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You’re level 20 right? I suggest changing your trinkets: get one power amulet, 2 toughness rings and 2 toughness accessories. Then to make up for the damage you lose, get a minor sigil of bloodlust on your main hand weapon, that gives 5 power per enemy you defeat, stacking up to 25×5 = 125 power.
I also find that with a greatsword, even without deep strike trait (40 precision per signet), things simply die faster. I don’t use signets because I find them boring. With hundred blades I kill things faster than with axes, even though axe auto attack is higher dps. Hundred blades has a very short cooldown, only 6 seconds when traited, and it just destroys monsters by the dozens before they get my health down.
Greatsword also has a much higher hit arc, making it easier destroying multiple monsters at once if they’re not lined up in front of you.
I find axe skills very weak, boring and simply lacking in every way.. axe auto attack is nice against few targets, but the animation is ugly and the other 4 axe skills are very lackluster in my experience.
If not greatsword, then I find the hammer very efficient for solo leveling.. it does a ton of auto attack damage with a very wide arc, becomes very efficient when traited, works very well with high toughness and gives a lot of ways to interrupt monsters from landing heavy hits on you. It also works well with dual maces, for permanent weakness debuff, another interrupt, a very short cooldown (shorter than any other) block + counterattack, and another 2 second knockdown on relatively short cooldown.
I find that in the end, either greatsword with longbow (kiting), or hammer with dual maces, or mace/sword for the extra short cooldown block, is vastly superior to axes for pve solo leveling.
Axes just plain suck imo.. eviscerate doesn’t even hit multiple targets.. I think axes are more something to use as backup for a ranged rifle build, not for use as main weapon set, they’re just too bad.. other than its high sustained dps auto attack, dual axes has nothing to offer. I find axes bad in pve because it offers no survivability, and I find them bad in pvp because it offers no mobility either.
I just enjoy mashing things with hammer and maces, both weapon sets keeping the enemy weakened, which is pretty much the same as a permanent protection boon, and giving lots of interrupts and knockdowns. And I enjoy melting face with the greatsword, gathering 5 monsters and just pulverizing them with hundred blades + whirlwind, or playing around with blade trail and longbow moves, moving in and out of melee range. If warrior longbow had a decent auto attack, it’d be one of the best backup weapons in the game.
Gather 5 mobs, put them into hundred blades, finish with whirlwind, use the distance you created and switch to longbow, lay down combustive aoe and finish with the longbow #3 explosion.. that’ll kill pretty much anything while only being in melee range for 3.5 seconds.
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The longbow is one of the lowest dps weapons in the entire game, so don’t expect to do any damage or down any player on your own. Don’t expect to do any tough solo content with this weapon either, because again, the dps is so incredibly low, it’s less than half of other ranged weapons across professions.
Especially rapid fire has an incredibly low damage output across the five seconds it needs to finish, where as long range shot is the weakest auto attack in the entire game, even from maximum range. Its base damage at maximum range is about 270 dps, where as most other auto attacks are between 500 and 650 dps. Rapid fire has a base dps of 264, even lower.
I want a polearm for sure.. give it like range 250, raw damage plus defence (with a low cooldown counterattack). Just the kind of weapon that will make anyone regret coming within melee range of a warrior, the kind of weapon you use to guard a point, not one you use to chase someone down with.
- three chain auto attack with high dps, no bleeds.
- a series of very rapid jabs, mostly damage with some bleeds.
- a block with blunt counterattack, counterattack knocks back and knocks down.
- a high arcing 900 range leap (targeted) that slams down for massive aoe damage.
- Throw the polearm at 600 range to impale your target, large damage, bleed and immobilize.
- BURST: a defensive stance that lasts 5 seconds, gives protection during that duration, and everytime you are attacked, you give an instant and significantly hurtful counterjab, and it blocks projectiles. Basically your opponent needs to not attack you at close range during these 8 seconds if he wants to live, while ranged attacks (not just projectiles) are blocked. Is canceled when you move or when you use a skill.
You like?
(The weapon would be a halberd, which is a twohanded spear with a single bladed axe at the end.)
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I agree with all the OP’s points, these are very simple things that improve gameplay and would take very little effort putting into the game. I bet you can even get unpaid volunteer programmers from the fanbase do things like this. You’d be surprised how many hours a fan would spend working for free on a game he loves, especially if he knows that what he’s doing improves the game he loves.
