Then change it. You want to use sword immobilize and hammer stun you need ways to keep the adrenaline up. That means cleasin ire and it means burst mastery. You want to take advantage of cripple spam on sword and hammer shock use leg specialist. You want condition removal use cleansing ire. Problem with your build is Hammer is not a high damage weapon anymore its usefulness has been reduced to a control weapon mostly. And swords outside of final thrust and rip are not great damage either and no way to really boost them outside of crit damage.
You are essentially trying to polish a kitten I know that sounds funny but eh it is what it is.
current build 0/5/6/0/3
Sword/Sword and Hammer with Melandru runes
Doylak signet, beserkers stance and Endure pain with signet of Rage
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.
Thank you for your input but I find your build to be not in my tastes. Too much armor with not enough damage. I hate soldiers amulet for lack of damage, and Healing signet is sub-par in my opinion.
Thank you but no thank you. I have already used ax builds many times over.
I wish to use sword/sword because it is not a condition weapon. It is a hybrid weapon. Also I love the look of dual swords, but hate condition builds in general. Pre-patch I could do 1K-1.2K auto attacks but not I do 800-1K auto attacks
Quite sad really.
I’m afraid I’ve run flat up against a wall. Or a gate to be precise.
– Siegemeyer of Catarina (Dark Souls)
I have come to the limits of my theory crafting ability. And I feel that a fresh pair of brains to help me in my endevor would be greatly appreciated.
I am attempting to create a Sword/Sword Hammer power build for Warrior. I am by far not a new player and I simply enjoy making odd builds work.
However. I can’t seem to find a sweet spot for this one. I will post the build that I have made myself later today but for now I would ask advice from the community on what they would think would be a good combination of traits/runes.
Keep in mind this would be for PvP.
I am aware that the offhand sword skills are ghastly for a power build. I am also aware that sword/shield would be a better combination for hammer as it’s been showcased in a few WvW builds before. But in WvW you can buff your stats tenfold to make just about anything viable.
So I have a very aggressive playstyle. I can survive in fights with little toughness (2.1-2.3K) and therefore I have no need to defence. I do not play condition builds either.
So please give me your input as I need fresh ideas.
I’ve seen you posting around the Warrior forums quite often King. From debates, to helping the new players, to showcasing builds, etc.
And I would hate to see you drop off from the game.
BUT I completely agree with you on the condition meta. Conditions are disgusting at the moment. And the nerf to power did nothing to help. The power aspect is constantly nerfed for the sake of PvE and the conditions aren’t even being considered because they aren’t a problem in PvE.
At this point it is blatantly obvious that PvP and PvE should be balanced separately. It might turn a few players off when you have to learn what the regular skill do differently as opposed to PvE. But the enjoyment of the game outweighs the possible increasing drop off of players from PvP.
Whether you leave or not have a good time wherever you go.
Also armor in PvP is based on your chestpiece, leggings, and boots.
Therefore making a brand new level 1 character gives you those required chestpiece, leggings, and boots. So you aren’t at a disadvantage for not having a helmet and shoulders.
I am on EU server and I do really wait for matches this long. And it is really annoying, when you wait 10 minutes for tournament and than you get some ranks 20 who don’t have a clue what to do and you are against 70+…
And to reward system… seriously… tell me one reason why is it better than the previous one. Just one good reason please.
Well If you are referring to glory then I would say that it was a pretty poor reward. You never spent it on anything worthwhile. And now you get rewards that are good for PvP AND PvE. And if you say “I don’t want PvE in my PvP” Then you ARE being very elitist because you still are rewarded with items that are relevant to the game mode you are participating in. Not only that but you now have the ability to gain skins that were never possible in PvP. That coupled with the fact that ArenaNet are actually paying attention to PvP at all. I would say that the implementation of the new rewards system and the patch in general was a breathe of fresh air.
We got
- New players
- New skins
- New traits
- A new map, and the removal of a map
- A new game type, even though it is only on the aforementioned new map.
- A megaserver. Which is opinionated but I love it.
- More money
- More rank points
- Crafting materials from reward tracks.
- Leveling tomes
- Skill point scrolls
- Items for leveling characters with leveling tomes.
All in all I would say that ArenaNet did a good job on this one. Some would say they dislike the changes but at least they are CHANGES. The stagnation was killing me personally. But anyways that was 7 reasons for rewards so I suppose I went a bit overkill in answering your question.
Honestly that necro in PvP is ridiculously OP. He does so much damage and applies “weakness” on his auto attack. And if you don’t kill him immediately he will kill you in downed state
I didn’t have to buy transmutes or unlock gm traits on all those characters 6 months ago. I would prefer to downgrade to only 8 slots now. I don’t have a need to have different character looks or builds. I don’t see the point of opening up traits or wardrobe charges for all those builds. It was fun, that is why I bought them. It isn’t worth it any longer with the change in the system. I can downgrade to one of each profession and be fine.
