I would hazard to say no…the original GW had constumes and general PvE based items for all these types of in-game events, and PvP was left as-is. If you were in Lion’s Arch you could see the costumes, the decorations, mad king thorn and people transformed into all sorts of things, and going to Random Arenas was as if those things never existed.
Nothing is stopping you from taking a lvl1 character to Lion’s Arch (the portal is right there in the HotM) to experience the event, but if it is anything like GW1, they won’t add event specific weaponry, at least not for sPvP.
(edited by Zietlogik.6208)
TBH, building for your utilities is probably not a good idea for PvE, it will cost you alot of money and really, the heals arent worth it (its fine for sPvP since you can freely change your build up without consequence)
I build knights to almost all my builds anyways since power and toughness are both great stats for a warrior, precision if you like crit heavy builds, vitality if you want more sustain are the secondaries.
In WvW you will want way more mobility, I used the Hammer / Mace+Mace a bit and it was fun for a while, but the mobility is just killing it, sword / shield and sig of rage are great in WvW.
I see no mention of this signet in most warrior threads, am I the only person who thinks it is a great skill?
Max adrenaline whenever you want? on a 24 second CD (with signet 20% reduction trait) yes please!
You can enter a fight…max adrenaline and burst whenever you please
Or you can go into a fight and build up your adrenaline normally, then Burst > Signet > Weapon Swap > ANOTHER Burst!
Mix in frenzy on a stunned or knocked down opponent….build up on a hammer, Earthshaker that fool, swap and frenzy signet into an Eviscerate immediately after, throw in a backbreaker if you please before swapping and some axe auto attacks in the aftermath.
Maybe use that 50% crit chance against stunned enemies….i might have to try and theorycraft a build now!
The first time I went into WvW, I was legitimately happy to see a map that had open vast stretching terrain, but as time went on I came to realise that the map is actually insanely boring.
I was playing an alt and running around in Lornars Pass, went onto a ridge and looked out and simply thought: this would be amazing to PvP on.
I just think some things need to be added, something that will break up a zerg, secret tunnels, winding valleys, rocky passages, and just in general, some areas that make sense for smaller groups, stealth tactics and sneaking, while still maintaining that open area outside the keeps for the large battles to take place.
If you follow an event chain, it is infinitely more interesting, but fractionally rewarding. Not only does it take extra time to follow them around, but it is just more efficient to find a new event nearby that find out where the chain goes.
I kinda wish it wasn’t this way, I have been 80 for quite some time and just felt like traveling back to some zones to intentionally follow some events around, and there can be quite alot of work put into them…that people will never see.
It is rather disappointing that zerging from event to event is so much more rewarding that actually playing an event chain out.
Example: If contribution to an event requires 100 credited kills and you are barely able to get credit for 1 or 10…system is working.
It is content, but it content designed for a certain level range of players…it makes sense, and they have said from the very start, even though they want players to play how they want, they aren’t going to let them skip content.
It becomes a HUGE issue in downed state as well, you literally can only see the ground and some feet…making your downed skills nearly useless since you can barely target anything
I run 10/0/30/10/20
Sword + Shield / Hammer
Its playstyle really, I enjoy the hammer, others think its too slow, its up to you really, Sword shield is good for the cripples, imob, and mobility, and probably a more offensive set for your offhand (anything you want really)
I think you give Vengeance a little too much credit in your post, it is powerful, but not as powerful as you make it out to be.
In various situations the outcome changes, if you are in a 1v1 type situation, you effectively have 9 seconds to down a player, unless you have your stability on off cooldown, your stomp takes 3 seconds, and if you fight anything with a mechanic to combat a stomp (another warrior, guardian, thief, mesmer, ranger pet etc.) you will need to spend that extra time trying to stomp, or else you just keel over and they get back up…in fact, using vengeance in alot of situations will rally your ENEMY over yourself, if you cannot finish them off.
Not only does the window seem very small for vengeance, you also (unless traited) don’t have a 100% chance to rally when defeating an opponent.
Also while in Vengeance your allies cannot rally you normally (downed res) so are 100% dead unless luck is on your side, and an enemy falls and procs your self-rally.
Vengeance is not some all-powerful “i’m never dead” skill, there are a vast number of ways to combat vengeance.
But this is a topic about Hammer throw, which is really just a crappy skill that tried to delay the inevitable without actually providing any significant aid.