As a suggestion, break away from the old school boring mmo “spawn out of thin air” manner for monsters to appear. A novel idea would be to put some kind of mini happening in respawning monsters, such as having wasps appear out of hives, boars and jaguars appear out of bushes, diggers appear out of actual holes in the ground and spread out fom there, frog beasts appear out of their huts, those underwater naga things appear from underwater caves, etc.
You could have major spawn points that have a boss, and many small spawn points with no special features other than a graphical point for monsters to come from and spread out.
Wouldn’t this give the game a much more eventful feel than just having beasts pop out of thin air? It doesn’t have to be complicated, just litter the maps with many minor and few major spawn points from which the monsters come and spread out to their normal places, instead of just popping up at their normal places.
Please increase the time for normal open world monsters to respawn.. it is frustrating to fight veterans or stronger, because within the time it takes to kill them, the monsters around them have respawned ten times.
It’s just not fun defeating a monster and seeing it respawn fifteen seconds later as you turn your back, it really kills any sense of accomplishment. The areas are populated lowly enough now for respawn times to be increased, especially the lower level areas.
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1) Hammer needs to be changed into Stomp, an aoe knockback that ignores blind.
2) Rally needs to happen on downing a player, not on finishing them.
3) Vengeance needs to be available MUCH sooner after getting downed.. because what use is there in an ability if you never get the chance to use it?
Considering you have to put 20 points into a useless trait line just in order to get any use out of vengeance, I don’t think these changes are anywhere near overpowered.
Why is it a problem to have a bar that shows you your skill execution speed?
I don’t really understand how the different professions ended up being so vastly different in quality. The one profession has really powerful synergetic traits, utilities and weapon skills, while another profession doesn’t have a single remotely viable weapon or build. The one profession does massive damage with high survivability, while another profession doesn’t even do enough to level solo, with very low survivability on top.
Were different professions designed by different people, without any kind of interaction or teamwork between them to line up the professions with eachother?
I also think that a dueling option will go a long way to help reveal balance issues, on top of offering a lot of fun gameplay. Right now it’s impossible to fight one vs one, outside of the odd wvw encounter. Dueling is just fun, I don’t understand why they didn’t implement this pretty much mandatory mmo option. It is much easier to practice your pvp skill then, where as now you usually just end up dying in a zerg without knowing what hit you.
They wanted to make pvp based on skill rather than gear, but then didn’t implement one of the most important pvp options, where skill matters the most. I don’t think the fear of balance issues being revealed should be a reason to deny players fun with dueling, the issues will get revealed sooner or later anyway.
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Hammer needs to be changed into Stomp. Just put Stomp at #2 downed and the problem is fixed. It makes everyone around you fly back.. it’s the only way to fix it really.
Vengeance is pretty good yes, but ONLY if you put 20 points in Discipline, and what’s the point of having it if you never get to use it.. a powerful ability isn’t very powerful if it’s never used.
I think having to put 20 points in a useless trait line just to have the downed state be worth anything, is enough of a sacrifice to turn downed hammer skill into something useful like an aoe knockback like Stomp. Make the warrior slam both his arms into the ground, causing a tremor that knocks back everyone around.
Right now it’s just way too easy to finish a warrior long before he can get up with vengeance, and it’s not like he is certain to win then after using vengeance, odds are he’ll just be downed again due to low health.
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I would prefer the offhand sword for defence, a lot more damage and a nice block (riposte) on a much shorter cooldown. For pve leveling, mace/sword is quite nice for tough fights.. you get two blocks on very short cooldowns (10 and 15), an interrupt, permanent weakness and a lot of damage.
Mace/sword >>>>>>>> shield.
Monsters hit like every three or four seconds, so the shield will only block once anyway, making mace and sword blocks far superior, as their block is on a much shorter cooldown and has a counterattack.
I prefer greatsword tho, for sheer coolness, hundred blades, and the cool starter skin of the “healing zweihander” sword. I get a “mighty greatsword” from TP, as well as a healing zweihander, and transmute the stats of the mighty to the other, now you have a very cool looking “final fantasy 7” -like blade. I just keep transmuting as I level up, including the armor, since it takes a long time before you find anything better looking than the zweihander and the ringmail.
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In WvW, just try to place yourself in situations and locations where melee is the best position, where you cannot easily be kited, and where you aren’t alone. Other than that, use rifle or longbow for siege and other situations where range is best.