Then do so. But you are not entitled to a refund.
Buying a toy and getting tired of it because there is a new toy out that does more doesn’t mean you can return that old toy for full price. You either give that old toy away, throw it in the closet, or play with it anyways.
I am also loving the changes and I can’t understand what the crying is about either.
I guess people just have problems at home and they want to take it out on faceless internet personas? Don’t know
Ignoring the fact that purchasing so many character slot expansions is pushing the boundaries of the reasonable… Why should they refund your items? You payed for a service that was delivered to you, with which you were satisfied.
Anyways why would the ability to unlock traits/buying transmutation stones mean that you cannot play on all of your characters anymore? From what it seems to me you looked at your character menu and thought. “Huh I have WAY too many characters. I wish I hadn’t bought all of them.” And now it seems like you are just using these new traits as an excuse to get your money back after purchasing a product (Character expansions) that you no longer want.
You payed for it. It is now yours. You are entitled to no refund.
false: it’s doge march
doge: having or showing the attitude of a dog who wants to do or get something.
False it is “Dogged March”
And the previously stated definition is correct.
So….. much…. POOOOOWERRRRRRR
(All hail the mighty six signet warriors.)
Hello PvP community. I decided to make a thread so as to hear everyones opinions on this new Feature patch that the developers have sent out.
I will start by putting forth my own opinion. When I logged on I found the new interface to be incredibly confusing, but refreshing. I had to look around for quite a bit before realizing where everything was, but once I did I was sure I could come back to that same area once again.
The reward tracts look amazing and I am looking forward for the new incentive to play PvP again. For the past few months or so I never felt inclined, or rewarded, for playing actual matches. And therefore simply went into dueling servers to practice and have a bit of fun.
NOW though I find many a rewards lurking on the horizon just waiting for me to claim it as my own. And while the transmutation charges seem as a way for ArenaNet to make money off of PvP…. Why shouldn’t they?
Games require money and other PvP forum crawlers have also suggested that the developers create a way to make money off of PvP (aside from eSports which they are already attemping).
I see the wardrobe as serving multiple functions in one fell swoop. Not only does it normalize all gear across all game modes. You can switch out looks with no consequence. It organizes all gear into an easily accessible, if strange, interface.
All in all with all the new things introduced I find myself awestruck. Forget the hate, neglect, the betrayal of the past few months. Because the developers ARE listening. And I am glad for this patch because they are doing something NEW. The stagnation on PvP has finally been lifted for a time. And though some may take this with a garbage truck full of salt. I welcome it.
Please post your own opinions because I am always open to the ideas of others. And would welcome the input of others.
(edited by bobomb.5209)
That would be true. If there wasn’t a nerf across the classes with the new ferocity stat.
Anyways it’s rather funny because that sigil was nerfed. Looks like they are bringing it back. Hambows aren’t here to stay. Because with the nerf from ferocity coupled with the nerf to Merciless Hammer. I can safely say that Hambow warriors have been shot down.
(Not to mention the nerfs to longbow as well)
I agree with pdavis.
The mindset that the community has regarding PvE is to only run berserker gear to maximize effeciency in dungeons. So that they can go through the dungeon quicker and receive the rewards quickly.
After all why have fun when you can get the shiny at the end of the dungeon?
But honestly this line of thought is stagnating.
I play Demon Souls, Dark Souls, and Dark Souls II and I think that this train of thought applies to all games.
People will generally go for the “easiest” route. They will maximize their damage output in order to take out the enemy quickly. What is the fun and skill in this? In the aforementioned games people would constantly create one-shot builds and strictly adhere to one primary method of engagement. And that’s it.
The same has happened in GW2. The community has come at a standstill in terms of methods of engagement. And so when different Living Story installments have been pushed out with different types of enemies that the community isn’t used to. They fall apart.
All I am saying is that I support pdavis in looking for a different way to play the game. Because if you stick to the same thing constantly you will eventually get bored/ your enjoyment, and perception of the game, will degrade.
It’s not mace/axe it’s axe/mace that is the meta
You will have to rely on landing “Flurry” (Swords f1 burst skill) to kill any number of mobs quickly. The amount of bleed that you can land with that skills provides solid numbers.
For soloing initially? Are you talking about PvE fighting mobs one on one? That’s easy you will destroy them if you remain mobile.
Hammer/Axe is a great setup for PvE because you can control the mobs and damage the stunned enemy blob to great effect. The only shortcoming for the hammer is against bosses since they have stacks of Defiant.
If your main objective is PvE then it depends on your playstyle. Sword/Sword is more about remaining mobile and landing your bleeds while your enemies tick away till death.
Hammer/Axe is a slower paced build that relys on you positioning yourself to deliver a quick stun, then swapping to axe to capitalize on the enemies weakness.
Well I run a physical utility build sooooo. SPAM KICK!
