I understand wanting certain professions to have a specific role in a party and be the best at it, but I don’t know that changing PS would do much of anything good. I think it’d be best to just hang tight and see what kind of encounters we are going to get it in HoT and see the final versions of the traits in the upcoming update.
That being said, I think a hallmark of Gw2’s combat system is the group support builds like PS, Aura sharing, Venom sharing ect. and it definitely seems like they are expanding on that concept with the Chronomancer. Even if they don’t have the the highest personal DPS, the synergy that those builds allow for between party members is pretty wonderful.
As Shieldbash pointed out, Greatsword would probably be a wonderful addition to your sword/axe. As a rule of thumb you should try to keep at least one of each weapon in your inventory so you can get used to adjusting specs and having the weapons there when you need them. Sword/axe is actually what I used to level up as well – awesome choice. :P
I don’t think it’d feel that great if we went back to a delayed adren decay rate. Right now building it feels tactile and meaningful during that initial phase of combat (Do I pop my shouts or Healing Surge early to get that initial burst on them?). For those niche situations in WvW if you are running with a zerg and you get out of combat, you’re probably winning, right? Your homies should be backing you up with enough support so that if you’re hammer training you should be safe enough to pop berserker stance at the start of any engagement with no worries.
Hahahaha that is good
Like others have mentioned shoutbow is really strong in sPvP right now. Since you wanna run GS/Longbow though you’ll have to make sure that your teammates already fulfill the roles you guys need to win the game. Like if you have a bunker guardian, a shoutbow war and 2 survival rangers on your team you going GS/Longbow would fill a nice niche that that specific team comp could benefit from. If you have a full glass canon team it may be best to support them with shoutbow.
I’ll drop my two cents in here as well. First, thank you for offering us the chance to experience the content in HoT with this stress test!
My initial impression was “Oh my gosh this is beautiful and our characters have voices. Wait.. our characters have voices! Holy kittenmeowmeow!” I think this is a huge highlight of the beta for me. It was totally unexpected that you guys would spoil us with fully voiced character dialogue, which I have to say was spot on. The way that Chief Aviator (can’t remember her name now), Laranthir, and even our own characters (crazy!!!) deliver their lines feels absolutely great for the atmosphere that we are in.
Another thing that I love is how intricately detailed everything is. You guys pointed out in a blog post how you’ve detailed the Legendary Wyvern to show when he’s getting ready to breath fire – you can see it move up it’s neck. To be honest I was to busy dodging flickering lines of fire to focus in on the effects of the Wyvern, but it’s brilliant to know that you guys have fleshed things out that much. Even the UI for our Masteries feels slick and robust to this degree.
I only got a bit of time on the Revenant and even though I didn’t play it much I could already tell that the class felt unique. Like others have pointed out there’s just something about building a brick road that feels satisfying. I spammed that skill on recharge. The energy mechanic feels like it will take some time to master and I can’t wait to see people play it in high tier PvP. Again thanks for lettin us play and can’t wait for releaseee
Sup Avipt. Have you tried Shoutbow or Hambow? Those are supportive in their own way. It could be that you’ve been going against really tanky classes in those matches and in those cases you have to make sure that you always land your poison from Sigil of Doom. That’s a hard feat to accomplish consistently, but with practice you’ll nail it like it’s second nature. I think it’s brilliant that you watched some youtube videos to learn different specs. Watching other practiced players is def one of the best ways to learn the game.
Also, even though it might sound cliche, I think it’s good to keep the mentality of not relying solely on skills/traits to give you the advantage in fights. Like, “Oh here comes a condi necro I got CI I got dis,” No I need to be active with my movement anyway and using the terrain/objects to negate damage. Good players will take advantage of you if you get carelessly comfortable.
Burr, I think there’s some great info in these theory craft threads. I’ve been reading them consistently and I imagine a lot of new players have taken away a lot of stuff they can use in upping their game as well. At the end of the day I think that’s the kind of impact you want to have on the forums – people getting better at the game.
Just adding some advice to the pool here I think watching some of the top streamers is a really good way to get the mechanics down and up your game. Some of the players you faced were probably very experienced and have the mechanics down to second nature so I’d suggest watching some of Rom’s streams: http://www.twitch.tv/romoncoke (Think he only has Henge Juking up at the moment) and emulate his playstyle and then develop and dig into your own from there.
