Yeah I’ve noticed that whenever CC, Immobilize is applied there is a chance of your character not being able to move until you are moved/stunned by another character. I’ve noticed other professions doing this, and you may have just noticed it more easily on Warriors because of all the CC that hambow provides.
As long as Conquest is the only competitive gamemode bunkers will always be used.
Just wanted to point out on the original post. Flurry does not constantly stack immobilize. It constantly applies bleed with every consecutive hit. But the immobilize is applied before the first hit even lands, and does not apply again.
You haven’t seen any of those because racial skills are worthless. Worthless skills are not balanced.
While it is not the most constructive comment I have seen over here, it is certainly one of the most intelligent thing I’ve read today on this post!
Thank you my good fellow!
It’s not constructive because I’ve already given in-depth ideas and suggestion about racial skills/elites being buffed to make them more viable for every race, and profession. At this point there are other posts like this one and providing a constructive comment won’t change anything. The only thing I can do now is voice my opinion again and again until eventually someone listens. If you would like me to provide a constructive statement then simply ask.
The most balanced class would be Guardian.
I’m pretty tired of this. Did you ever saw a guardian silvary having a binding jeopardy build with grasping vines?
have you ever saw a warrior charr using shrapnel mine together with leg specialist and opportuinist?
if you made battle roar in to a shout, would shout based warriors use it? Yes->Charr warriors would get an advantage over other warriors.
Those skills are useless, but if you give them a type your character would be allowed to get them a lot of buffs (catual buffs, not simply interaction like the one you quoted) and that would that make actually useful.Since there are already a ton of balance issue in the game, we should try to avoid creating more of them.
You haven’t seen any of those because racial skills are worthless. Worthless skills are not balanced.
Warriors “I win” button. Elite skill Rampage
Make an only power “power” build and see how well you fare against condition builds. No precision, no ferocity.
Pretty well actually.
When you play power without prec or ferocity your likely a bunker. Then its on you to make sure you cover your bases.
My d/d ele doesnt have any particular problem with condition builds at all. Neither does my guardian.Especially not bunker condition builds. They have no burst at all, i can easily and constantly outheal their predictable damage.
So you can kill them?
Condition bunkers? Ofcourse not, dont be silly… Its a bunker. Bunkers are builds to endure heavy damage, if a bunker dies to the pressure from another bunker it wasnt really a bunker.
We just stand their slapping eachother untill one of us gets bored and leaves.
In which case the power in your “power” build might aswell be condition. Because condition is more effective as a bunker than a power bunker. Condition bunkers can actually kill people since their damage revolves around one stat, where as power builds revolve around three.
Drops a length of rope
I gotta admit this is hilarious.
Quick! Kill everything you see!
^ Makes sense to me.
Oh god that’s ridiculous. Hope you guys get out soon.
Make an only power “power” build and see how well you fare against condition builds. No precision, no ferocity.
Pretty well actually.
When you play power without prec or ferocity your likely a bunker. Then its on you to make sure you cover your bases.
My d/d ele doesnt have any particular problem with condition builds at all. Neither does my guardian.Especially not bunker condition builds. They have no burst at all, i can easily and constantly outheal their predictable damage.
So you can kill them?
It’s ridiculous that warriors actually have some sort of weakness. They already have the highest armor, highest HP, highest mobility, ridiculous HP regen, near immunity to all conditions, multiple access to stability, immunities, blocks, and still hit like a truck. God forbid that if you actually manage to survive being chain stunned into next year, you might put out a blind.
Can you link this build? Sounds pretty awesome.
Heres the problem. A power build must make sure that they kill their opponent. Condition users can apply conditions and leave, if the opponent is low on health, because their conditions will kill the enemy.
Really? You mean They changed the game recently? Engineer turrets no longer attack is the engineer leaves unless you have a condition build? Meteor shower shower no longer works? My power necros wells will not trigger if you run through them unless I am in the immediate vicinity? Rangers shouts have changes to a smaller pet leash? Traps? Thief traps np longer work with power when a thief leaves? Engineer mines no longer function with my soldiers gear?
Holy cow. When did this patch go through. I am looking now, and I cannot find the patch notes. Please do the world a favor and link the patch nopes that support your claim here.
What it boils down to is that power builds need Power, Ferocity, and Precision to do damage. That means all three slots for stats are filled.
Was this in the patch notes too? Or are you simply unable to differentiate “doing damage” from “doing optimal damage”???
