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I’ve had excellent success with the GS/ Axe+Shield core power warrior (found it through K Pop’s post on here.) We still don’t have nearly the team support/utility that other professions get, like Revenant, for example, but we do have top-tier pressure damage. In SoloQ this pressure is quite valuable. Power War
It is superb at team fighting so I would try to spend most of the match in those, personally. Rarely do I ever engage in 1v1’s without the intent of being a boon to my team’s map presence overall.
Although I liked that 100b idea lol
Lmao I do too let’s make it happen! /dream
As it stands right now there isn’t really a convenient place for players seeking to do Raid content to gather in-game. We have LFG of course, but in my experience an open lobby that is actually physically in the game is much more convenient for players that seek to take on this tier of content. Players could discuss strategies, absorb new build/comp ideas, and quickly squad up all in one place if we were to be given such a lobby. I would suggest a Mists area of some sorts with portals leading back to Verdant Brink/Forsaken Thicket.
Don’t feel bad bro, out of the last like 18 games I’ve played I’ve lost 15 of them. The team dynamics in this meta are a lot harder for solo q’ers to line up compared to the bunker meta in Season 1 and I think people are getting impatient at this point.
I usually run FGJ over Signet of Fury when the party lacks Fury. Edit Sorry, yeah I think you’d be losing a lot more if you ran Arms over Berserker in a group setting. Arms has vuln stacks (usually at least 4-5 stacks) and perma Fury on you but Berserker has the Ferocity multiplier along with more bursting, like you said. I’d run Arms when another Warrior fights along side you, but in place of Tactics
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Rofl, you just sound kitten, sorry
You start off your argument saying they are OP because of some kind of rare situational glitch that many different classes can reproduce. You just look like your grasping at straws to complain about revenant because you got wrecked by someAnd LOL at your infuse light change. So basically you want to remove the HEALING part of revenants healing skill. The healing ability that might i add ALREADY has the potential to not heal you at all as long as people dont get tunnel vision and keep attacking
I’ll be honest I am a bit salty because of that glitch. The heal skill would still heal you but normalize it to a efficient number. I don’t know how you could deny that it’s a bit to strong as is, especially in terms of sustaining on point when aoe pressure forces every other profession off and doesn’t contribute to their sustain in team fights.
I was just in a match where the Revenant’s downed skill pushed me through one of the houses on Battle of Kyhlo, forcing me to relog. This shouldn’t be happening. I want to pour a lot into your game ArenaNet, I want to support it and brag about how good it is. I want to love your PvP but this profession is literally breaking your game.
A single profession should not be able to do as much as Revenant does. We’re 6*+ months into the core of HoT mechanics and it is glaring right at us. We’ve dug into the intricacies and band-aid fixes just won’t cut it anymore. I mean if this is intended, if Revenant is actually suppose to be this strong mechanically then I don’t know what to say. I guess I’ll just reroll.
Edit – My suggestion:
- Tone down the duration of the four boons given by Facet of Nature. This skill is like 5 warrior shouts at once.
- Change the push from the downed skill into a channeled aoe daze. I’m thinking it will be extremely hard to fix glitching through walls with the current downed skill.
- Change Infuse light to a channeled evade. It’s a bit too effective at staying on point when people drop all their aoe’s and there’s nothing you can do to stop the damage. The counter-play is almost non-existent in those scenarios.
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So after struggling into t6 Diamond this season, I, Warrior, have once again hit a road block. It is seemingly not one that I can overcome with skillful rotations or well placed bursts. No matter how hard I am played, the deciding factor quite often seems to come down to the fact that a majority of my skills are ones that were designed in 2012. It pains me to have to fight against skills that were designed in 2015.
As a Warrior, I feel very selfish. I bring no support to the party at this tier, not even offensive boons. I am forced into using stances to sustain myself, and when those run out I have to run away, leaving my team one person down with no lingering evidence of support. I do not gain access to two healing skills, and I can’t teleport through walls, so I have to do the most basic of abilities – walk, to get away from damage. I do gain access to a higher tier burst, but I don’t want more damage.
I see my brothers and sisters fall all around me, wishing that I could have at least given them something, something relevant, something viable. But I only gave damage. A single target stun, and then more damage. I couldn’t even help res them because I had to use my utilities just to do damage. Dodging did not give me anything passively besides more damage. I did get healed passively, but I’d much rather be rewarded for a well-timed efficient heal.
I am a Warrior, and I plead, when can I be a Team Player again?