I think the changes to Might are reasonable considering how powerful of a boon it is, especially to classes that can consistently stack it on themselves. I’m not sure about specific weapon/trait buffs, but they did list some proposed changes to Rifle in the patch notes, as well as the wonderful Rush fix! So it would make sense if they were to look at improving other things too.
With each of these patches, though, it feels like boons as well as conditions (i.e. vulnerability) are becoming closer and closer to each other in potency, and imo that’s a good thing.
I wouldn’t say that you’re wrong about the weapons, just maybe that you prefer a different playstyle right now than the ones the other weapons offer. Longbow has excellent utility and it’s a staple at high levels of play, especially in PvP. Combustive Shot offers pressure on capture points in PvP or a firefield for blasting in dungeons. You’re also right about Rush having a hard time hitting things and it’s been brought up to ArenaNet. Rush can be used defensively as well though (Like in a level 40+ fractal to quickly get to the other side of the map and out of hard hitting area skills or something). It may not be apparent in low levels but using Bladetrail like a baws can slow enemies down just enough to keep you or your homie from getting smashed by whatever is chasing before they can heal. The same could happen from a nicely timed Earthshaker, though, so just down to your preference in my opinion, like what kind of utility you want to have.*
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Hey guys, just thought I’d post a few builds that I’ve come across and ran over the last few months, along with a few perks for each build. All of them incorporate ideas absorbed from other players. Consumables are down to preference of course but I stick with rare veggie pizzas for most things.
Furious Burster
- Good survivability in various scenarios/dungeons
- Decent vulnerability stacks
- Takes advantage of using burst skills
- Combines condi/physical damage well
WvW/Living World Zerg Supporter
-Excellent survivability and ally support
-High boon duration/decent might stacks
-Great for pugging harder dungeon paths like Aetherpath
The PvP version of this build is identical trait wise and has the Celestial Amulet. I love using this in tPvP.
Hotjoin Decapper
-Offers great mobility to consistently gank unsuspecting targets then run away
-Rampage allows for CC/knocking off of points in 1v1’s
-Rampage+Frenzy
Pretty much it, feel free to share your experience and builds as well!
I like your build, it seems like you could do well with it. For me I haven’t been able to find a build that matches the sustain of a Celestial/Might stacking shout heal warrior in Wvw. When you get guard buffs going it’s just nuts – not sure if you’ve tried it yet. I’d be curious to know how effective the lemongrass feels while roaming, I’ve only ever really ran + condi duration food not – duration.
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I don’t feel that the damage nerfs are unwarranted. To be honest over the last year with the addition of a second sigil slot on GS and the ascended armor stat increases the damage as climbed quite a bit. I mean + 5% from force +10% at night +5% ish? from ascended armor. I don’t think the original numbers were balanced with those increases in mind back in 2012. So I think the changes to HB and Whirlwind were an attempt to pull those back in line when those modifiers are present. Perhaps other classes need to be reviewed and brought in line as well.
As for the adren change I can’t really speak much to how it feels on 6/5/0/03 in PvE since I haven’t ran that since the patch hit, although it did take some time to get used to not being able to use Combustive shot before the beginning of every fight. It feels pretty decent in PvP after adjusting. I’d get behind some changes to the decay rate though, I think there is definitely room for fine tuning it.
What even are you talking about??
The damage decreased since the ferocity patch in april in all areas at or around level 80 by a lot for all classes and all builds that relied at all on critical damage to be effective. This is the same patch which was when we were permitted to add a second sigil to 2h weapons. When that patch hit, there was also a bug that enabled all warriors to get a free signet of might the second they slotted the deep strikes trait, effectively adding 180 power for free without actually having the utility slotted. Even with the signet of might bug and the force sigil added to the GS, damage still was noticeably lower than before.
Not too much later after this patch hit, they nerfed stacking sigils so that we weren’t able to reliably keep bloodlust stacks anymore and managed to also fix the signet of might bug. Damage tanked even further.
Then later along in the summer they nerfed strength runes which was the go-to set after the ferocity patch hit, surpassing scholar runes in solos. They nerfed the damage from 7% increase to 5%, pushing DPS down even further.
Come september we’re now sitting on yet more damage nerfs: 5% damage reduction on 100b, 5% damage reduction on whirlwind, unable to use GS rush in our rotations in the majority of cases unless right in front of the mob, burst skills are bugged and no longer gain the damage increase from the Berserker’s Power trait, duration reduction on Signet of Rage (our primary source of fury/swiftness), and a triple nerf to adrenaline.
