: Thuggernaut.1250

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Its just yet another way for the rich to get richer and the poor to get poorer.

Are you implying that rich people somehow have better odds in RNG gambles? Like once you hit 1000g your rng modifier goes up or something?

That seems unlikely…

More likely is that the rich know when to stop when they are ahead and thus get richer, while the poor don’t have any economic sense so they keep gambling until they lose all their money and then complain that they are poor.

nope, just basic probability.

Let’s say the chance to hit the jackpot is 1 in a million.
A poor player could probably afford 1 ticket/dice roll/ chance. So his odds of winning the jackpot is simply 1 in a million.

A rich player can afford many more Tickets/dice rolls/chances… say 100.
His chances at winning the jackpot increased to 1 in 10,000.

I don’t know the actual odds of getting the good stuff, but yes the rich will get richer, and the poor will get poorer.

I don’t think that is how playing the lottery works… if that it worked like that, a millionaire could buy a million tickets and guarantee a winning jackpot.

[PvE] What do warrior condi builds look like?

in Warrior

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dungeon runners are the worst. can’t believe they would question Nike’s credentials. they’re the ones reducing this game down to DPS science, instead of gasp a fun pastime. god forbid any of them go back and play GW1, where creativity in builds mattered more than raw numbers.

Warrior LB auto

in Warrior

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the projectile speed is unnecessarily slow… at least compared to ranger longbow

Skullcracker: Version Omega

in Warrior

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Great build BurrTheKing, I must say that I like it very much. One thing about the build that really seems effective is the shield master trait combined with shield stance and counterblow – it really throws rangers, engineers, and any other projectile class for a loop when their shots come back at them. Then follow up with a nice shield bash + skull crack, and you can really see them start to sweat.

My big problem is timing; swapping to GS to unload a 100b on a stunned foe is surprisingly difficult given the amount of stun breaks floating around in various builds. Unfortunately, most warrior skills are so heavily telegraphed that your enemies can see them coming a mile away and dodge with ease. It does seem to give better results than the old hambow builds though; earthshaker is still almost impossible to land most of the time.

My Friends, Rampage...

in Warrior

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At this point, Rampage is one of the few redeeming points left to Warrior. Everyone else got buffed to hell, and we got left in the dust.

New warrior traits, buff or really a nerf?

in Warrior

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From what I’ve seen, thieves are in a worse spot than warriors, tbh. And they get way more QQ than warriors have for a long time.

People haven’t really complained about warrior damage output in more than a year or two.

They might not complain about damage output anymore, but they still complain about warrior mobility/“sustain,” which both seemed to take a hit with the new patch.

Mace/Shield Build

in Warrior

Posted by: Thuggernaut.1250

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The build is BurrTheKing/BadHatBen’s Skullcracker build:

https://forum-en.gw2archive.eu/forum/professions/warrior/Skullcracker-Version-Omega

It’s a pretty fun take on the burst-build, although pulling it off correctly is a lot harder than it seems from the simplicity of the concept

@josh: what about mending/physc skills?

in Warrior

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OK, it is cool that they followed through with Healing Surge, so now at least shoutbows have a choice between Healing Signet/the new Healing Surge (pretty good if you rune soldier runes), but Mending is still pretty much crap? I thought making Mending a physical skill was going to make crazy Bull’s Charge/Stomp builds at least somewhat viable.

Cleansing Ire no longer 'on hit'

in Warrior

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guess longbow isn’t going anywhere anytime soon in about 99% of builds

Just give a choice: extra slot or base game

in Guild Wars 2: Heart of Thorns

Posted by: Thuggernaut.1250

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the standard edition of the expansion should at least give +1 character slot. for $49.99, come on. in GW1 Nightfall and Factions you got extra character slots, because those add-ons gave access to two new profession each. they had to accommodate you because the main point of the add-on is to try out the new professions.

in this new HoT add-on, you get one new profession, so they should at least throw you a bone and give you one new character slot for a Revenant. the fact that $49.99 doesn’t let you play a Revenant, unless you kick down for 800 gems for a new character slot, is just weak.

let the new players get the base game + HoT for $49.99, but let the existing players get +1 character slot instead. having to throw down $74.99 for HoT plus a character slot and some worthless digital swag is just absurd.

Something missing from the June 23rd notes

in Warrior

Posted by: Thuggernaut.1250

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They also talked about Healing Signet being nerfed and given Resistance as well as Physical Skills seeing some sort of adjustment?

They also mentioned on the stream that all skills that give haste have had the negative effects removed, but there is no mention of a change to Frenzy?

That is pretty strange that they didn’t mention Healing Signet and Frenzy. It looks like the downers got removed from thief Haste and ranger Quickening Zephyr, but the notes say nothing about warrior Frenzy.

Something missing from the June 23rd notes

in Warrior

Posted by: Thuggernaut.1250

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https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes

Originally they announced that Mending would become a physical skill, and Healing Surge would become a shout, but the published notes don’t say anything about that… they don’t even mention Rampage becoming a physical skill.

Maybe it was just an oversight in the notes, but the notes do specifically say that certain other skills will gain a skill type (Dagger Storm becoming a trick skill type for thieves, etc.).

It is really possible they’re going to reverse position on converting Mending and Healing Surge? They did specifically renege on converting Shelter (guardian heal skill) into a consecration skill type…

Disappointed, can we get another designer

in Warrior

Posted by: Thuggernaut.1250

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using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill

Does anyone understand this??

they didn’t explain it very well in the video, but I think this means that now you can’t drop a full tier 3 burst, then swap weapons and instantly drop a tier 1 burst (with the leftover adren from burst mastery or berserker’s stance). you have to wait the full recharge time, even if you swap your weapon set.

Disappointed, can we get another designer

in Warrior

Posted by: Thuggernaut.1250

Thuggernaut.1250

Might I also point out that they are “watching” Brawler’s Recovery to make sure it’s not OP? Seriously, they pretty much said that.
http://www.twitch.tv/guildwars2/b/669362853 at 51min, 50 seconds in if you don’t believe me.

Because, y’know, it’s not like you can do that now, right? Ah, wait, you can. Clearly that’s why we’re all running with it. We better get a ton of better utilitarian type abilities replaced on weapons or they might as well say they don’t want warrior PvP and only want mindless PvE because that’s all we’ll have.

I think the concern is that what is the standard 0/0/4/6/4 shoutbow right now will be able to pick up brawler’s recovery now with the new system. hence the warhorn nerf to balance it out. at least that’s my attempt to rationalize this.

make cleansing ire grandmaster

in Warrior

Posted by: Thuggernaut.1250

Thuggernaut.1250

did they made cleansing ire grand master ?

yep. and they didn’t separate out the “embrace the pain part.”

Thick skin: 100 > 120 toughness

in Warrior

Posted by: Thuggernaut.1250

Thuggernaut.1250

The thick skin “buff” is a complete joke. Still not sure what to think about cleansing ire moving to grandmaster, but it doesn’t really matter, because everyone still has to take it regardless… as if it wasn’t mandatory before. It will be practically suicide to run without it and brawler’s recovery now that everyone is going to go ape over condi builds. At least they had the decency to move brawler’s recovery down to a major trait slot.