I would personally stick with strength runes for pugs. In an organized group I could see the might duration from Strength Runes being less important because more than likely blasting firefields will give more than enough ambient might.
Honestly if you want a sustain build I’d join with the suggestion of running shoutbow. It’s very important that you dive into some kind of team support in those game modes. Celestial gear would be more ideal for just learning mechanics of things, but that set takes a while to craft. So I’d suggest Shaman’s stats on everything that you’re able. Something like this. You will contribute decently overall, but like you already know, it’s generally not the warriors job to soak up hits or provide healing. Warriors primarily provide might with Phalanx Strength in the highest tiers of PvE play.
Yeah man just ease into another profession do some PvE and practice a while outside of PvP. Watch some top-tier players on twitch and mimic their rotations even if it’s just to get those achievements done with. It’s not to bad.
My guess is that they were frustrated with getting players who didn’t have the AR for that level or didn’t even want to deal with the “issue” of constantly having to res someone. People can do what they want, of course. What they don’t realize though is that when they put requirements on content like that while they are pugging, and are not patient enough to play along side newer players, they are slowly but surely letting the opportunity to help the community grow slip away from them.
There are a lot of people cut away from the chance of getting more cash and ascended items because of these silly AP requirements. I’ve yet to see such a group ask if the player wants an explanation of how the content works before they kick them. And even if the player can’t play the game at a top-tier level, who cares? There’s a good possibility that one will pug with one or two other confident players, and the new player can get carried. You make progress, they make progress, the community wins.
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I personally love the skill rotations on Warrior. There’s a sort of “zen” medium to be found in the heat of battle on them, especially in PvP. Trying to stay aggressive at the right times but then pull back to calmness and preparedness adds a dynamic that makes playing the profession very satisfying.
I want to say thanks to ArenaNet and to the Finals teams for putting on such a bad kitten show today. You guys have pushed this game into overdrive and it was just tons of fun to watch. Twitch chat was off the chain (in a good way!) and the energy levels were crazyyy. I’m getting pumped again just recalling it. You guys have effing nailed it and I look forward to more progress for other professions that couldn’t make the cut into top-tier this year. It would be beautiful to see what it looks like for them to stretch their legs in this monster of a combat environment. Thank you for the experience!!
I would have to agree on this, Search and Rescue is very strong for being able to pull allies out of cleave on point. If Search and Rescue was an elite it would be understandable to have the effects that it does, but it’s a normal tier utility. If I were a ranger I wouldn’t even consider using another skill in it’s place – It’s just too good on the utility aspect to choose anything else in PvP. I’m not whining, but this is becoming a trend in the balance patches for normal skills to even outshine Elite skills. Revising utility is good, but I don’t agree with making skills this hard-line effective.
Lmao this is great man. I need to start having this much fun with the game, for real.
I agree with Azure. Basically it’ll come down to utility. With Berserker you’ll get Headbutt and Wild Blow which are superb for breaking the defiance bars on bosses. You’ll also get access to pulsing stability with Eternal Champion, which helps on the condi instabilities and on the harpy fractal. With Arms you’ll get more crits and more vulnerability stacking, but you won’t have primal bursts. Using Inspire on a banner can fill some of the swiftness gap if you choose zerker+headbutt.
I don’t know about meta but x + axe/shield is really strong for warriors. Here is a build that Warlord posted on the forums a while back that did well in the previous meta: http://gw2skills.net/editor/?vJAQNAR3enMdAFegVhAehAElilqA790mantK9gYXOApA0ACAA-TpBGABAcBASZ/hDeAAEcQAQ4IA4dZAA You can switch out Signet of Stamina to suite the team you are facing, it’s basically an open utility slot. Same with Brawler’s Recovery and Destruction of the Empowered, switch depending on if you face condi heavy teams.
Ahahahaha oh man. I have no idea why but I laughed so hard at this.
Yeah this change does sting a bit. I mean it was fun being able to sustain 3 champs by yourself or ignore the seekers for the most part in Raids vrs Vale Guardian. The crit chance and adrenaline provided a nice boost to PS warriors as well. I bet we can change rotations to still get a good benefit out of it, but certainly it’s more difficult to sustain with it in general PvE now.
I don’t think people realize what primordial means…
Most of the other achievements are sticking around for this year. What would be the reason for this one not too? It’s in the PvP category as well, rather than grouped with the meta ones. I mean you could be correct, but that’s why I was asking if anyone knows for certain. Edit also, a quick search on google: Primordial: (especially of a state or quality) basic and fundamental. :P
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I’m not sure if it’s been mentioned but do we know if this title is sticking around for Season 2? It would be a great goal to shoot for a second time.
