no offense man but in pro spvp dat build will be useless
Nobody but a handful of people plays competitively.
Gun Flame is like the only reason to go Berserker. Rifle Warrior could be a legitimately good ant-zerker if the rest of the kit didn’t suck so hard.
Powerful Synergy works on leap FINISHERS on combo FIELDS. It doesn’t mean the particular leap skill is gonna activate twice. It means that the effect of a leap in a combo field is doubled. For eg, if you use a leap finisher on a fire field you will get twice the duration of fire aura.
All warriors stunbreaks, when traited with Eternal champion trait gives stability when breaking out of stun. Headbutt being a stun breaker will also give stability as long as you use it to break stun. Personally I use it to get 30 adrenaline during the start of a battle to get quickly into berserk mode in PvE.
Lol at your last paragraph
On a side note, Powerful Synergy is EXTREMELY WEAK for a grandmaster tier trait lol
Yeah. It’s like a joke or experimental trait. It’s not good enough to be a minor trait, let alone something that’s supposed to compete with… well, anything. If it doubled the effect of ALL finishers then maybe it would be worth considering.
Plus I think it’s bugged and doesn’t affect the fire shield, which is just sad.
If Anet is going to do a balance patch soon, they should say something regarding that before the community finds out where they live and comes for them with pitch forks and torches.
If Anet is not going to do a balance patch soon or before the next quarter, kitten them I’m getting a refund. You can’t even properly stomp a player atm in PvP and half of the Dragon Hunters abilities don’t render animations. Then you have the whole issue of class balance and the extreme power creep of elite specializations. If they don’t attempt to balance this in the next week I’m getting a refund, but I’ll still probably watch the tournaments because it will be so kittening hilarious to watch the cluster kitten that’s suppose to become an e-sport.
Don’t think you can get a refund no more, buddy.
“Thief and Warrior absolutely need some work”
“Thief and Warrior absolutely need some work”
“Daredevil and Berserker really need some work”Fantastic. Anet, where are you?
Counting money?
Seriously though, they probably are working on a balance update. I’m afraid it’s not going to be good, however. Warrior especially needs some revamping, not band-aids thrown on top of mechanically deficient skills.
Somehow I got hit by a 12.8k Arc Divider followed shortly by another 13.7k Arc Divider (last night in wvw).
Obviously, that took me out. But I have no idea how that was possible, unless others in the Berserker’s group managed to stack 25 vulnerability on me and the Berserker had 25 stacks of might and bloodlust.
By the numbers, that shouldn’t really be possible, should it? If it is, and Berzerker can drop a burst every 3s or so, that’s insane damage.
Berserker can indeed drop a burst every 3,25 seconds with the Smash Brawler trait. And it’s really not that insane… at all, actually. Landing all that stuff is hard, gaining adrenaline is hard, plus Arc Divider hits for potato damage on enemies above 50% health.
That’s kinda the whole point of the mechanic.
It’s rather underwhelming, wouldn’t you agree? I mean the part where you get access to new Burst skills that are nearly identical weakened version of the old ones. It just doesn’t seem like a very fun idea, because you get skills that are very similar to what you already have, plus your reward for going into a frothing unbridled fury is… striking a bit weaker, albeit a bit more often.
What they should have done? In my opinion, while you’re in berserk mode you should have no cooldown on your Burst skills. Yep. Same 3 Adrenaline bars, same everything, but you get scary burst potential while Berserking, which makes you feel like a complete kitten. Would it be broken? I’m honestly not sure, since gaining Adrenaline outside of Cleansing Ire can be a bit of a pain if you’re only hitting one target. Suddenly the new Rage skills seem a lot more useful due to the adrenaline generation. Slap some trait that lets you get Superspeed while zerking to help with mobility and you have a fast, beastly 10-15 second wonder, which is what Berserker should be.
At any rate, gaining access to new skills is a very fun idea, but not if they’re very similar, yet weaker version of the old ones. That’s not berserking, that feels more like calming down, to be honest. Going berserk should feel powerful, it should also feel dangerous. E.g. if you’re not hitting something for 3-5 seconds you should start taking damage. Maybe leaving Berserk mode should leave the Warrior with a penalty for some time. Just throwing ideas around…
This is what worries we the most. Sure, they can slap a ton of damage on Berserker and it will work, but the game will suffer for it. For Berserker and Warrior in general to be viable and interesting to play for and against, it needs a complex rework. I don’t think A-net is willing or able to do it at this point.