I mean we have all seen the videos posted recently and in the past that show builds in soldiers gear from each profession out damaging dire geared builds, so do you have any evidence to the contrary, or are you guys simply going with the “cause I said so” theory? Which to me, seems like a brilliant way to go with all of the indisputable evidence you have been
spamming on the threader, I mean posting, recently .I mean with guys on your side of the fence swearing dodges do not avoid skills that apply conditions, blocks do not avoid skills that apply conditions, and power no longer does damage, you guys surely cannot lose.
I suggest you be a little more respectful and try to not criticize fellow forum posters, else you will get banned from the forums. To address your post.
1.) Engineer turrets are laughable, and are actually better for condition application (aside from rifle turret, which has no condition application on it)
2.) Meteor shower is unpredictable. If you cast it and leave you won’t even hit someone who can simply walk out of it unless you attempt to keep them within the vicinity of the spells area.
3.) As previously stated the opponent will simply walk out of the well unless you actively attempt to keep them inside.
4.) Not sure what you are attempting to say regarding the Ranger, as I only have minimal experience playing a Ranger.
5.) What are you trying to say about traps exactly?
6.) Traps that are available to a Thief include one that allows you to shadow step to the location. So that would be applicable for a thief that runs away but it does no damage. Another trap that summons another thief. But the thief follows you so you cannot run in order for him to do damage. And the last trap keeps an opponent in place, which is good if you have to run away but does no damage.
7.)Engineer mines work with any set of gear. I do not know how you came to the conclusion that one set of gear makes the skill null.
8.) Whoever “they” is I assume you mean the ArenaNet developers. If so, you would be surprised to find they change the game quite often. The most recent change was on April 15, 2014.
9.) Optimal damage is the only way to compare with a stat that does optimal damage all in itself. To do optimal damage for a power build you need three stats. For condition damage you need two. For good power damage you need 2. For good condition damage you need one.
10.) I do not know why you are comparing soldiers. Because each one out tanks the other. Vitality + condition cleansing out tanks condition. And toughness + any trait that mitigates raw damage (be specific about a class and I can give an example) out tanks the other.
11.) I have not been spamming the thread. I think you will find that I have posted a minuscule amount of times.
12.) I have not said that blocking and dodging do not block condition application ( aside from krait rune elite bonus and marks on the necromancers staff when traited)
13.) Power does do damage. Otherwise it would not be there.
14.) As previously stated I hope you can keep your comments a little more respectful. Otherwise this thread would turn into a bunch of kids fighting over whose willy is the largest.
(edited by bobomb.5209)
Remove dire stat and give all that have that gear a change to pick new gear for game balance,problem solved you cant be super tanky and dps like a boss
By the same logic, shouldn’t Soldier’s gear be removed? It has higher damage output.
the problem is that damage from Soldier is terrible, can be negated by toughness, cant fire and forget and Power is hugely dependent on 2 other stats (precision/ferocity), unlike Dire.
Power damage is even more “fire and forget” than condition damage. Why? Because one you hit, you’re completely done with that attack! You fire, then can completely forget, because it’s already done. Condition damage builds have to contend with their attack being largely negated after they hit with it.
And you are comparing a stat with a gear set… Power is no more reliant on Precision and Ferocity than Condition Damage is with Condition Duration and Precision. Both stats work rather well in a vacuum, but get much better with addition of the other two related stats.
Direct damage is mitagated by Armor/toughness, protection, weakness, and block. You also have to connect those hits, condition damage allows for someone to stack bleeds, burning poison or any other damaging condition, and do other actions like kite, or heal or w.e they plan to do. The only form of damage mitigation against conditions would be -condition duration, but the stat is very scarce, except with food and whatever rune sets you have.
Block doesn’t work against condition attacks? Condition builds don’t have to connect their attacks? Since when?
Conditions also can’t crit, gain no benefit from vulnerability, and are not affected by modifiers such as Sigil of Force or traits. There are 0 methods to multiply condition damage, either in a positive or negative direction.
And guess what? Power builds can land their attacks and then kite/heal, or w/e they plan to do as well. Because their skill has already had its full effect. There is no difference at all in that respect. In both cases, the build has unloaded its offense and is buying time. Only difference is that Power builds are waiting on cooldowns and condition builds are waiting on cooldowns and for their damage to actually take effect.