The point in this game is that every profession is viable at all ranges, and so far only the guardian fails at this, so I think anet did a reasonable job in that regard. Though I agree that melee should be stronger than it is now.. as it is now, range is always better than melee, regardless of the profession (except thieves, who are really strong at all ranges).
Especially in pve this is the case, because monsters do such insane melee damage and have such insane health pools. In dungeons and events you’re always better off using your ranged weapons.
But a warrior is good at all ranges too, at least in pve.
Does a full set of exotic condition/power/toughness gear exist in heavy armor?
Also a question, I play mostly pve with casual pvp, what would be best for that: a greatsword with full knight gear, with a longbow in secondary weapon slots, or dual swords, also with longbow.
With the greatsword I have more direct damage, but with the swords I get to use more fun skills (leap, riposte), as well as the condition damage in my gear will make the longbow a lot more efficient, since it has two powerful burn skills.
So what would you pick?
- Greatsword with longbow for direct damage.
- Dual swords with longbow for condition damage.
I like both options equally, but I can’t figure out which one is most powerful. (Again, I play mostly pve, with some casual wvw pvp.)
(My build will be 10/20/0/10/20 with 10 undecided.)
Thank you for sharing your opinion on this.
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I like full knight gear: toughness/precision/power. Warriors have already good vitality, so you can stack a ton of toughness while still having a respectable damage output. Now you won’t get instagibbed in pvp, you can do solo pve content comfortably, and you still have nice damage with a lot of crits. Your crits won’t do that much, but a crit still means +50% of normal, and you get full use from on-crit weapon sigils.
If you want to play pure pvp though, you shouldn’t be a warrior. You won’t beat anyone one vs one, but with a bow and some banners or shouts, especially the elite banner, you’ll still be able to be valuable in group wvw. The high toughness will drastically lower your repair bills there too. I’d always put 10 points in tactics for 1200 bow range.. in wvw it’s just too nice putting burns on a huge area with the bow burst skill, and with the bow you can hang back so you don’t die in the zerg.
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I see greatsword as the melee weapon, I see the sword as support/secondary weapon set for bow rangers.
Obviously greatsword damage would have to be increased by about 30% for that to work.
Balancing weapon damage around pet damage doesn’t work, since not only does the pet fail to hit moving targets, it can also be killed within seconds.
That means aside from the eagle eye bug, that even in beta the longbow wasn’t viable for leveling at an acceptable pace, let alone for pvp, so why on earth did they nerf it down from really bad to even worse? Did they think having 1500 range is an advantage that offsets doing a third of the damage other professions do?
Rapid fire seems even worse, it has 264 base dps, that is incredibly bad and even less than the auto attack dps, only water staff auto attacks do less, and their purpose is healing, not damage. Considering rapid fire is just a faster auto attack with no additional effects, shouldn’t it do more than your auto attack, instead of less? What is the point of ever using it? I don’t think they nerfed it by 60%, so I guess it was this bad from the start.
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What I’d like to see is #1 not rooting anymore, #2 being a forward leap, that then changes to a back leap, and #3 completely changed, since it cannot hit moving targets at all.
That way you can leap at your target, pop your cooldowns and traps, and leap back again away from your target, to switch to your bow. Now you get much better combat flow.
I suggest changing #3 into a skill that does considerable damage, to use after leaping to your target and inflict high damage, and then leap away again to avoid getting hit. Now you have a great flow of melee skills to use between shooting at your target from a range.
Shoot at your target from range > leap into melee > unload your #3, cooldowns and traps > leap back out > return to shooting from a range.
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Whatever you do, don’t use the longbow, because trying that will suck out all the fun and you will delete your ranger real fast. The shortbow is the only weapon useful for leveling, so get a bear and get used to doing nothing but watching your ranger auto attack.
Crossfire (shortbow auto attack) is the only ranger skill you’ll use 99% of the time, as none of the other weapons are viable for leveling (or pvp), and shortbow doesn’t have any other skills you use in pve.
So yeah, you can get to lvl80 eventually, but it’ll be exceedingly boring.. as all you ever do the entire time, is shortbow auto attack. The devs tried to “fix” that by downgrading the auto attack, but they forgot that none of the other skills are useful, so all that happened is that you do less damage (the nerf was about -30%) and spend even more time auto attacking.