The only positive update warriors have seen in the past year for PvE was the buff to mace offhand. Literally nothing else.
EDIT: I forgot to include the several nerfs to sword offhand’s impale, and before anybody has the audacity to mention whirling axe getting a 17% damage increase— it’s still worse than the autoattack and irrelevant in PvE.
I think the reason we haven’t seen any warrior-specific buffs is because we are already in a really good place in all game types. The whole basis for this thread is to do more damage while solo in content that was designed for groups, not just a single warrior trying to go balls to the wall. And you can still solo, just not as effectively as before.* In my opinion it’s a non-issue because 1. we can still solo and 2. we do it pretty efficiently compared to other classes.
and edit: Btw I’m not against reverting the changes simply for the sake of it. It sucks when you see a fellow player so disappointed with changes that they literally drop the profession. And many others express this opinion on the forums. I’ve probably seen at least 8 responses in other threads about dropping war. They might change it back with discussions like these, but I don’t think the current changes are a reason to never log into a warrior again.
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Constantly talking about other classes gets you nowhere. Warrior was perfectly fine, even a little underpowered DPS wise, before the nerf. There simply isn’t a reason not to revert it.
Try to fix other classes in topics that focus on, well, other classes.
Those 5% damage nerfs did further damage warriors that like to do content solo, where banners often don’t even matter enough to slot one.
Yes well there have been DPS charts that were brought into the discussion to justify reverting the damage back because Warrior damage is so “terrible” now. I really don’t see what the big deal is. So Arah boss’s take 2 minutes longer to solo. At least we can still solo it, they could very easily add in an NPC or a gate that takes 3 people to open. I would really hate to see the forums after that. Trust me, 30k HB still means you lift, bro.
I don’t feel that the damage nerfs are unwarranted. To be honest over the last year with the addition of a second sigil slot on GS and the ascended armor stat increases the damage as climbed quite a bit. I mean + 5% from force +10% at night +5% ish? from ascended armor. I don’t think the original numbers were balanced with those increases in mind back in 2012. So I think the changes to HB and Whirlwind were an attempt to pull those back in line when those modifiers are present. Perhaps other classes need to be reviewed and brought in line as well.
As for the adren change I can’t really speak much to how it feels on 6/5/0/03 in PvE since I haven’t ran that since the patch hit, although it did take some time to get used to not being able to use Combustive shot before the beginning of every fight. It feels pretty decent in PvP after adjusting. I’d get behind some changes to the decay rate though, I think there is definitely room for fine tuning it.
For pug groups I think you are going a good route by supporting your allies. I think it will come down to you feeling out different stat combos and seeing which one feels best to you. If you want all of the stats you could always gear for celestial. I find that celestial is excellent for shout healing, but it can take some time to get.
Also putting a http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Battle onto your longbow can help give you more might if you haven’t already, and http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Force on your sword or warhorn for more damage.
Op also here’s a guide with some excellent information if you want to go full out DPS https://forum-en.gw2archive.eu/forum/professions/warrior/DPS-guide-for-PvE-Dungeons-Soloing-More/first
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So, recently I’ve been putting into perspective the last several years of Guild Wars, from that very first day of setting foot on the lush grass of Pre-sear Ascalon to that sweet blissful day of logging into the Guild Wars 2 along side hundreds of thousands of other eager heroes. I’m thinking my gosh, time is flying. Soon it will be a decade ago that we were first able to experience Tyria and all of the adventure contained within.
I remember a lot of turbulence during that time, both in game and in real life. There were a lot of ups and downs, lost friends and new ones gained. To be honest, I was one of those socially awkward 12 year olds that would flame you if you stomped me hard in the Random Arenas. Still think I’m like that at times but anyway, after a while of figuring out how to run around and never fully understanding what the letters "MMO’ stood for, I found a group of people in a guild called the Mystic Empire, led by a Humble King (Shout out yo!).
This group of people showed me so many things, and in particular they helped me to not be so socially awkward (I really like you o.o). I have some of the grandest memories with them that I wouldn’t give up for anything. I remember lots of desert runs for level 2 Elementalist’s, and a LOT of dying in Thunderhead Keep. After finally defeating the Lich at the end of Prophicies some ages later, I started getting into PvP pretty heavily.