Heres the problem. A power build must make sure that they kill their opponent. Condition users can apply conditions and leave, if the opponent is low on health, because their conditions will kill the enemy.
The problem is condition builds is that they rely on only one stat. You can argue that conditions need “condition duration” but it ultimately doesn’t matter on the PvP scene.
What it boils down to is that power builds need Power, Ferocity, and Precision to do damage. That means all three slots for stats are filled. And with the condition meta nowadays they can’t take any defensive utilities/traits because they have to take condition cleansing utilities/traits.
.A condition class that leaves when their target is low on health is asking to lose the kill. Even if the target has no cleanses left, they still get a total wipe when they’re downed and can res themselves back up. So no, a condition build can’t just leave their target any more than a power build can if they want the kill.
And condition duration is very important. What other stat can literally double your damage if you max it? Even on the PvP front where the max for conditions generically is +50%), it’s very important to keep the bleed stack high.
What other stat can literally double your damage? It’s called Ferocity. but doubling condition damage isn’t dependent on precision as well.
Remove dire stat and give all that have that gear a change to pick new gear for game balance,problem solved you cant be super tanky and dps like a boss
By the same logic, shouldn’t Soldier’s gear be removed? It has higher damage output.
the problem is that damage from Soldier is terrible, can be negated by toughness, cant fire and forget and Power is hugely dependent on 2 other stats (precision/ferocity), unlike Dire.
Power damage is even more “fire and forget” than condition damage. Why? Because one you hit, you’re completely done with that attack! You fire, then can completely forget, because it’s already done. Condition damage builds have to contend with their attack being largely negated after they hit with it.
And you are comparing a stat with a gear set… Power is no more reliant on Precision and Ferocity than Condition Damage is with Condition Duration and Precision. Both stats work rather well in a vacuum, but get much better with addition of the other two related stats.
Direct damage is mitagated by Armor/toughness, protection, weakness, and block. You also have to connect those hits, condition damage allows for someone to stack bleeds, burning poison or any other damaging condition, and do other actions like kite, or heal or w.e they plan to do. The only form of damage mitigation against conditions would be -condition duration, but the stat is very scarce, except with food and whatever rune sets you have.
Block doesn’t work against condition attacks? Condition builds don’t have to connect their attacks? Since when?
Conditions also can’t crit, gain no benefit from vulnerability, and are not affected by modifiers such as Sigil of Force or traits. There are 0 methods to multiply condition damage, either in a positive or negative direction.
And guess what? Power builds can land their attacks and then kite/heal, or w/e they plan to do as well. Because their skill has already had its full effect. There is no difference at all in that respect. In both cases, the build has unloaded its offense and is buying time. Only difference is that Power builds are waiting on cooldowns and condition builds are waiting on cooldowns and for their damage to actually take effect.
Heres the problem. A power build must make sure that they kill their opponent. Condition users can apply conditions and leave, if the opponent is low on health, because their conditions will kill the enemy.
The problem is condition builds is that they rely on only one stat. You can argue that conditions need “condition duration” but it ultimately doesn’t matter on the PvP scene.
What it boils down to is that power builds need Power, Ferocity, and Precision to do damage. That means all three slots for stats are filled. And with the condition meta nowadays they can’t take any defensive utilities/traits because they have to take condition cleansing utilities/traits.
Condition classes are becoming ridiculous. The most extreme example of what I am referring to is the s/s and longbow settlers ammy shout warrior build.
Remove dire stat and give all that have that gear a change to pick new gear for game balance,problem solved you cant be super tanky and dps like a boss
By the same logic, shouldn’t Soldier’s gear be removed? It has higher damage output.
the problem is that damage from Soldier is terrible, can be negated by toughness, cant fire and forget and Power is hugely dependent on 2 other stats (precision/ferocity), unlike Dire.
Power damage is even more “fire and forget” than condition damage. Why? Because one you hit, you’re completely done with that attack! You fire, then can completely forget, because it’s already done. Condition damage builds have to contend with their attack being largely negated after they hit with it.
And you are comparing a stat with a gear set… Power is no more reliant on Precision and Ferocity than Condition Damage is with Condition Duration and Precision. Both stats work rather well in a vacuum, but get much better with addition of the other two related stats.
Make an only power “power” build and see how well you fare against condition builds. No precision, no ferocity.
In my current all dps mace/mace and axe/axe build “Whirling Axe” melts practically everything. I can do 10K damage to 5 people. Seems nice to me.