Warrior has a lot of useless traits and abilities, which is exacerbated by the lack of instant teleports and damage avoidance that every other class has. Take the Daredevil, which is another spec that is struggling at the moment. Sure, it’s weak, but it’s in a much better shape than Berserker, because it still has access to instant teleports, good dodges and stealth, which are always good, no matter the current balance. Warrior has no such tools, that’s why lacking raw power leaves the class completely crippled.
Alright, so devs don’t want Warrior to have teleports while being a predominantly melee class. It’s a big weakness, but alright, fine. What’s the next best thing? Superspeed! Warriors have no access to it. Berserker is a spec that’s all about speed, so Superspeed would fit right in and help Warrior to get around and re-position in a fight.
All of the heals need a nice bump. Mending needs to become a Physical skill and receive a bump in the healing amount, Defiant Stance needs to be instant. Blood Reckoning in particular is just… bad. Even if it offered 100% damage to healing convertion, it would still not be amazing. This heal needs to be reworked.
Resistance is something that would help Warrior immensely to land his big, obvious animations. People should still be able to dodge big hits, sure, but when the blind spam is piled on top of dodges, it becomes too much.
Take a look at certain weapon abilities and utility skills. OH Axe is extremely weak, MH Axe 2 is just laughable and would be too weak to be a #1 skill by today’s standards, OH Mace is extremely slow and wasn’t good enough even 2 years ago, and with the way the game is now, it’s just terrible. Physical skills are mostly bad and need to be buffed massively. Rage skills, except Headbutt and Outrage, are too weak. Sundering Leap is just… come on. Surely you can see how this skill is totally useless? The majority of Signets are extremely weak as well.
Some traits are either too weak or mandatory, considering the present state of the Warrior. Not having double Endure Pain is arguably always wrong in PvP, not having Fast Hands or Warrior’s Sprint is crippling. And then there are traits like Thick Skin.
Warrior need a change in philosophy. If he is to remain slow, he needs to also be steady. If he is predictable, avoiding his predictable skills should take conscious effort, not be taken care of by blind spam and passive defenses.
Make it a short Daze or Stun imo. It’s pretty much useless as it is now.
That’s a pretty massive and unreasonable buff. This weapon set doesn’t need stealth. What it needs is a better #3.
Well if logic was involved I could shoot my guns further than someone could throw a 2handed hammer.
I personally fight with no skill and use loud stylish moves like an annoying Naruto Ninja and win battles via a trolly, cowardly playstyle like most Thieves so it wouldn’t bother me much. Wielding it in a manner of better protection also wouldn’t matter anyways since we don’t fight in a physically defensive manner with any staff blocking skills and use speed and magic instead.
Daredevil has a pretty cool martial artist vibe and quite a bit of defenses thrown into the mix. Somewhat sensible fighting stance actually makes it better in my eyes.
I don’t think it’s nearly enough to make Berserker viable. We’ll see.
I think SR is still fine, it just got quite unreliable. I don’t think Herald needed a reveal, to be honest.
No need to suffer, just reroll. At least it’s easy to pick up another class in this game.
Daredevil isn’t even that good at 1v1… Pretty much any meta class can defeat it while also bringing far more utility to the team.
They don’t have a niche, nobody is playing them.
They do have a niche….
Sitting on the shelf is the new warrior niche.
lol +1
but seriously, a player should not be punished for enjoying warrior as a profession. If we can’t get a traitline fix then give us an overall stat buff, something so people will actually play it again xD
I wouldn’t expect anything for at least a couple of months. The best choice is still to either reroll or quit.
Why do Warriors have so many knockbacks? I mean, we do have ranged options, sure… but the majority of our strengths lies in melee combat. I’d argue that people roll a Warrior to be on the front lines, yet we have quite a bit of tools that harm our ability to hit people with out weapons.
Kick. I think this ability has potential, seeing how it’s on a low cooldown, but, for some reason, it knocks people back, which greatly limits it’s usefulness. Imagine if that ability would inflict a knock DOWN. Suddenly, it’s not so bad. Probably still bad, to be honest, but not absolutely terrible like it is now!