This is great stuff. I agree with Azukas above, Warriors feel great when you lean into the skill rotations and get the feel of things.* We just need some keen adjustments to get us up to par as a profession. I am very interested and eagerly awaiting to see what they do with the traits, cooldowns and how they are implementing improved sustain for us. Sustain is the biggest issue I would say.
In a typical match of Conquest I find myself having to bail out of teamfights with a few seconds left on the stances because it’s hard to recover when you get low. If they implement this sustain in such a way that we would be actively and skillfully taking part in it occurring it would be a beautiful boon to the profession.
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Superb setup man, I found synergy everywhere. Lots of things for cutting through the current meta. The only thing I switched was Healing Signet for Healing Surge. I will be using this over winter break. Thanks!
So, this will not be an emotionally charged rant about the state of balance in the game at the moment. But I do want to get this out of my system.
With HoT we’ve had a ton of specific skill effects added to the game. We’ve had more CC layered into professions, and lots more ways to do damage, both condition and physical, more stunbreaks, more stability, more movement ect. We’ve also seen very viable build options open up for classes that normally wouldn’t be able to do certain roles (I.e. bunker Mesmer.)
New build options are great and healthy for the game. But there is a glaring issue with all of this being stuffed into the GW2 combat system – power creep.
I realize that the damage in the game now is needed to successfully complete raids, but trying to bend PvP around these kinds of effects and numbers leads to exactly what we have now. The game is way to fast at the moment to have winners determined completely by reaction and tactile input from players. It’s still the same issue from a few months ago of too much of pretty much everything offensive being tossed around in fights. Professions that have abundant access to blocks, evades, or very good team utility (or all three) very easily are now the apex professions in PvP as a result.
I’m not sure if this state of balance is intentional or not, but in my opinion it’s not as fun to watch or to play in this environment. I’ve tried meditating on my skill rotations, I’ve tried switching up my playstyle ect. but most of the time I feel like I’m battling skill mechanics that are inherently hard-line effective rather than fighting against a tactical player. Don’t get me wrong, PvE is in a gorgeous state at the moment, that mode is very fun. PvP just feels like it has been struggling under all of these new extreme changes.
With the release of raids well upon us and legendary gear to come, I was wondering what the discussion is like on runes and sigils that are placed in these high-tier items. As it stands there is no difference upgrade-wise between exotic gear and Legendary gear. A lot of the new pieces of content (raids, world events) encourage you dig into the unique roles in GW2’s combat system, and runes and sigils are important pieces in that puzzle no doubt.
So would it make sense, especially from a market standpoint, to allow players the option of swapping runes and sigils on Legendary gear within the gear itself to better compliment their build? I have not switched off Strength Runes since I bought them because they cost 10 times as much as the rune I want to slot to run a condi build. I do have a set of gear for running conditions, but, assuming that we will be able to stat-change Legendary Armor, it would be very helpful to have runes equipped that compliment the stats and role that I switch to without having to shell out tons of gold each time.
I’d propose allowing players to tether a maximum of 3 runesets and 3 sigils to their gear, maybe through a mastery track, and incorporate a fee that is similar to the old repair costs for changing them over.
I was trying to run a variant of this as well, but the Krait runes push this over the top. Fantastic build man.
I would check your audio settings and see if your system is set to use 7.1 surround sound. Unfortunately, GW2 doesn’t support it right now so if this is indeed the cause of your issue you can switch to a smaller number of channels and the dialogue should come back.
Assassin, we need that mobility to keep up in other content (PvP) with all of the teleports that Ele, Mesmer, and Thief get. I know you said PvE but those skills are designed for multiple types of content. Thieves have access to some of the most time-saving abilities available in the game. With stealth you can turn an hour and a half pug run of Arah into a 20-30 minute run simply because of how inherently efficient thieves are at stealth. No other profession in the game allows this kind of time saving if the group is speeding through.
Also, thieves as well as mesmers bring very good defense to a party through reflects, blinds (thief) and projectile nullification. If you trait for Thrill of the Crime there is a good chance that the entire party will have perma fury and swiftness when combined with the boon support of other party members. It’s not a one man show at the highest levels of PvE play.
Absolutely sick dude, can’t wait.