I thought all classes have an on-being-CCed trait? Mesmers copy them back to the attacker (not reflect as someone said above :P ), Rangers stealth, etc?
The mesmer do reflect the CC.
Reflect- to send something back, redirect something that strikes a surface.
The surface being the mesmers face. The CC still applies to the Mesmer but it reflects back at the applier
With those rules this topic would have got immediately deleted.
Not really, he did provide a video. People usually accuse their forums of being too strict, and that being so strict stops meaningful discussion. Obviously that is incorrect, but I think watching the video in the OP has merit. It brings up a good point about the calculation of casting speed vs flat attack speed. This trait affects the casting speed, but that seems to be it based on the video.
The OP “proved” it is a 6-8% dps increase over 30 seconds. We have shown that it works out to be a 6-8% dps increase over virtually any given time frame. We have also shown that when you restructure the metric from a set time frame to mob kill time, it would still be 6-8%.
Our argument, that it’s a 6-8% dps increase, is remarkably consistent no matter which way to try to splice it.
To be honest, I am not sure what Warlord is arguing. Every example he has made to “prove” it is less than 6-8% dps increase has been mathematically incorrect and contrary to any consistent logic.
Here is the final test.
Step 1. Imagine a test dummy with 10,000 hit points. The axe auto chain hits for 100 (10,20,20,50 for each individual stop of the axe chain) hit points per chain. One build has DWA, one does not, but they both his the same 100 per rotation. Who kills it faster, and by how much? If I am right, the DWA build will kill it 6-8% faster. You tell me.
Step 2. Imagine a test dummy with 100 hit points. Our axe auto hits for the exact same 100 as in step 1. Who kills it faster, and by how much? If I am right, the DWA will kill it about 6-8% faster. I’ll wait.
Wouldn’t you kill the 100 health dummy 10% faster? not 6-8%
^ sounds good to me
I shall say this one last time just so you can remember it. Sweet Vengeance does not compete with Signet Mastery. Sharpened axes is a situational trait because you would have to be a zerk axe user in order to gain it’s benefits. Mobile strikes is a good trait but not so much when you have condition cleanses, or just flat out avoid any immobilization.
In any case you have your opinion and I have mine. But you should never justify nerfs/buffs based on opinion. Facts are what we should be basing tweaks to traits on and Sweet Vengeance is simply not a bad trait. You can argue it is but so far you haven’t done so.
Conquest is a great team oriented game mode and definitely takes more skill to play effectively as a team than running around in a TDM.
But when that is the ONLY game mode that people know front and back, which has even developed it’s own basic strategy, then the community needs more diversity.
Variety is the spice of life and we’ve been eating our GW2 sirloin steak with only salt for seasoning.
Which is conquest?
No I agree, TDM as team oriented as it could be and needs a LOT of fixing, but is a step in the right direction.
I just hate how everyone is spending all of their free time railing on courtyard, but seldom gives any constructive criticism. A-Net said on their release video that they wanted to see how this style of play would fit in with the game, and they’ll be judging it according to the audiences opinion.. All they will be seeing is that the PvP community hates change, when change is the one and only remedy for PvP (look at the reward system change and how many people that brought)
To use your example: the PvPers ate sirloin every single day for a year.. It doesn’t matter the seasoning, if you’re eating the same thing over and over its going to be bland after a while. We need spaghetti.
kittenmit, I’m hungry now.
You and me both.
But I also find people complaints on courtyard to be unfounded. It shows change! Whether or not you like the match or TDM in general you should be happy that the developers are finally taking an interest (albeit a slowly developing interest) in PvP for a change!
No thank you. I love my “Sweet Vengeance” trait. It can turn the fight around.
You do realise if they get rid of the Trait and do the changes (or near it) above like I suggested it could be better than having your “100% sweat veng” only in a kill right?
I like the feature too, but wasting things like Signet Mastery, Mobile Strikes… etc for a 100% veng is dumb. Very very bad trait.
Signet mastery does not compete with “Sweet Vengeance” because it is an adept trait. And “Sweet Vengeance” is a master trait. Instead of saying “this trait sucks” try giving a valid reason as to why the trait is worthless. The trait guarantees that you get out of downed state by yourself if you kill someone. That’s a pretty good trait to me.