Against multiple weak opponents you might sometimes try to use the axe, and then you end up doing the same, auto attacking and nothing else, as none of the other skills are useful for killing monsters, you just end up never using anything but auto attack as a ranger.
You can try having some fun with a greatsword and fire trap, and that works for like the first 15 levels, but then the damage gets so low that you just give up and either delete your ranger or go back to spamming crossfire.. pew pew pew times a million until lvl80.
Just horrible skill design combined with overnerfing, so sad because the concept of a ranger is great. The only people that play rangers, are the die-hard pet lovers, and newbies that accidentally picked the ranger because they didn’t know. Eventually everyone either deletes or shelves their ranger though, it’s the same with the elementalist profession. Luckily the other professions are not so horrible, so my advice is, play anything but ranger and elementalist.
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Xsorus, an elementalist needs about three to four times longer to kill a monster than any other profession except necromancer and scepter mesmers. I tried many times to get one up, but they die so fast while having such low dps, that it just isn’t any fun.
In pvp you play bunker okay, but you won’t defeat anyone as a bunker elementalist, not even the worst players will die to pitiful dps like that. All you get to do is survive a while so you can remove conditions from your mates, but in wvw for example there are no rewards for removing conditions from allied players.
I don’t think most people realize how incredibly low longbow damage really is.. rapid fire for example, does base 264 dps.. that is LESS than longbow auto attack dps. Where as most auto attacks in this game, even some ranged ones at 1000 range such as hip shot, have ~550-650 base dps.
Rapid fire is meant to be longbow damage, yet the only skills doing less damage than this, are elementalist staff auto attacks in water or earth.
Overall, longbow auto attack does barely half the damage it should do, and rapid fire doesn’t even do 30% of the damage it should do to be viable. The number you see at the end of your rapid fire, consider that it is channeled over a whopping 5 seconds.
In five seconds time, every other class does over twice to three times the damage just with their auto attacks, than your longbow does with its rapid fire. Rapid fire wouldn’t even be worth it right now if it crippled with every arrow.
Once you look at the actual numbers, the ranger longbow comes out as by far the weakest weapon in the entire game. Not just a bit weaker than the weakest, but so far down the bottom of a hole that you can’t see it anymore.
On top of that, it often won’t even hit its target due to obstructions and slow arrow speed.
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Someone killing (and often nearly dying to) upleveled opponents is not very impressive.. You have to disregard every fight where the opponent has a green arrow, that doesn’t leave a lot of video content.
Death Blossom build is gonna get nerfed next.
I don’t think any profession’s condition builds will get nerfed anytime soon, due to conditions being much weaker. Even if you get 25 stacks, one smite condition or shake it off and it’s gone, and those skills have really short cooldowns (16s potentially).
I wouldn’t get too excited, the last time the devs promised an upgrade on a profession forum (guardian hammer), it turned out they got a totally useless trait that gives 50% chance of 4 second chill on a crit with a minute cooldown or so.
They called it “hammer love”, except literally no one ever uses that trait due to its obvious uselessness.
Concerning weapons, where rangers lack the most, longbow #1 for example does about 40% of the damage it should do in order to be useful in any way, rapid fire even less (barely 30% damage of what it should do, considering it takes 5 seconds to finish), and there is no way the devs will add ~65% longbow damage.
The most you will get is MAYBE a removal of the root on 1h sword, maybe a minor change to one of the shortbow skills to try in vain to silence the massive disappointment from shortbow rangers, as nothing they do will make up for the ~30% damage loss that weapon got, even though it was already quite weak and insufficient for spvp, now entirely useless, leaving not a single ranger build that is viable for spvp, but forget about improved pet behaviour, as that is too complicated, they tried that before but couldn’t figure it out.
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Elementalists are in such a bad place, that they will never be fixed. Their entire skillset would have to be overhauled completely, especially numbers-wise, and that is not something the devs are gonna commit to anytime soon. I doubt a single anet employee even played elementalist, I don’t think they realize how useless this profession is. It makes no sense when attacks like fireball are the lowest dps skills in the entire game, apart from other elementalist auto attacks which are even weaker, up to three times weaker.
Have you seen when an elementalist is unlocking his water and earth skills? The monster’s healthbar doesn’t even move enough for it to be seen visually with each attack.. and that’s not even aoe damage, it’s single target.