Factions came around and on the day I got a copy, my mom had upgraded our internet – I was rolling through Tyria on DSL after a year and a half on dial up! I was finally able to use Meteor Shower in RA before my character appeared dead mid cast on my screen. I could get on Vent and participate in Ele and Ranger spikes. It was beautiful.
I eventually ended up joining a guild called the Sofa Kingdom Guild [hint] after Nightfall was released. If you played Heroes Ascent there is a good chance that you probably called us noobs for running Sway nearly every night for like a month straight. Or maybe we never had the privilege to fight you. In any case, some more memories that I wouldn’t trade for anything.
If you have made it this far into my random story, you are a hero in your own right and you deserve much praise lol. Like with Mystic Empire, my endeavors with [hint] eventually concluded as well. I think around this time Hard Mode was introduced and I set my sights on tackling this new content, and some time after that they announced Guild Wars 2.
For myself, and I’m sure for countless other people that make up the spirit of this game, there are so many stories that we could share – it would take hours upon hours just to go through half of it all. I just wanted join the voice of the community and throw my thanks out to Arenanet for crafting such a wonderful masterpiece. You really capture that magical feeling of being a part of something bigger and continue to soar with it. Thank you <3
I use 1-5 for weapon skills
Q : heal
E : Elite
Alt + on mouse
\ for dodge on mouse
Left Alt + 2-4 for Utils
Left wheel click: Target nearest
Middle wheel click: Utility #2 (feels good lol)
Right wheel click: Weapon swap
Left Alt + Z, Q, E, R for attunements (have to be careful not to smash E)
Select closest target on mouse
Select next target on mouse
Left Shift : PTT
WASD stays the same
It feels really weird to me to have any more than 4-5 buttons used on the mouse, and extremely weird in fights to activate skills with it. Just have the alt modifier, weapon swap, dodge and target closest/next on it. Not very fluent with those 12 button mice I guess.
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I’d say get yourself a full set of Celestial gear, break out a shout heal build and go give those eles a fight* homie. I don’t have much experience running dual melee in WvW but if they are going to play to win with might stacking and celestial gear I’d throw it right back.
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As Azure pointed out there are tons of ways to slow Warriors (or any profession really) down in WvW. One of the things that has come up again and again in these kinds of discussions is +/- condi duration foods, and I’m in agreement with others that suggest that these foods are one of the larger culprits of imbalance as far as mobility is concerned.
There aren’t any consumables that outright reduce physical damage, although of course physical damage only occurs on hit, and not all conditions cause damage. Even still that hard increase/reduction in the duration of condi’s in WvW feels kind of like FGS’ing into a wall pre-patch – it’s very strong.
Whether or not this is too big of an imbalance for WvW is up for debate, but if any change needs to occur I’d get behind changing those foods before changing skills.
The condition cap is do to resource limitations more so than balance I believe. If we could have like 0-900 bleed stacks for instance, and adjust the damage of conditions to compensate it would probably help with the issue of capping out conditions. But I’m assuming that that would probably require a huge amount of resources with conditions ticking across the entire game.
Not going to tell you your play style is wrong Sifu, but at the highest levels of play you will need to use every possible advantage you have to win fights. There’s a kiting tactic where you weave in, through and behind opponents to negate ranged attacks, and some players eventually will slide into that if they see you sitting on ranged. If they are doing a particularly good job your skills will repeatedly go on a 3 second cooldown, and that’s when it would be a good time to whip out the melee.
Just tested out the guard stacks for you man, they don’t add to Great Fortitude’s total unfortunately. As for the Crit chance I think anywhere between 50-70% with Fury + cons would be a good number to shoot for.
Here’s what I’ve been running in PvP recently http://gw2skills.net/editor/?fJAQJARTjMdU5ZrHeewJagqgC7iHA6uh0nQXnCA-TpRGwAAeAAJOEADuAAA3fwwRAYZZAA I don’t know that it fits as a CC build, but the person I absorbed the build from was just conquering in the 1v1 arena, and I’ve had really good success with it in TPvP. You might be able to weave a sword into it somehow.
If warrior damage in your opinion goes through the roof I would love to hear your definition for the current FGS damage.