I would say keep digging into the profession more if you are unsatisfied right now. I think you will come to find the roles that each weapon and skill serves. Speaking from an outside perspective the biggest obstacle I think most encounter in ascending their game-play is getting rid of the mentality that you must bulldoze and smash as a warrior and get all skills off as fast as possible. This is a dead-end philosophy in the end. Your opponents will read you and use this desperation to their advantage. Warrior requires finesse and deliberate use of skills. Only when the time between you translating this finesse and then putting it into action is non-existent will you find deadly synergy.
I wouldn’t say that your build is bad, but the area that it will be effective is tighter than some other options. It will be hard to break out of a good lock down with your build unless you pop Rampage at the right time. Otherwise you’re in trouble because you’ve only got so many evades with this set up. Toughness can only go so far if you do not compliment it with evading hard hitting skills. I would suggest switching out the cleansing sigils on your maces and putting on Sigil of Energy and something else. Being able to dodge the condition before it’s put on you is much more beneficial and Cleansing Ire should take care of the remaining ones.
For a while after the last patch I thought this was fixed but seems not yet. I do believe it is in the Warrior bug thread as well so hoping for a fix soon as well*. It can definitely be problematic in certain situations. Let’s just hope we’ve held to good spirit as Warriors and haven’t been abusing this!
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I’ve been using a similar spec to this but with GS/Longbow, Phalanx Strength, and 3 stances – one through trait. One thing I can say is that banners are proving to be quite beneficial in this meta because you cannot remove them from play once they are down.
Same with Empower Allies. Your build looks solid, I’d be interested to see it in action in a sustained fight.
Edit: Just watched the video, nice stuff dude! : J
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To be honest I hadn’t really tried axe with it yet. I chose sword because of the overall utility it allows with spiking a mobility and such. As for the leeching sigil I haven’t tried it either outside of Settler Shoutbow. For Cele I think intelli sigil makes sense because Final Thrust hits quite hard with it. Any insights you could give with this build or any other shoutbow build would be great. Trying to absorb everything.
Hey guys. So, as we’ve found, the patch has changed a lot of things that we were familiar with. I personally feel like the patch has been a superb boon to the game overall. Lots of people are changing their playstyles to adapt to things. In regards to shoutbow, as others have found, it is much harder to sustain with the previous meta iteration of the build. I think one reason for this is because Shoutbow doesn’t inherently have an active invulnerability that synergizes with the build. It could be argued that Fear Me is an invuln, but the enemy is geared to the teeth to counter it, more than likely. I think shield makes much more sense in the build with this growing meta.
Using shield does come at the sacrifice of not offering the party-wide condi clears and the party Swiftness and Vigor. But having an active invuln allows us to go deeper into offensive abilities. You also gain access to the stun on shield, which is great for interrupting low targets that are trying to heal in team fights. In addition, you gain some might stacking capability. If you throw down Combustive Shot then swap to shield before a large burst, your burns can start hurting really fast – unless of course you face someone with unblock-able attacks. Check: Unblockable
The build offers a lot of synergy thanks to the beautiful craftsmanship of our new traits, so try it out guys and see what you think. You play it pretty much the same as the previous glorious shoutbow build, now just efficiently weaving the shield skills into your rotations. Maybe I just got some really consistent sPvP teams that made the build seem strong. Build
You could try GS/ + Axe/Shield with stances and Rampage. Shield gives another invuln which really helps against Mesmers/Thieves that try and bait out your Endure Pain, and also gives a source of range when traited. You could also switch out some of your zerker trinkets for knights if you want more toughness and precision. Perhaps something like this .
I think Shoutbow will still be beautiful after things get shaved into line again. Honestly I think the biggest hits came from the vigor nerf and Boon Duration being peeled out of traitlines. So throw on a sigil of energy to the sword instead of battle, we get might on weapon swap now through traits so it’s all good. Also, the new Burning Arrows lets you put a lot more pressure on people who kite off point. And more, Burst Mastery allows for a lot more CS and Flurrying.
Edit: Not to forget Endure Pain and Brawler’s Recovery. Very important resistance for us now vrs spikes and condi overloading.
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Game is in complete disarray, I only play for lolz right now.
My feelings too lol. I love the traits as well though, the system they put together feels gorgeous. Just need to shave things damage-wise to bring things down from “Omglol bbqhax everyones blowing up all over to the place,” to “Yeah dude, that feels really strong.”
I dont think quick breathing is so bad on PS in some pugs that aren’t carrying any cleanse. Like I could see it helpful on an arah path gone wrong lol. But I don’t see why we do sword/warhorn and not axe warhorn in some sticky situation.
Your build is situational at best and I would never run this build. If I needed to use cleanse I would hot swap my mace for a horn change the trait then undo those changes immediately after the situation.