It starts right at the beginning when you make your elementalist and start hitting the initial centaurs/fern wolfs with your flame strike, where it takes ages killing one monster, where other professions such as thief, who have the same health but more armor, just tear through literally five times faster.
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Fireball for example, has the lowest dps of any auto attack in the game, apart from other elementalist auto attacks heh.
For fireball to be competitive, it would have to be cast at 1/2s instead of 1s, or do +100% damage, it is half as efficient as it should be to be useful. Imagine your warrior, or ranger, and cut his damage in half, that’s where elementalists are at, except their health and armor are also cut in half.
Necromancer doesn’t even come close to being as useless and underpowered as elementalist. It really irks me because I looked forward so much to playing this profession.. I started out as an elementalist and I thought the game was supposed to be hard, but then I played other professions and saw how useless elementalists really are.
Elementalists are underpowered to such an extent, that they will never be fixed.. nothing the devs will ever consider will place elementalists on par, since they will never increase elementalist damage enough for them to be as good as other professions.
In fact I’m quite sure that the devs think elementalist damage is good as it is, otherwise they would have adjusted their damage already in the weekly updates. Why they think that having the lowest armor, the lowest health and the lowest dps all combined in one profession, is a good thing, I’ll never know.
The profession descriptions talks about “doing massive damage in a single attack”.. even though except necros, no other profession has both such low sustained dps and such low burst damage, as elementalist. But at least necros have other strong points to offset that, elementalist does not.
Other than rp there is no reason to play this profession, and lord knows I tried.. I made five elementalists between other professions, before I finally gave up.
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Warriors are easy to use, but it is very hard to actually take down a skilled player, since all warrior abilities can be so easily avoided. If you go glass cannon as a warrior, all that health and armor will also mean nothing, you will die in seconds since the only things that go towards our survivability are the health and heavy armor, which does not actually make a profession more survivable. Survivability has little to do with health and armor.. having high values of those will just let you survive a few seconds longer, but you still die since you have no other surviving tools the way other professions have.
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Thieves have burst now? Is this a new thing with the Halloween patch or something? Last i checked thieves were still absolute crap. Same as they have been since beta.
Err, no profession does anywhere near the burst damage a thief does. In tpvp everyone rolls thief because it is not only incredibly easy to use, it requires no skill to play that profession as any build, be it dual dagger or wild bill pistol/dagger, but also entirely overpowered. You get to down people in literally less than a second.. with haste you down and finish them in 2.5 seconds. With pistol dagger you take much longer, but you just don’t die even to three people at once due to stealth, and in the end you will kill them all with stealth finishes.
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I play longbow just cuz I used to be an archer for a while myself, and because I hate guns, and because I want a ranged option. I’m not sure what the designers were thinking when they put in the longbow auto attack numbers though.. the design of shooting two arrows is very cool, but them doing no damage at all, is not so cool. The whole point of shooting dual arrows is to do a lot of damage, or to hit multiple targets, neither of which it does.
The damage just needs to be increased by a lot… +100% at the very least.
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Greatsword has low auto attack, but it has a wider arc than axes, and hundred blades is about the highest pve aoe damage in the game, it also comes with a traited 6 second cooldown, which is very short. I prefer knight gear though, high survivability while still respectable damage, and mending with shake it off to get rid of conditions before they hurt your low hp.
So mainly, thieves and mesmers are overpowered, and necromancers are underpowered. I don’t think anyone will disagree with that, but I don’t think it will ever change, since anet put mesmers and thieves as the duelist class, they’re supposed to be stronger in 1vs1 than any other profession. They both suck for pve content though, all they’re good at is duels.
About necromancers, I don’t know, maybe players haven’t figured out how to play it yet, they don’t do a lot of direct damage, but since they have insane health and survivability as any build, be it glass cannon, hybrid or bunker, I don’t think they’re supposed to. If you give necromancers huge dps, then they’ll be unkillable, since when fighting a necro you’ll die long before you ever get through their double health bars.
I talked to a pvp necromancer, and he said although he doesn’t do a lot of damage, he always wins since he eventually kills his target long before he ever comes close to dying.
I think a necromancer will full carrion gear is on the verge of overpowered, due to his ability to outlast anyone while still doing good damage due to high power and condition damage. I would play one if their theme wasn’t so evil.
About bunker guardians, they’re hard to kill, but they’re not going to kill you either, so why is that an irk?