Stomp. Again, it’s alright, and it was buffed, which almost made it good, but imagine if it launched people in place like Thief’s Impact Strike, instead of make it so we can’t immediately resume hitting.
And now Wild Blow. I’d prefer this ability to be something else entirely, but what if it stunned instead of doing the knockback? Some melee builds might have used it.
Please, either remove the punts or make my greatsword 5 times longer.
Lmao do you not see the power creep you would want to insinuate? Jesus Christ, these are horrible ideas. Please never be a game developer.
Too late to worry about that.
It’s been in the game for years, so it’s a feature at this point.
You can hit just as hard with the last hit of Hammer 2 and I’m not even counting the double-hit bug, which can just erase a whole group of low-health targets from 1200 range.
There are a lot of things in this game that need serious overhauls. DPS Warrior, especially Axe, Mace, Physical utilities, certain traits, Guardian’s Spirit Weapons and Signets, Thief’s Traps and possibly Venoms etc. Some things are so outdated you can’t just tweak them to make them viable, you need to rework them. I mean, you can always make everything do unreasonable damage, like with Dragonhunter, but that’s hardly a healthy solution. But let’s be honest, they’re not going to rework dozens of traits and abilities. It’s over. Time to give it a rest and just reroll.
Support Warrior is sorta viable. Not really, because there’s Druid, but it’s playable. Fighting Warrior is bad, whether condi or power based, now worse than ever.
I would love to see this. Thief also really needs to get looked at, maybe this would finally convince the devs it’s in a bad place.
Nah it won’t. But i am sure it would be amazingly hilarious stream.
They will be playing in low MMR brackets, which means they’ll do just fine.
Warrior’s been reduced to a support role for a long time. Rampage became one of those stupidly OP things that made actually fighting with a Warrior good, but it got nerfed quickly.
Now Warrior’s just done. All of the skills are weak and outdated due to the power creep. Sure, they can always slap insane damage on random skills and make Warrior playable in sPvP, so I guess that’s the only hope right now.
just gonna state the obvious.
If rev sword was weaker than warrior axe, rev would be in a TERRIBLE place.
Sword AA
Hammer
Glint healif any of those get (further) nerfed ever, Rev is done
Imagine Sword 2 being single target, doing 1k damage on crit and applying cripple instead of chill and Sword 3 doing 1.5k damage on crit and applying 4 vuln instead of giving you 7 might and evading.
Mitigating damage > healing. And shelter does both. You can block 100k damage in 2 seconds, but can’t take the hit, survive and heal back up from that.
Shelter is love. Shelter is life
The trap dazes, heals for almost 9k and blinds. And does damage, so it removes blind/aegis. A heal in a trap form is bad, but it has so much raw power packed into it that it’s actually pretty good.
Thieves are the class for handless people.
You sadden there with this post…
Have you actually played one? A bad thief is the saddest sight in PvP.
2OP, Improvisation lets them cast a stolen ability twice, so the duration stacks. I don’t know how much is the slow on that but it can’t be 1 second, it would be totally useless. It’s 3 seconds, right?
Also nobody really uses physicals, they’re pretty bad.
I don’t think it should have a cooldown. Make it cost 10 more energy each time it’s used within a 10-15 second interval to limit the spamming. Revenant’s resource management should still revolve around Energy, otherwise the whole concept becomes too neutered and loses the flavor.
Group Cleansing did make it awkward, and people did complain about it.
Revenant is naturally weak in condition removal. Mallyx is still strong with more conditions, but now you can load up on Resistance to keep conditions on you while ignoring their effects. However, a significant part of your damage output (stacks of confusion and torment among other things) won’t be affected by allies trying to do what they understand as helping literally everyone besides Mallyx Revs.
Condi specs are generally expected to stick to 1vX anyway, not group fights, because people spam AoE condi removal, that’s just how the game is.
Defiant Stance isn’t instant and it’s already at 3s. Also, Warrior has no other heals on top of it, while Revenant has two heals with this thing being Endure Pain on steroids and half the cooldown. Not to mention that Revenant is just overall much stronger than Warrior.