Well, I’m sure the math has been done at this point but 5% off of a 35K HB chain is almost 1.8k damage ( even less if you calculate in the unaffected final hit) , and like 600 off of a 12k whirlwind. I use GS in Soldier’s gear so imagine how I feel about losing 1.2k ish damage lol. My opinion of FGS is prolly right there beside yours in that it possesses one of the strongest skills in the game at this point.
Some people have suggested that next patch it will require a target – which would suck especially for how it plays in WvW. I’d be curious to see what effect having movement skills cancel early if they can’t move a set distance would have on the dungeon meta. Not sure the player reactions would be that pleasant though..
To be honest I don’t think the nerfs are unwarranted. A 6/5/0/0/3 Zerk GS Warrior is still going to have personal DPS through the roof in PvE right? You’ll just have to play a bit harder to keep it at an untamed level. I think the changes to SoR will have more of an impact.
For PvP though, Arcing Slice is looking like it will have a taste of what Eviscerate is able to do if it nails someone. A nearly 6k crit on foes with less than 50% health with no might – definitely seems like something you’d want to dodge.
Pretty stoked for the changes, and I agree with the above comments about adrenaline – not to speak so soon but it will definitely take better adrenaline management to play Warrior’s efficiently. Normally you could get to a second point in PvP at Full Adren, so pretty stark contrast there. The GS changes took me by surprise too and AS looks like beast mode. Can’t wait!
If you haven’t fixed this issue yet I would follow step by step the details in this thread: https://forum-en.gw2archive.eu/forum/support/tech/Black-Screen-Issues-1/first#post4146816 and see if that gets you up and running.
Could you provide some info about your system specs like what processor and video card you have as well as your operating system?
I’d say feel it out man, find a way to weave AS into your rotation if you want to hop off of Berserker’s Power. I would also shovel all of the biased against the skill out of the way before you stop using it after just a few times and really dig into what it allows you too do. It’s been debated to the grave over why AS is good, why AS sucks ect., but one of the reasons I love it is because it allows you to run other utility skills ratherthan being forced into FGJ or Signet of Rage to get your Fury.
It’s hard to give a more complex answer other than it’s the Warrior’s unique profession mechanic. From my experience, the 10 second recharge fits pretty naturally into the pace of Gw2’s combat. The impact that missing a burst skill has (like having Combustive Shot blocked/reflected away for instance) can definitely be felt in the heat of a fight even though it may not seem like it with a base 10 second recharge.
Edit: Arcing Slice is awesome :P
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I think as Julie stated above, as far as comparing professions goes it’s not a level comparison when you contrast what one profession can do compared to another. RTL was nerfed because they didn’t want eles to be the be all/end all profession. They were extremely good at sustain, team support AND mobility. A lot of eles RTL’ed out of fights, cleansed everything off and got full regen then jumped right back into the fight. Currently though, I wouldn’t see a reason that they couldn’t revert to the old cooldown.. The meta is different now and I think it could healthily support a lower RTL Cool down.
Have to chime in here as I am thoroughly enjoying every bit of this update. I loved the story that was told in season 1, I’ve never played anything that made me feel quite as heroic as I did taking down the Watchknights and storming Scarlet’s airship-drill with a hundred other players. It was a-mazing, and there are hundreds of other moments just like that that I’ll remember forever. Season 2 feels so organic and fleshed out already, especially with all of the lore that was seeded in I am totally digging it. Can’t wait for the next pieces of content to drop!
Hey guys. So, I’ve been messing around some with the new Phalanx Strength trait and I figured I’d share the build with you guys. I tried to tie in some survivability and stability with the signets, and the build can deal with condi pressure pretty well (which is helpful if you want to spec into Fast Hands rather than Cleansing Ire.)
While fighting bosses you can usually maintain 15-20 stacks of might casually on yourself and your group, and of course with mobs you can easily maintain 25 stacks. The gear is really up to you on what you want to use but I’d suggest keeping the Chocolate Omnoms and a Boon duration rune in the build. I usually alternate between + condi duration foods and the omnoms, depending on if there is someone else in the group might stacking also.
Not sure if you care to much about* min/maxing things, but you could always grab one of the utility amulets with your stats and throw in a http://wiki.guildwars2.com/wiki/Magical_Infusion or http://wiki.guildwars2.com/wiki/Gilded_Infusion to compliment your dungeon running. Converting them to gold like Cygnus said could be good too.