Actually no, hammer throw does not give you the time to use vengeance, even if you use it at the very last millisecond of their stomp, you still have a cast time on vengeance.
Not only that, but the hammer can be body blocked by anything, and can’t be used against invisible enemies.
Thieves can invis stomp you, mesmers can invis stomp you, rangers can have their pet block the hammer…there is nothing you can do about it.
unfortunately no, there is no way to really get those without having server control over that area.
Mine you if you are just going for the looks to transmute, all temples look the same, and as for stats, the only 1/2 decent one you can get from the temples that you can’t easily get anywhere else is the Power/Vit/Toughness.
exact same thing happening on Sorrows, 14 ranger and 14 pets
You guys need to be a little more perceptive, there is an entire second tab in each dungeon NPC that sells the exotics.
The rares won’t give you the skins you want…just look at the amount of tokens they require.
Sometimes they come in handy for WvW (since they work there)
Me and 2 friends tend to roam in WvW, I am an Asura warrior, and the other 2 are Norn Ranger and Charr Guardian.
Hammer warrior with Defense Golem + Ranger & pet + Guardian with Warband support + norn bear form…we can troll the hell out of small groups
Specced for being a roamer is fine, but he really added nothing but high numbers to his team, regardless of how much damage you throw out, the match is about point and player control.
He has 2 CCs (bulls and shield) which were both rarely used effectively, usually just spammed at someone on a whim.
When he encountered Jon after leaving middle, he immediately used shield bash on him with no back up, so jon just got back up and walked away from him while he tunnel visioned on him away from center.
Out of all the matches Jon could have been with a warrior in….its a 100b axe/sword glass cannon -.-
And Jon playing with (imo) one of the weakest PvP professions, necro
but still an interesting match.
EDIT: And all the rage! lol
(edited by Zietlogik.6208)
The fast you think they are lifted from LoL is pretty funny really, they are pretty basic…none of these abilities are LoL exclusives or anything :p
(First off, don’t flame it, it is just an idea, people have them, it is the product of having a mind)
And I’m not sure why this came to mind but I was thinking of some ways to try and change up warrior play a little bit and came to a strange change to adrenaline.
Basically…remove burst skills, and alter the current state of the adrenaline bar.
Something along the lines of the adrenaline bar giving a small passive buff to you per adrenaline level (part 1) + changes your skills slightly (part 2)
Adrenaline would be gained by taking and dealing damage, but would not be retained like it currently does (it would constantly degenerate, instead of staying at a static number for 20 seconds or w/e before decreasing) meaning, being in the thick of a battle would gain you adrenaline (makes sense?) that you use during THAT battle.
We already have traits that do something similar, adding regen for adrenaline, added crit chance, added damage etc. etc. and the minor passive you get would be similar.
(part 1) Perhaps each bar you gain (this is an example) gives you -5% stun/daze/knockdown duration, +3% damage, and +2% critical chance (so with max adrenaline: -15% CC durations, +9% damage, 6% crit chance) Maybe even throw in some -% time for weapon swaps to keep things interesting.
(part 2) The other addition from this would slightly effect your skills based on the amount of adrenaline you have (burst skills already do this, but there really is no difference between rank 1-3 other than duration or damage of something)
This would be just like the current “combo” skills we have as the first skill for each weapon, but slightly modified, and effecting only the other weapon skills (not the combo skills)
Mace skill 2: (counterblow)
No Adrenaline: Block the next attack, counter with an attack if you are within melee range, gain adrenaline if not attacked.
1 Bar Adrenaline: Bonus: Reflect the attack if it is a projectile
2 Bars Adrenaline: Bonus: Add blindness if you block a melee attack, Add confusion if you block a projectile.
Full Adrenaline: Knock down your foe ( 1 second) if you block a melee attack, splinters if blocking a projectile bleeding all nearby foes.
Note: these are all separate effects, so you only get the bonus of how much adrenaline you have, not the lower tiers.
Also using a skill with max adrenaline will remove 1 bar of adrenaline.
But with a new adrenaline gain system, you can control the amount of you have better, since it would degen rather quickly and is gained when hitting with attacks and taking damage (perhaps not even the latter)
But as I said at the start, it is just an idea, we need more of them floating around, any ideas regardless of how good or bad they are can result in progress, even if indirectly.
The real problem here is invisible enemies. Give their algorithms time to match servers properly.
in WvW
Posted by: Zietlogik.6208
There are 3 invaders in this screenshot. Maybe 2, I fired an overcharged shot but god only knows if they were even hit, combat log didn’t even catch it.