“If you kill someone”… otherwise, the trait is worthless and offers you nothing but a guarantee on keeping you alive after Vengeance, of course, in pve this chance is way higher, and maybe you’re defending it on pve wise, my concern is pvp, and this Trait pvp wise, im sorry bobomb, its garbage. Even an adept trait offer you more in fights.
I am talking PvP wise. I play a zerk build so I suppose I may find it easier to kill someone quickly and stay alive than a condi bunk build. I am sorry pupi but you still haven’t given a valid reason as to why it is bad. You also say “nothing but a guarantee on keeping you alive after Vengeance” like that is nothing? Staying alive doesn’t matter anymore I suppose? I don’t think matches are won by laying on the floor in the defeated state now are they?
Well most classes already have a trait that reflects the CC applied. (Mesmer, Elementalist, engie to an extent).
Also the traits are much more useful in WvW. So the change you are suggesting would only be useful in PvP/PvE.
No thank you. I love my “Sweet Vengeance” trait. It can turn the fight around.
You do realise if they get rid of the Trait and do the changes (or near it) above like I suggested it could be better than having your “100% sweat veng” only in a kill right?
I like the feature too, but wasting things like Signet Mastery, Mobile Strikes… etc for a 100% veng is dumb. Very very bad trait.
Signet mastery does not compete with “Sweet Vengeance” because it is an adept trait. And “Sweet Vengeance” is a master trait. Instead of saying “this trait sucks” try giving a valid reason as to why the trait is worthless. The trait guarantees that you get out of downed state by yourself if you kill someone. That’s a pretty good trait to me.
The big “issue” with Warrior is mainly a matter of perspective.
For months, the class was a beast in PvE, decent in WvW, and a walking free kill in PvP. Unfortunately, as with any large-scale balancing situation, buffing the class to be stronger in PvP has arguably over-strengthened them in the two areas they were already reasonable-to-darned good in.
In the end, it’s another argument for the need to fully split PvE and PvP. As we are now, balancing for one directly effects the other. We also need to figure out and implement exactly where WvW lies on the overall scale. Else, this kinda thing will continue, with a different class being “OP” every 3-6 months.
Agreed
No thank you. I love my “Sweet Vengeance” trait. It can turn the fight around.
Conquest is a great team oriented game mode and definitely takes more skill to play effectively as a team than running around in a TDM.
But when that is the ONLY game mode that people know front and back, which has even developed it’s own basic strategy, then the community needs more diversity.
Variety is the spice of life and we’ve been eating our GW2 sirloin steak with only salt for seasoning.
and anyways they could always just grant the higher level players the same amount of tokens as they did with the transmutation charges.
Hi , my name is Fred and I play MMORPG with over 6 years , I joined the guild wars 2 last year that I found very beautiful game and the pvp system made me so happy , I had never seen a pvp thus played Perfect World , wow , aion , everquest and tibia … throughout this journey with the online games I’ve played with all classes of these games , I know this is a forum for Guild Wars 2 and should not be commenting on other games , but wanted to highlight one thing in all these games , none of them there is a class that does what other fazem.Estou speaking warriors in GW2 , I play guardian , the guardian started because I thought he was the character who held more damage in the game , guardian is a very cool and beautiful class, but we guardians could only do one thing at a time , or we use build tank or we use zerk build , with a guardian zerk we took 15khp + – warriors with build zerk can build tank with zerk , they have a lot of life and a very good kit burst damage , they have mov.speed , they can ignore attacks by a lONG period of time , may use different types of weapons and get along with everybody, any it is feasible to build a rifle , ax , greatsword , hammer , hammer mostly , they hold the hammer like a toy, very fast attack … they can escape from it all with his mobility , and so much more that I will not talk here…Why warrior are soo ridiculous and overpower in this game?? I REALLY DON’T KNOW WHY.It makes no sense you create a class that beats all others, and that makes all the others do so better, it makes sense you do 0 damage on warrior, it makes sense to raise it after you die, it does not make sense hold the hammer like a toy, it makes sense to take it with a tank build 31khp.No fun in playing a game where one thing destroys anything.
https://www.youtube.com/watch?v=AMfP6H-4dpI1.) Guardians are the superior support class. That is their strong suite. Therefore your assumption that Guardians would hold more damage was wrong.
2.) Warriors are frontline damage dealers. Who rely on their high health poor, healing, and optional CC for survival.
3.) Warriors can only use 2 weapon sets. A total of 4 different weapons if you use only one-handed weapons.