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Not sure why you guys are being so condescending towards the OP, there is good info in here for people to absorb. One thing that I feel is being missed out on is the large amount of condi damage that you get from Might and Arms. Longbow has that consistent burning tied to it + another might field that applies burning and damage + bleed pressure. Ticking for 600-700 DPS adds up, and if you have a sigil of doom on the LB that’s even more damage on that target. I know the general consensus is omgcondidmg #getgood, but I just see it as going with the trait spreads inherent advantages.
(Disclaimer: two words were spell-checked on google during the typing of this response.)
What about switching places with Whirlwind Attack and Arcing Slice? This would give us a multi-hit burst skill that could trigger Cleansing Ire while still keeping the general mechanics of the skills the same.
The downside would be, though, that the general mobility of the Greatsword would be cut back in certain instances when not in combat or when we aren’t actively fighting (running away, and some have an issue with our mobility) since Whirlwind Attack would be reliant on gaining adrenaline. This would also slow down evading with the skill if we don’t manage to get enough adrenaline. But it would give us a multi-hit burst skill. Another thing is that adrenaline would take a hit here too, sincee without traiting Furious, Whirlwind Attack would no longer give adrenaline (pretty huge).
Edit: I honestly wouldn’t like any of the skills to change so drastically, but the general consensus on the forums is shouting very loudly that we need either a) more access to condition removal outside of burst skills, b) cutting back some on how effective Cleansing Ire is, and/or c) a revised Greatsword burst skill.
The main reason for suggesting changes to the Greatsword burst skill last year was that it just sucks. I used to think it did too, but since I’ve moved away from utilities that grant consistent Fury, I have become very intimate with the skill. I think it is boiling down to the fact that in reality, the game is very hard to balance when you make this thing effective and then this thing just as effective. When you put those two things together, they are incredibly effective, but you were only attempting to make that one thing more effective by itself. If we had a trait added to the Tactics line that was just as effective as CI, well if someone specs into both of those lines, that’s pretty messy. In my opinion the same applies to our weapons in that there’s a delicate balance that has to be cared for between them.
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Another thread about Arcing Slice man. I think Deniara had the right vibe going with how awesome the overall skillset of the GS is, save for the nerfing. The last thread about Arcing Slice in the Warrior forum basically concluded with the idea of maybe nerfing Cleansing Ire so that it’s not such a crutch for the profession, because the forums are certainly making it seem that way. A burst skill that is AoE, ranged, and grants multiple effects on GS, guys what would it be like if you were facing a Warrior having that capability? You have to put the changes into context.
Of course changing Arcing Slice would make it stronger and better, but would it be Balanced? " Yeah man, ever since they made Arcing Slice ranged I can’t keep my condi’s on those GS/LB Warriors, they always get that CI proc now. "
We have:
http://wiki.guildwars2.com/wiki/Shake_It_Off
http://wiki.guildwars2.com/wiki/Signet_of_Stamina
http://wiki.guildwars2.com/wiki/Berserker_Stance
http://wiki.guildwars2.com/wiki/Dogged_March
http://wiki.guildwars2.com/wiki/Sigil_of_Generosity
http://wiki.guildwars2.com/wiki/Superior_Sigil_of_Purity
http://wiki.guildwars2.com/wiki/Rune_of_Lyssa
http://wiki.guildwars2.com/wiki/Rune_of_Melandru
http://wiki.guildwars2.com/wiki/Rune_of_Hoelbrak
http://wiki.guildwars2.com/wiki/Rune_of_the_Trooper
Most would argue that these options aren’t practical for building around, and it’s true that they won’t fit into every build, but they are there. Cleansing Ire isn’t the only condition removal skill that we have, but it has the shortest recharge of anything that is in the profession. Maybe that is the issue, perhaps CI needs an internal cool down?
Otherwise, I feel like Arcing Slice becoming an aoe/ranged/multi hit skill simply to take advantage of, arguably, one of the strongest traits in the game would make no sense. I would sincerely miss having to try to land Arcing Slice if it should ever become ranged.
I do agree with you OP, play whatever profession you love and go hard into it. Getting that deep knowledge and experience eventually will get you where you want to be.
I believe somewhere a Dev said that the final hits of HB do hit, it’s just a glitch that doesn’t actually show it hitting. When you run out of quickness mid-animation while using either 100b or stomping someone or really I think any channeled skill, the game has slowed the animation back down but it doesn’t show that to you visibly.