This is after half an hour of a siege with 20 on defense, I would think more than enough time to have loaded everyone, or whatever may be the problem.
If you didn’t see damage, you didn’t hit them, the culling is visual, it still registers everything server side.
Simply put: Axes = Damage, Maces = Control, Swords = Condition/mobility
Pretty sure it doesn’t even do that. When I use balanced after knockdown I get up right away (and of course, you see the stability icon there). Using the trait won’t even do that once IME.
I’m thinking it gives the stability, but doesn’t do the stun breaker that manually triggering endure pain actually gives you.
the rage…it is overwhelming
if you are aware that it is bugged, report it and do not do the dungeon until it is fixed, yelling and stomping your feet won’t make things go any faster.
It is understandable that someone would be mad, but all-in-all if you KNOW it is bugged, why force yourself through it again? wait until a fix has been implemented, and contain your childish insults to your mind, and your mind alone.
Did CoF SM for the first time the other day.
Overall fun place, and I gotta say, props to whoever designed the last boss. Man that was one of the better fights of any SM or EM I’ve done in some time.
Iirc, that was the one with the lava boulders and the transformations? Yes, this is definitely an example of a fun boss encounter, that still was challenging, this is the type of thing I want to see more of in the future.
The first encounter you come across though (the guy with enchanted weapons) is the complete opposite, this is what I want to see LESS of.
We did this the other day, and got him to around 25-30% using the towers and the knockdown, but yes, he got bugged and it never seemed to trigger again, we spent a good hour just dealing bits of damage to him until he dropped.
Disappointing since this is actually a well thought-out boss battle (unlike “me nuke everything” alpha) if it was working as intended it would be a lot of fun.
So I have been going through various explorable and story mode variants of the dungeons, and have been noticing a HUGE disparity between the way these are built and handled.
And these 4 questions are what I come to when it comes to doing these dungeons. So I will use an example and apply it to a dungeon.
Feel free to add your own opinions as well (keep it clean)
The example I will be using is Sorrow’s Embrace (story):
1.) Is it fun? For the most part yes, this dungeon in particular is actually very fun, and it tends to have the fun/challenge balanced well (except for a certain boss).
2.) Is it easy? No, but it was not exactly hard either, the same methods are used in other dungeons but some little things change between them and can completely alter a battle. This is what actually makes it more enjoyable.
For example: The dredge army you fight that has Silvers mixed with several non-elite enemies, this is done in a few dungeons, and the one I will be contrasting to is the Caudacus Manor explorable.
The SE variant of this battle has a large open room with a ramp leading to the mob, as well as ledges around the edges that players can use to their advantage, allowing you to kite, and use different ground elevations to your advantage = good
The CM variant has the same amount of enemies (approx) with roughly the same amount of split groups, but the main difference is the space you fight, for this encounter you are more or less stuck in a tiny hallway, mobs on one side, and a choke point in the other, leaving very little to use when engaging making the entire fight either very boring, or frustrating = bad.
Is it hard? No, but a few speed bumps definitely make it less enjoyable at times (i’m looking at you tri-golem boss battle) For the most part it requires good movement and strategy to safely get through the mobs as you progress through the dungeon, but it definitely gives you the sense of progression instead of a sense of hitting a wall.
Is it challenging? Yes, for 90% of this dungeon it is a challenge (not to be confused with easy and hard) A challenge is a good balance between difficulty and enjoyment, the final boss is a good example for this, if you make a mistake, you get punished, if you playing right, you succeed (like it should be)
But unfortunately this does not apply to alot of bosses, and it makes me doubt some of the things they have been saying in the past like “we won’t give an enemy insane damage and huge health, we will make it stronger but have new abilities to challenge you”
This does not apply, they are simply huge health 2-shot machines for the most part, in-fact, I don’t think I have ever encountered a mob that dynamically scales to who is fighting it, it merely gains health and damage…I may definitely be wrong, but I have yet to notice it.
Another boss worth a mention (if it wasnt bugged) is the Frost Corrupted Warrior in the Crucible of Eternity dungeon (explorable) Instead of being an insta-kill machine, it was actually a well designed and enjoyable boss battle (when the towers + charge actually triggered)
I wish more bosses worked in a more strategic and thought out fashion instead of, hurling massive amounts of damage at you, and can you mash buttons to take one down fast enough.