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My suggestion is, to allow us to name the level 80 exotic item if we transmute one.
To add a tab in the transmutation window (only if one of the two items is lvl80 exotic) where you can rename the piece of armor or the weapon of the transmutation end result.
Secret to playing a d/d, bringing Cannon back in Glass Cannon
in Elementalist
Posted by: Zsymon.8457
Berserker gear is what all glass cannon builds for all professions use though.
I think bleed attacks never scale much with power.. question is just why rifle auto attack bleeds despite the weapon clearly being designed for direct damage and not condition damage. Then again if warrior rifle would do as much damage as engineer rifle, it might be overpowered.. since engineer rifle auto attack does as much damage as a melee swing from another profession.
Keep in mind Lyonell that a lot of players you “beat” in WvW are upleveled. If as a warrior you can regularly beat experienced exotic-gear players, then you are very skilled, and I’m not saying you aren’t skilled.. it just takes a lot of skill and experience to do that as a warrior, as innately we’re not very powerful as a profession in pvp.
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I don’t think it’s very common, but that doesn’t mean it’s bad. People generally don’t want to double weapons, since the cooldowns are shared.
For dungeons you might want to put 10 into tactics for increased range on your longbow, because dungeons are not much fun in melee as a warrior.
Discipline is also a nice trait line for axe users, especially if you put in 30 points for a shorter cooldown on eviscerate.. I’d say that is better than defence. Defence is more something for maces and shields and hammers, if you want toughness, just don some knight gear (or resilience jewels at lower levels) instead.
To be honest for leveling I really like the hammer.. it has huge auto attack damage, a wide arc for aoe, some nice interrupting skills to stop heavy blows, and the weakness condition is nice against veterans. The defence traitline that you use for the hammer, also gives some nice early-on toughness after you put 10 points in strength.
I start with 10 in strength for the huge initial power bonus, then 10 in defence to make it easier taking on lots of mobs, then 10 in tactics for a bunch of health, then 10 in discipline, since eventually I want 10 in discipline for 10% run speed and 20 for sweet vengeance, giving 100% rally chance after you vengeance in down state, then the last 20 points in defence for the hammer trait and the endure pain at 25% hp.
I don’t go soldier gear, but full knight gear for power/precision/toughness.. that way my damage is still respectable on top of the high survivability. The basic +50% damage on crits is still nice even without the +critdamage. I don’t have that much health, but insane toughness with mending + shake it off to get rid of conditions before they start doing too much damage, and enough critchance to use crit sigils like air or boon ripping or condition removal. The sigil that gives you 60% chance on crit to remove a condition, is quite nice to become immune to condition builds on top of the mending and shake it off.
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It’s just a game, let people play how they want to.
If you really are completely unable to finish a dungeon with such a player, ask him to change his utilities.. and if he refuses, tell him he will be kicked otherwise. If he still refuses, kick him and replace him with a player that allows you to complete the dungeon.
No reason or point in getting angry or mean at people.
Conditions aren’t as strong as direct damage in dungeons, because of the #25 cap. After 25 bleed stacks are reached, all further attacks are wasted. Also, only the most powerful stacks are applied, if you’re the only one applying bleeds then it will be okay, but if there are two or three people applying bleeds, one or two of them will be doing no damage at all.
I also don’t see any point in using the rifle in a condition build, since it only has one single skill that applies conditions, you’re better off using the bow, which applies some mean aoe burning, since it has two very high damage burning aoe skills, one covering a huge area, it dwarfs the condition damage causing by plinking at a single target with your rifle. I understand some people love guns, but the longbow is much better at condition damage.
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Sword off hand stacks a lot of bleed damage though.
Problem with melee condition builds, is that you never get the chance to stack any amount of conditions. Condition builds only really work for ranged builds, such as shortbow ranger, necromancer, pistol thief, pistol engineer.
Melee only works with physical burst builds, so at the few times you get to stand near your target, you can do as much damage as possible. Melee condition builds really are not viable..
I guess they tried to counter that by making warrior sword bleeds strong, with long bleed timers when traited, but it wasn’t enough, you just don’t get enough face time, and you die too fast since there is no condition/toughness/vitality gear, on top of a lot of condition removal abilities that simply wipe away your hard earned bleeds.
Imo, condition removal should only get rid of like 4-5 stacks, not all of them.