ANET has now dumb down this game so much that I am not even sure why does this thread even exist.
No offense to the OP but this is not rocket science stuff anymore not that it ever was.
I am not sure NIKEs videos are necessary anymore other than reiteration the importance of basic game mechanics to new people and his followers.
You are basically taking the brain ded meta build that anyone can take 1 second look at and figure it out. And making it worst.
Yes and you are implying that I posted this to gain recognition or something along the lines there. Some of us throw ideas out looking for respectful discussion about how to improve. Not everyone has played the game for 3 years and has the plethora of knowledge that some of the more disrespectful members on this forum have. I do agree that pretty much anything can be at least somewhat effective now because of how much DPS everyone gained with this patch. Maybe we can all get together and have an intelligent, respectful discussion if and when things get balanced.
I don’t understand why you must be so malicious Nike.
Not sugar-coating the truth has nothing to do with being malicious.
I also don’t go into your guides and bash them.
Because if you did, you’d have to lie in doing so whereas he didn’t lie herein.
Look I’m not going to bicker on the forums. Leaving helpful advice to improve is at least beneficial.
Erm no offense to you but it’s rubbish and pointless considering even poorly coordinated groups are overpowered at the moment and will kill bosses before any cleansing is needed.
If you aren’t taking fast hands, you aren’t going to swap weapons. That’s a fairly obvious rule for warriors.
There’s only two real variants for PS builds now. If condi cleanses are ever needed for whatever reason leave it to another class that’s able to provide it without senseless DPS losses.
Also what’s with the dolyak signet? You don’t slot things like that in groups… >.>
Then don’t use it.
Edit: Also, which line are you guys dropping for Discipline? I assume it’s Arms. If that is the case is everything still meta with dual banners and FGJ slotted?
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So you took the meta build, added a bad trait instead of Empowered and are using a bad utility skill instead of the second banner. K.
I don’t understand why you must be so malicious Nike. I was simply putting this here for those who don’t care enough to dig into your well written guides and watch your videos. I also don’t go into your guides and bash them. This isn’t even a guide.. just food for thought for those who are interested.
Hey guys! So I’ve been messing around with the new specs and observing what other warriors are running and such, and here’s something that came together: http://dulfy.net/gw2traits#build=AggBpAK4BLw~
A lot of people had commented on a discussion pre-patch relating to using Warhorn with a PS build for the condi cleanse. I tend to like it as well, and now we can bring Quickening Warhorn along with Empower Allies. You can use Sword along with it for utility or Axe for DPS (If you use Axe you may want to change to Deep Strike in Arms instead)
Utilities are Healsig, Banner of (x), Signet of Fury, Shake It Off!/Dolyak Signet, Signet of Rage.
This spec doesn’t have Fast Hands so keep that in mind. On the plus side, it does offer a nice contrast between offense and defense for pugging things, and getting the weapon swap rhythm down is key for efficiency. A tip on usage – if you feel comfortable you can pop Heal Sig+SoR before the engagement for 10 stacks of might.
Watch for when they switch to Longbow and use Combustive Shot. You want to save your weapon swap to proc Sigil of Doom for that moment.
Digging these changes Josh, they sound kick kitten . Thank you for the info!
Judging by how it is worded here, the recharge seems to be specific to the weapon equipped, like mentioned above.
I would rather keep 1 condition converted. The wording scares me at this point, but I hope it still means that it converts. Assuming it doesn’t*, well.. I guess I’d be okay with sticking with 1 condi removed. It’s still beneficial and we’ll just have to adapt.
It no longer converts, it only removes.
Furthermore, all condition removal is now randomized from the array of conditions applied to instead of being the most recently applied one. That may be good or bad depending on the scenario. The same applies to boon stripping/conversion.
However, I think they made it so that all conversions now have fixed durations of the boons or conditions that result, so it’s more consistent across the board. I’d have to check the livestream notes again, they went over it in the intro section. They might’ve took away the conversion for that reason.
That makes sense then. I didn’t catch the livestream so thanks for the info on that. The change stings a little bit but to be fair it was a really strong trait due to the conversion fact. Back to the topic, though, I have similar feelings about it being too strong if warhorn removed two condi’s. Will have to play with the new version to give a solid opinion on it though.
I would rather keep 1 condition converted. The wording scares me at this point, but I hope it still means that it converts. Assuming it doesn’t*, well.. I guess I’d be okay with sticking with 1 condi removed. It’s still beneficial and we’ll just have to adapt.
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