Edit: Getting quickness after you use the skill has the same effect on channeled skills too expect for stomping – beginning the stomp and then getting quickness won’t affect the stomp unless you restart it. But for other things like HB the damage is there it just doesn’t display it in the splash icon.
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I see what you are saying, the trait is pretty passive as it is. What about increasing the damage to 10%/15%/25% on Burst skill use for 5 seconds with an internal CD of 10 seconds?
On the other hand I agree with Harper about it making you choose when to use and not use your burst skill. It seems to me though like it feels good as a flat out boost for those that want to min/max damage. I haven’t played with the trait any good length of time so I can’t really speak to much.
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Great advice from a t s e about dealing with thieves. They do not like combustive shot at all and if you can maximize your hits to keep it on the ground consistently they are going to have to work to get you down. As for Mesmers use terrain to your advantage and kite their clones around objects to ball them up and kill them.
Honestly I do PvP but I think my sarcasm was taken out of context. I can see the logic behind wanting CI to function better with GS’s F1, but wouldn’t it be just a little overpowered adding ANOTHER ranged skill onto the greatsword? Nothing has been brought up to justify a dramatic change to the skill like that besides that it’s hard to land. Eviscerate is hard to land against a good player, but it can change the entire fight if it does. Arcing Slice doesn’t do nearly as much spike damage as Eviscerate but the Fury increases your sustained DPS (Yes you can get Fury from SoR and FGJ, but not everyone wants to run those skills). That is why I think the Greatsword plays so beautifully in every area of the game – it mixes burst damage, sustained damage, and utility extremely well. If it basically boils down to wanting a free Cleansing Ire, why not just run Longbow? It’s not like it’s a bad weapon..
So what would make the probability and reward match in your opinion? More damage? I could get behind a damage increase, it keeps the fundamental parts of AS the same. A damage increase is the last thing I think the GS really needs though, but many people dislike the burst skill as it is so maybe it would change opinions of the skill.
Edit: Btw I run hybrid build in PvE so no Berserkers Power for me.
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It’s all good dude, you have your opinion and I have mine. I’m not going to deny that I like a burst skill in it’s current form just because it’s a challenge to land. It takes practice and patience, at first I didn’t really like it either, and now I do. Any skill that can give a boon like that in PvP (especially for that duration) is strong and it shouldn’t be easy to land. That’s my opinion.
Pin down is a long ranged skill that does long 3 sec of immobilize and 6 stacks of bleed. What does Arcing slice do? Its basically a self buff that does very little damage, heck even “for great justice” is better for that purpose. I mean Guardian can instant tele on you, where is the counter for that? To say that AS need a counter play is pretty ridicules. Even at 1/4 sec cast I would still prefer other weapon’s f1, but at least it is not totally useless.
Oh just so you know how powerful pin down is. My shout heal conditional warrior does 18k damage on pin down’s bleed alone. So yeah moving from 1/4 cast to 3/4 cast is reasonable. If AS does the same damage as eviscerate then sure I would agreed with you, but 2k?
That is true, Pin Down is a really strong skill, but I was more so getting at the whole “This skill is very hard to dodge” concept. It would be frustrating facing an experienced GS Warrior that could nail AS on you consistently with hardly any time to read or react to it.
Really, we’re nitpicking things here to make something justified that I personally don’t agree should be justified. We have a nearly guaranteed condi cleanse from CI with Flurry and Combustive Shot and It makes those 2 weapons burst skills unique. If you don’t want to use Longbow or Flurry you’re going to have to adjust your utilities and traits to compensate, or get good at using Arcing Slice within it’s incredibly harsh and lackluster mechanics :P.
It would be nice to have a burst skill that is incredibly difficult to dodge, but to me that isn’t balanced. It would basically be a guaranteed hit assuming that you aren’t blinded/blocked. In order to evade a 1/4 cast the other guy would need to be dodging before you even use AS. Pin Down was changed for this reason too. There has to be some counter play to the skill. You can move while using AS and a great deal of the AS’s that I land in PvP are on people that are kiting, sometimes even on players that move* behind me if I can line it back up quick enough.
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I’d have to say condi Engi, stealth Thieves if I don’t have Fear Me slotted, and more recently Burn Guardians if they place their burns well. Clone Mesmers can be an issue too if I don’t find something to LoS them on quickly.