Steroid bosses = no fun
Unique mechanic bosses = fun
cmon Anet! :p
With a few traits to improve initiative gain, I can spam this skill underwater for literally forever o.O;
Why dodge when it defends and attacks all with minimal down-time, I feel a little dirty spamming it sometimes, but kitten you can solo more or less anything you want.
I’ve been watching some of the streams you have up and I have to say it is refreshing to see a warrior in tourny play. Most teams atm don’t seem to want to risk it.
And even though I am more partial to the Hammer, the Axe/Mace build seems very nice for a quick entry into a battle (with high damage)
But as for a question, for basic solo-que hotjoin matches, would it be more beneficial to run the Hammer burst or the Axe/Mace? (I am thinking axe/mace)
After a while the axe/mace rotation of Shield Bash>Tremor>Frenzy may start to telegraph to players who are looking for tells, but against unorganized opponents it is probably highly effective.
Also for the builds you have been modifying and testing, is there any plans of updating your OP to include those? (for example Healing Surge being more prevalent, changing sigils around, traits etc.) like the Hammer Burst build using a mace instead of sword.
This area has a ludicrous amount of enemy spawns in the center of this area.
Alot of the time the waypoint is uncontested, spawning here will then leave you more of less dead as soon as the loading screen is gone (with 10 enemies on your corpse)
sometimes causes my character (and alot of people i have been talking to as well) that when standing still, sometimes pressing W and attempting to move forward will cause you to go into a “1/2 step” animation and freeze in place, stopping your movement and preventing you from moving forward until you release W and repress it.
There’s a difference between forgiving and over-powered. And the fact that no one in the right mind is obligated to gear up for 1v1. You think HB is the only viable warrior build? Ever heard of Condition DPS Long Bow + Rifle?
“Other classes do what Warrior’s do better” I laugh so hard at these statements cause Warrior got nerfed in the past for a reason and now their at a reasonable level. Just that Guardian still needs to be tweaked because any 5-year old kid can play a Guardian. That’s just how easy that class is.
Though as my last post I really don’t feel like talking. Just so Warriors get buffed for my personal amusement with posts like these.
I think you are missing a point entirely, but at the same time making yourself look like a kitten while doing it.
I play warrior as my main, in fact, 100% of my spvp matches currently are on my warrior (mainly since I played everything else in the betas)
As it stands warriors are balanced and good at their roles, but the point you are missing, is that other classes can indefinitely do those roles better.
imo it feels to me like the base classes (warrior, ranger and elementalist) were all created in a balanced and understandable manner, whereas every class that was tweaked after these were completed basically got those same principles, then improved.
Since you would like to go the warrior route, we can take a look at that:
Warrior roles come pretty standard, either DPS machine, bunker defense, roamer, and CC machine.
Pure burst damage is more efficient on a Thief or Mesmer for example
Guardians, certain elementalists and certain necro builds can actually out bunker a defense warrior as well if played correctly.
Thieves, rangers and mesmers make very good roamers
I don’t currently think there is anything that can out CC a warrior right now, so that is where (again imo) its strength lies.
With all these people running glass cannon warrior builds, yes they can do a lot of damage very fast…but that doesn’t help your team all that much most of the time, especially how easy it is to read and evade the telltale attacks. So that is why they are very strong against unskilled players, and very weak against good players (there is no balance in a spike warrior)
If the OP had fought perhaps a Hammer / Mace Mace warrior, or Shield, or just generally more CC based warrior they would have a much much harder time.
But in essence I agree that alot of what a warrior can do, other classes can just blatantly do better, but not everything. I think some of the other classes (see: Mesmer, Thief, Guardian) just need to be toned down a little bit so they aren’t so far on one side of the spectrum they are literally rocketing off it.
(edited by Zietlogik.6208)
I believe it is Microsoft Nigel, he had to find new work since Sam fired him for quote “Having no emotion”
Take a look at their armor and weapons, that will probably help seal a deal….since once you choose one, all others are (for a terrible reason) off limits.
You want some shiny glass weapons? choose priory, want some more intricate almost clockwork weapons? go whispers.
If you don’t care about the armor or weapons of the orders (you probably will end-game when you wanna try out some new looks) then choose w/e you want :p
It is because the game isn’t designed to be played in such a linear way.
I have managed to (on an alt) play through the storyline roughly on par with my character by purely doing crafting and story, but you will fall behind.