4.) Guardians get 15K health when going zerk because they have access to protection, aegis, invulnerabilities, and regen. Warriors get (with zerk) 21-24K health with access to regen.
5.) A warriors CANNOT have, mobility, stuns, damage, and defense all in one build. If you think they can then please post the build.
6.) The hammer has the most telegraphed skills of any of the warriors weapons. And all of the warriors powerful attacks are more telegraphed than a broadway musical.
7.) Warriors cannot kill everything. Ask any Mesmer, Engineers, Thiefs, Guardians, (now) Elementalists, even Rangers.In conclusion. The warrior is the easiest class to play from the start and will easily kill new players(you). But when you get better you will find that any decent warrior pales in comparison to any decent player of the other professions.
Warrior uses 2 weapons set? at total of 4??
Hammer, GS, Swords, Horn, Shield, Axes, Longbow, Mace.
Did I miss any?
I was referring to the fact that the OP listed off a bunch of weapons as though a warrior could use all of them at the same time.
A warrior can use 2 weapon sets. A total of 4 different weapon if they are all one handed. So if I used a GS and a sword/warhorn combination that would be 3 different weapons. If I used sword/axe and mace/warhorn it would be 4 different weapons.
See what I mean?
Also a warrior can use the following weapons: Rifle, Longbow, Hammer, Greatsword, Sword, Mace, Axe, Shield, Warhorn. Water weapons include Spear and Harpoon gun
(edited by bobomb.5209)
Hi , my name is Fred and I play MMORPG with over 6 years , I joined the guild wars 2 last year that I found very beautiful game and the pvp system made me so happy , I had never seen a pvp thus played Perfect World , wow , aion , everquest and tibia … throughout this journey with the online games I’ve played with all classes of these games , I know this is a forum for Guild Wars 2 and should not be commenting on other games , but wanted to highlight one thing in all these games , none of them there is a class that does what other fazem.Estou speaking warriors in GW2 , I play guardian , the guardian started because I thought he was the character who held more damage in the game , guardian is a very cool and beautiful class, but we guardians could only do one thing at a time , or we use build tank or we use zerk build , with a guardian zerk we took 15khp + – warriors with build zerk can build tank with zerk , they have a lot of life and a very good kit burst damage , they have mov.speed , they can ignore attacks by a lONG period of time , may use different types of weapons and get along with everybody, any it is feasible to build a rifle , ax , greatsword , hammer , hammer mostly , they hold the hammer like a toy, very fast attack … they can escape from it all with his mobility , and so much more that I will not talk here…Why warrior are soo ridiculous and overpower in this game?? I REALLY DON’T KNOW WHY.It makes no sense you create a class that beats all others, and that makes all the others do so better, it makes sense you do 0 damage on warrior, it makes sense to raise it after you die, it does not make sense hold the hammer like a toy, it makes sense to take it with a tank build 31khp.No fun in playing a game where one thing destroys anything.
https://www.youtube.com/watch?v=AMfP6H-4dpI
1.) Guardians are the superior support class. That is their strong suite. Therefore your assumption that Guardians would hold more damage was wrong.
2.) Warriors are frontline damage dealers. Who rely on their high health poor, healing, and optional CC for survival.
3.) Warriors can only use 2 weapon sets. A total of 4 different weapons if you use only one-handed weapons.
4.) Guardians get 15K health when going zerk because they have access to protection, aegis, invulnerabilities, and regen. Warriors get (with zerk) 21-24K health with access to regen.
5.) A warriors CANNOT have, mobility, stuns, damage, and defense all in one build. If you think they can then please post the build.
6.) The hammer has the most telegraphed skills of any of the warriors weapons. And all of the warriors powerful attacks are more telegraphed than a broadway musical.
7.) Warriors cannot kill everything. Ask any Mesmer, Engineers, Thiefs, Guardians, (now) Elementalists, even Rangers.
In conclusion. The warrior is the easiest class to play from the start and will easily kill new players(you). But when you get better you will find that any decent warrior pales in comparison to any decent player of the other professions.
Final trust need to hit,if some1 dodge or have block buff it will brake warrior stealth and put the skill on CD …
What? Troll? Warriors don’t have stealth. If someone dodges or blocks, the attack Final Thrust will go on CD because you still used it.