How are you a master of the elements working in some tavern in Divinity’s Reach? Were you practicing earth-shattering magic during the launch break and happened to become one of the strongest people in Tyria because of it?
You just have to ignore stuff like that in this game.
Take a moment to consider the number of high-tier viable builds that rely on burning for damage.
Now take another moment to consider the number of high-tier viable builds that rely on bleeds/poison/confusion/torment for damage.
It should be clear that some balancing needs to be done.
Burning is burst condi damage
As is confusion and tormentPoison and bleeds are attrition DOT condi damage. That is why they have a much longer duration.
Except long condies don’t work in PvP and condi burst in insanely OP. Because condi cleanse. Burst damage is always king in PvP.
I’m surprised people still don’t know how teleports work in this game.
Generally, if you can get to a place without jumping or falling down and it’s in range, the teleport will work. Otherwise it will either fail outright or teleport you to the spot where you’d need to move along the Y axis to cross it.
This skill seems to be fine right now. It heals for a nice amount, which makes it a lot more valuable than a normal block. Reve will be getting rekt by Necros even harder now though.
Defensive skills like that are also extra useful on Reve, since you can use the breathing room to recuperate energy.
As to how Revenants exist before Rytlock returns, I’m going to lean on the concept of morphogenetic fields. Basically, once Rytlock became a Revenant, the fact that this new thing existed echoed through the mists (and therefore space and time) and other Revenants simply came to be.
Alright. Can you explain to me how a guy who worked as a floor sweeper in a tavern (Human Commoner story) can communicate with the mists? Or… summon elements. Or the dead. It really makes no sense. We’re given no background on our characters and their training, but somehow we’re not just insanely powerful, we wield downright apocalyptic powers of a very exotic variety. And we picked those up while working in a medieval McDonald’s. I guess we were reading self-help books and working out, and just happened to grow into unstoppable heroes of legend one man armies.
Therefore I really don’t think profession lore matters so much, since it’s all messed up already.
Best not to think about class lore in this game at all. It just doesn’t make much sense for a lot of them.
It seems weak right now. I think making it 3 stacks would be fine since Reve doesn’t have that much hard CC outside of 50 energy skills.
It’s okay. You’re a guy who grew up in DR slums that just happens to be able to summon ancient heroes and monsters from the netherworld. It’s quite common, really, no need for an explanation.
Daze yourself for 3.5 seconds, suffer 4-5k damage from Retaliation and open yourself to get rekt by power block Mesmers while doing less damage than Axe 1 chain.
I don’t think that’s a good idea. They will nerf it a bit and people will learn Reve’s animations to be able to beat it fairly consistently.
Roll a D/D ele if you want to be OP.
I haven’t tested the Revenant, so many of those may be totally invalid, but I’ve got a lot of ideas. All of them are sPvP builds.
1. Power Shiro/Glint. Since you have quite a lot of evades, free toughness and damage mitigation you may even use Berserker amulet with that one. Mobility, group support, great damage through incredible Might generation, quite a bit of CC.
2. Celestial CC cheese build. Funny build. AoE daze with Mallyx Elite, swap to Shiro and Jade Wind, Staff 5, swap to Mallyx and Elite again etc. All while having alright tankiness, support and condi damage.
3. Bruiser. Reve has access to a lot of free crit and ferocity making Soldier builds very attractive. This version sacrifices a bit of extra damage for boon removal.
4. Condi Carrion Revenant. This build actually has some crit thanks to Rolling Thunder and Glint, so it can steal deal some direct damage. Good damage, support, boon removal.
As a guardian main, I’ve been able to do this for years with Judges intervention, where’s the problem exactly?
Also yes, the thief is the most mobile class in-game bar none, it isn’t outclassed by any other class/build/spec, period.
However, the Revenant was tagged as being the most mobile in-combat heavy class, which it is, or has the potential to be anyway.
Out of combat, the Revenants mobility is garbage, arguably worse than a guardians, in combat though, he’s better than both the Guardian and Warrior, feels fine to me.
Reve can have perma swiftness, bursts of super speed and has several movement skills (Staff 5, Mallyx jump etc). It’s definitely not barebones leg speed like Guardian.
Still nowhere near close to Thief’s SB 5 spam.