You don’t need to do some hardcore exploring to get back on track, simply dipping a little into each section will get you on the right path. Do a couple events, mine a bit of ore, do a bit of crafting, maybe dip into WvW…it is easy to get on track with your levels, it will just be almost impossible if you ONLY try to play the game in a single linear fashion
Last time I checked using a transmutation stone on anything will bind it to the character…i have yet to try this method, merely because the items are too expensive to simply test on.
I disagree with Anet’s choice on the armor and weapons being restricted to that decision, the storyline is set in stone, that makes sense….but the armor and weapons…cmon now -.-
I have been trying out alot of builds lately, and this Sword/Shield + Hammer build is what i needed.
I always used to use hammer and mace/mace for the insane CC you can get on someone, but it lacked some spike power. And never got frenzy on my bar because you are rather squishy and it doesn’t work out so well in a team fight (unless you miraculously get untouched) yet it adds so much burst potential vs single targets.
I also wanted to try out a Axe/Shield, Sword/Warhorn build at one point because the massive mobility from 1 set, combined with the pure dps of the other seemed appealing. But hammer has always just been more fun for me.
But under most circumstances I have to disagree with not using your pushback + cripple. Even though Staggering Blow doesnt have the highest damage out of your 3 main attacks, it still packs one hell of a punch. I tend to roll with a basic rotation of ES > Fierce > Backbreaker > Staggering > Shock…if this doesnt kill them by some strange chance, they are crippled and a quick weapon swap lets you easily just Leap and finish them off with a tier 1 flurry.
If you use your movement well enough you can use that knockback to knock them into your allies and cripple them while still using your entire damage chain, since they will be on the ground with backbreaker.
(edited by Zietlogik.6208)
I think you are confusing working for your kills for: dying by getting within melee range of anything late game
my warrior is my main, and early game yes, its pretty easy, but the CC, conditions and insane damage from mobs late game will make you want to roll rifle
I already knew about this, and have no issue with it…and I can’t help but laugh at the people selling for 1 copper over merchant price…that 15% taken off means they actually get less than merchant price ;p
I would have had 100% world completion a week and a half ago if it wasn’t for Bayt Fallahin
Thieves are a mobile profession, not a stealth profession. they have stealth but it is not meant to make you stealthy, it is meant to give you mobility and positioning to get an advantage on your opponent…at least that is how it seems to me
I would personally swap 10 out of Defense into Discipline, you lose a bit of toughness, but you gain the faster weapon swap and you can go with either mobile strikes or Inspiring Shouts.
If you are good with your stuns and cripples this gives you more power in a team fight and some defensive potential by swapping and using your skills rather than a straight stat.
The Hammer has an AoE stun, a ranged AoE cripple, AoE knockback, Single target Knockdown…thats alot of CC.
But I also run dual mace: Single target stun, Ranged AoE Knockdown, Daze…
And aside from the CC you get 4 stacks of vulnerability and weakness conditions on your foe.
You don’t get the numbers, numbers, numbers from GS or Dual Axe, but I’ll be —-- if it doesnt secure kills for your team/party
here is mine: (message require 15 letters durr durr durr)
Not sure if it just the Asura, but when I get downed on mine, my camera is 2 inches off the ground and all I can see are feet….makes it almost impossible to make a clutch rally because I can’t target what I want to target, anyone else feel this way?
I’m not sure why you would even want this, being a little unique is ok, but you can be the common class and still use a unique build and play in a unique way.
I personally would say: playing what you want > being a special little snowflake
But if you really want an opinion, I think the least played I have seen is either engineer or necromancer.
But each server is different, and with the massive amounts of players on each server, you will likely run into your professions several times over ;p
It is a little glitched out right now, if you are in a highly populated area where the party system tends to break, it will not work.
The easiest way to test this is to make sure a.) you are both in the exact same zone (either same overflow or same main server) and move away from eachother until you are both out of visual range of eachother. If the other person’s portrait in the party list disappears, then the party is bugged and you will not be able to do it together in that zone.
Or at least until the party system is fully fixed.
EDIT: @ Ten – No, actually me and my friends have been doing the late game storyline together and you only have to be in the same zone, the story marker can be anywhere in the map, and you can be anywhere in the zone and have it function.
The issue is the bugged party system at the moment
(edited by Zietlogik.6208)
Depends how far you are overshooting your target, it will not attack anything that isn’t targetted, leading to you running straight past an enemy right in front of you.