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Warriors are weaker than necromancers in pvp though, at least a necromancer can stack conditions in a bunker build, since they don’t need to be up close like a warrior with dual swords. As a bunker, a warrior will just get kited until he dies, and as a glass cannon, he will die at the force of a sneeze after a stun breaker ruined his only shot at downing his opponent.
But with sweet vengeance at least we get to die twice, and that is more fun than dying once right?
Pvp is not about auto attacks, melee auto attacks are useless in player combat, since you never get the chance to just freely whack your opponent. Since warriors rely mostly on their melee auto attacks, as both their ranged auto attacks are useless, and the other attacks are either too short range or too low damage, we are very weak for any kind of pvp content.
Warriors do have damage, they just don’t get to do any damage in pvp content, professions like mesmers, thieves, engineers are far better at downing players.
What a warrior is good at, is pve content: solo pve and dungeons. Warriors are weak in pvp.. mostly we’re like golems or mobs for other professions to practice on.
At first people thought hundred blades was very powerful, and that got warrior the reputation of being strong in pvp, but once people realized how avoidable and unrepeatable hundred blades is, due to it relying entirely on 60s cd frenzy, warriors ended up in the lowest pvp tier of professions, even elementalists with their lowest health and lowest armor being much better at defensive support roles.
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Please use your own numbers to back up your opinion about my numbers, otherwise what is the point of sharing it. I want to be wrong, but just saying I’m wrong is meaningless.
The point of this topic was to find out the facts/numbers/math about whether or not hundred blades does less damage than auto attack within the time span of 3.5 seconds.
When you use the shake it off shout, does it put the shrug it off trait on cooldown? Like last stand trait does with balanced stance?
I would still love to see actual numbers though.. my simple math, unless it is wrong, I hope it is wrong, says that hundred blades does 15% less damage in 3.5 seconds than auto attack.. even less if you add the vulnerability stacks from auto attack.
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HB is not bad it’s just easily avoided. I personally thought it was an ‘okay’ finisher. I stopped using it during combat otherwise because of how situational it was for every hit to land.
Assuming we’re talking PVP. In PVE it’s phenomenal :p
That’s my point though, if hundred blades does less damage than auto attack, it would hardly be phenomenal. I want to find out whether it does or does not do less damage, initial math shows it does 15% less damage during those 3.5 seconds, and I’d like to be proven wrong so I can play a greatsword warrior.
You’re level 2 and worried about rerolling?
Maybe rerolling wasn’t the best word, I meant to say I want to play a warrior with a greatsword (kinda imitating Cloud from Final Fantasy 7, my favorite game). But if hundred blades, the main greatsword ability, does less damage than normal auto attacks, it’d be pointless.
I already said that I hope I am wrong, why would I ignore it. I want to be wrong with this because it means I get to keep my greatsword, which is my favorite weapon. If I’m right it means I have to reroll, and I don’t want to, so please explain why I am wrong.
How hundred blades may be useless..
At level 2 with some power gear.
I do 40 damage per 0.5 second auto attack strike, 50 damage on the third strike.
I do 300 damage (280 + 20 for two third strikes) in 3.5 seconds with auto attack strikes.
I do 255 damage in 3.5 seconds with hundred blades.
My hundred blades does 85% of auto attack damage.
Meaning you nerf your damage by 15% by using hundred blades, on top of adding a self root.
This means it is entirely pointless to use hundred blades at this level, since you don’t even do equal the damage as simple auto attacks, and on top of that auto attack does not root you.
I realize my calculations may be wrong somewhere, I don’t know.. if you can prove that my conclusion is wrong, I will be very happy, because that means hundred blades is not as useless as I think.
I’m quite sure this applies at lvl80 just the same.. the 85% doesn’t change.. which means hundred blades is entirely and utterly useless.
If you want to say I am wrong (I hope I am wrong and 100b is not useless), then please provide numbers and math, don’t just say something like: “My 100B does 15K!”
So yeah, this post is more like a question than a statement, I hope I am wrong.
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I think it’s a nice change from all the glass cannons, makes things much more interesting when people aren’t getting instagibbed by thieves and uncounterably killed by moa mesmers. I don’t see why you would complain about this, or do you want to downgrade toughness and bunker skills so you can keep facerolling everyone without any resistance? No one will go bunker anymore then and it’ll just be an instagib fest without any kind of tactics or skill.
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