CC doesn’t stack? It resets. What do you want those two earthshakers to stun you for 6 seconds instead of 3? It overwrites the previously applied stun and this mechanic can become increasingly frustrating when other forms of hard CC are applied, disrupting that 3 second stun. In fact this problem you are having is a solution that people beg for with movement impairing conditions like Immob, and chill.
The recent patch gave PvE players a reason to go into PvP. Mainly Champion loot boxes for the PvP reward tracks. So now there is an influx of new players that had a poor tutorial system.
When you have a team that doesn’t know what they are doing try to instruct them/ direct them to the proper objectives. Without being mean.
Sounds like a fantastic idea to me!
How about something like this.
“When dual wielding pistols. Casting speed is increased by x%?”
That way P/D remains unchanged as a superior condition weaponset. And P/P allows for quicker attacks=more DPS. And you can calculate the casting speed of the other skills to compensate for the auto attacks increased attack speed.
Not going to work.
The reaction to that change will be the increase in condition damage based P/P builds because obviously, you can apply bleed quicker than in P/D without spending initiatives. The saved initiatives can then be used to spam Daze (headshot), Immobilize, and Blind while stacking a lot of bleed with AA on the target. The result will be obsoleting P/D as the main condition damage weapon set.
Wrong. Because without the offhand dagger Thiefs would no longer have access to spammable, shadowstepping Torment. The trade-off of torment for a few bleeds is a ridiculously bad trade.
It’s very good for condition removal. As a warrior every attack builds up adrenaline. There are three stages for adrenaline. Every bar increases the effectiveness of your f1 skill for whatever weapon you are using. Cleansing ire will cleanse one condition for every bar of adrenaline spent. This means at 3 bars(full) of adrenaline being spent (using your f1 skill) you will cleanse 3 conditions.
Pairing this with the “Burst Mastery” trait will still cleanse 3 conditions at full adrenaline on use of burst skill, even though only two bars are spent.
Well Berserkers Stance and Signet of Stamina will help immensely with condition cleansing. Also blinds only make one attack miss. If multiple attacks are missing then you are in a blinding field and you should move.
If you are having trouble with blinds it’s a learn to play issue (as much as I hate that phrase).
Also longbow f1 burst skill lands even with blind, cleansing skills and removing blind.
There’s a lot of 1 v 1 lobby’s that players have put up in the hotjoin portion of PvP if you wanna check those out.
He is referring to 1v1 as a competitive game mode. As is 1v1’s are not competitive in the sense that you get any kind of reward.
Why is this in the “Profession Balance” thread? You are just complaining. Next time you post, post about something constructive that will incite lively debate.
How about something like this.
“When dual wielding pistols. Casting speed is increased by x%?”
That way P/D remains unchanged as a superior condition weaponset. And P/P allows for quicker attacks=more DPS. And you can calculate the casting speed of the other skills to compensate for the auto attacks increased attack speed.
Seems to me as though he is simply summing up what everyone says about other classes and making it seem like a joke (as if it isn’t already). So yes satire
I don’t think it will cross over. They haven’t integrated NA and EU PvP megaserver as far as I know.
I feel as though I should outline my play style a bit more clearly. I prefer to maximize my damage and worry about my own skill in positioning/outplaying my opponent(s) in order to win a fight. I do not need toughness. I simply need the utilities to survive. ie. blocks, immunities, condition cleanses. I do not need stability as I am usually aware of my surroundings enough to avoid CC.
Ouia La, if you are as capable as you claim
In order to use the sword in a power build as you wish, you must stack might to utilize the sword’s bleeds, so the weapon may bring it’s full effect to bear.
http://gw2skills.net/editor/?fJAQNAscSnUJSVIW4BedAnIGYJQQea05JBKo8aWA-TphFwADOBAAeAAMOCAj2fIxhAYaZAA
I modified your suggested build and came up with this.
I didn’t think about might stacking so thank you for your input. Currently I think I may have found a sweet spot for this build so I will continue testing but I will also try out this new build when I get the chance.
I took out the 50% longer bleed for Rending strikes for that little extra damage. And I also tend to make combacks when I am downed so I took Sweet Vengence. You are never more satisfied than when an enemy exclaims about how you are still alive.
“Tremor” Offhand mace #5. If the target is running up to you and flanks to your side while activating the skill. Your character will slam their mace onto the ground, but no projectile will shoot out and the skill goes on full CD.
Braham’s armor looks pretty nice. It’s more like cloth armor in that it doesn’t really have any metal plates (aside from the horns on the shoulders and helm)