No? You propose huge buffs across the board to a class that’s already overpowered. Jalis and Ventari may need a slight bump, Herald needs to be nerfed, several cooldowns and damage modifiers need to be nerfed, e.g. Coalescence or Ruin.
2% skill speed was pretty bad imo since it doesn’t reduce aftercasts but I agree. If they buffed it to 3% skill speed per stack it would’ve been fine.
Hey,
First, I will say that so far I haven’t been able to dedicate time to try any of the other elite specs properly (maybe Reaper a little) besides Herald and Revenant in general. Magnificient work!
Now, the stuff. I think that Revenant is in a very good position with many builds right now, some stuff obviously needs couple changes like Ventari, Sword OH #5 and couple things in traitlines, but I believe Dev team will deal with those.
The only thing I believe that might be a little bit over the top is Unrelenting Assault. Now don’t understand me wrong, this skill is awesome and absolutely needed that evade frame. But I can see many complaints at Rev in the future specifically because of that skill and would like to prevent bad nerfs.
If you think it’s a problem – then I have simple solution.
Unrelenting Assault strikes 7 times, with last blow landing at primary target. Currently, the base damage of each attack is equal, so to it doesn’t matter which part you block or evade.
My suggestion would be: Lower the damage of first 6 strikes by ~10-15%, BUT move the lost damage to last, 7th hit and maybe increase it’s damage further to compensate
This way, we achieve couple things:
1. There is good counterplay for this skill. You will still take a lot of damage from UA Revenant, but if you time your dodge to mitigate 7th attack, you will negate the major spike. So timing your dodge is more rewarding, instead of randomly trying to block everything, you focus at the last hit.
2. It doesn’t hurt overall Revenant’s damage. As I said, last hit even with moved damage could still get some bonus damage boost so if someone is stupid enough to take whole chain, he gets hurt more. And more damage for PvE.
3. The skill would do more damage to your primary target when against many foes. Last hit does most damage, so the “negative” effect of multiple foes is negated a bit.
I know that this skill isn’t supposed to be balanced in 1v1 perspective as it’s only okay in teamfights. But we know that players complain mostly from 1v1 perspective and there will be QQ and crying.
I’ve been discussing this change with Phanta on his stream and couple other good players and friends of mine playing Rev and we think this change would’ve been legit.
Cheers,
RymBiggest issue I have with this is that it’ll just become another 100 Blades. It has the same mechanic, big hit on the last hit, and people will know that the 7th hit must absolutely be avoided.
Uh… that’s the point.
The same way you counter Rapid Fire. You double dodge or use invulns/blocks. It’s also considerably weaker if there are any allies near you.
I’m going to assume you can pop Invulnerability and avoid the tick of PI, but can you roll/whirlwind/blurred frenzy etc. and dodge the lung explosion?
Clarification: I’m not talking about the attack that applied PI but the delayed impact itself.
Did we watch the same stream? The Autoattack chain was lower than dagger and sword iirc.
I ripped the VOD and timed it. The auto chain takes about 2.10-2.15 seconds (can’t tell exactly when it will cycle but aftercasts seem tiny so I think the sequence might be around 2.2-2.3 per second).
So comparing all 3 melee weapon auto chains, we have (all using Vampirism + Marauder like Karl presumably was):
Dagger: 1786 @ 2.07s
Sword: 2281 @ 2.52s
Staff: 1891 @ 2.2-2.3sThat puts the auto attack damage pretty much right in the middle of Dagger and Sword when you consider the possibility of having 10% more damage on Staff with Staff Master, else it’s probably a little bit lower than Dagger’s auto DPS when you’re doing nothing but attacking constantly. However, in a PvP situation, that’s never going to happen.
Also Dagger applies Poison (and weakness with the traits) and restores Endurance. Sword applies Weakness and Cripple on top of hitting like a truck. And Staff auto also reks you with Retaliation.
It’s just plain bad.

I personally fight with no skill and use loud stylish moves like an annoying Naruto Ninja and win battles via a trolly, cowardly playstyle like most Thieves so it wouldn’t bother me much. Wielding it in a manner of better protection also wouldn’t matter anyways since we don’t fight in a physically defensive manner with any staff blocking skills and use speed and magic instead.