Dual swords is a much better condition option than raw damage. Any condition build is more effective in PvP but if you run with your guildmates into dungeons and there is no other condition build. Then go ahead. I had tons of fun myself running a condition dual swordsman and I am sure you would to. Otherwise you can really do anything. Best thing about warrior is that all of our weapons are viable to some extent. Since you are level two just get all the weapons that are possible and experiment. You can take your time and find the playstyle that you enjoy.
Why only Exotics?
There is NO place where “only exotics” are used.
I personally don’t care about WvW. But I can understand that WvW players would like to have some training ground.
So, give them their WvW Custom Arena or sth like this. But please don’t call it sPvP.But this wont happen due to a simple reason:
If there will be PvP-Arenas with PvE gear, a big part of the WvW players might switch to those Arenas and stop playing WvW.
Why bothering with keeps and long distances to run, when you also can join the “WvW Arena”?
There is a place where “only Exotics” are used. It’s called sPvP
So far as I know no profession grants crit damage… Ahem “Ferocity” I mean.
Honestly I see no reason why not! Most classes have something similar (Guardian, Warrior, Ranger). So yeah ArenaNet get on it!
I have to admit I knew that it knocked enemies back but I never noticed that it actually did damage! Now we need a group of 20 in WvW run into a zerg and all level up at the same time. = wiped zerg.
I’ve finally decided on an interesting change to the way healing signet functions, and have edited the OP accordingly. I would love to hear your opinions on this suggested change!
It’s interesting but I assure you not everyone would like it. However as to the extra benefit of someone using the healing skill who doesn’t use fast hands. Perhaps a buff such as protection or aegis? Or a smaller heal but is AoE?
Everyone uses fast hands. It’s the most mandatory trait in the game.
I like the idea. A heal every 5 seconds has much more counter play and you get control over it!
Not everyone is a warrior, therefore not everyone uses fast hands. Not every warrior uses fast hands, therefore why make a change to healing signet that not everyone can use? In it’s current form it is useful to most all builds but the change would make it less useful to everyone. And I assure you that it is not mandatory. After all how do you think those other classes get by? You know, those classes that aren’t warriors?
I find it quite funny that the problematic classes in this condition meta have been all but Necromancers. This is my opinion though.
At the end of the day. We are all winners <3
I’ve finally decided on an interesting change to the way healing signet functions, and have edited the OP accordingly. I would love to hear your opinions on this suggested change!
It’s interesting but I assure you not everyone would like it. However as to the extra benefit of someone using the healing skill who doesn’t use fast hands. Perhaps a buff such as protection or aegis? Or a smaller heal but is AoE?
This seems like a fun idea to me. It will help ArenaNet in gathering balance information, and allow the players to help in a mutually fun, and beneficial way.
+1
I’m not entirely sure I would classify Defiant Stance as a “high risk” heal (since you cannot take damage during it), but otherwise the person above me probably has it right.
It’s high risk because it has a 35 sec cooldown, 3 seconds of uptime, and big green numbers appear to the enemy telling them that they are healing you. If you just “use” it with no situational awareness you will have wasted a heal that doesn’t even last long to begin with and die in an instant.
Agreed and I am elaborating on it.
I completely agree and I’ve said it to others in-game. A warrior has to use up 3 utilities or 2 utilities while going 30 into defense just to achieve what other classes have in one utility. Therefore it is completely unreasonable to complain about these skills. The only problem is that other classes don’t heal with healing signet while they are invulnerable. Therefore Healing Signet should be changed. But that is beside the point here.
The following opinions are based off of PvP and general activities related to warriors performing in PvP:
If there ever was a change to stances I don’t see how they could be justified. Stances are in a good place right now. The only problem i see (and a problem with warriors in general) is that they have no “active” skills. Look at their skills.
Banners – AoE passive buff to player and allies within radius of banner, can be traited for shorter cooldown and larger area of buff.
Shouts – More buffs to allies but warriors tend to spam them for the immediate buff/debuff, rather than actually planning the use of the skills. After all why wait to buff yourself when you can do it now? And on a (traited) shout build they cleanse conditions (Superior Rune of the Soldier) Heal the player (depends on Healing power but base 1,800 or so) And have a low cooldown, making it more viable to spam them for their properties rather than saving them for strategic play.
Stances – more passive play going on here. While these are a bit more forgivable because of their great benefit, and the fact they have long CD making spamming them/using them without reason fatal.
Signets – Like stances but a bit weaker. These skills have a passive and active component that are equally useful (aside from the infamous Healing Signet) These skills are also fairly balanced and provide strong self buffs to the warrior without sacrificing utility. The only problem is with group play. But what am I talking about? We all know people compare balance with 1v1’s (which isn’t how you should go about it at all).
Physical – The only “Active” skills that a warrior possess and can be used effectively by intelligent warriors. These skills can be highly effective but rarely are.
Just a simple overview of functionality and overall descriptions of the utilities a warrior possesses
howevere make it heal more when Active & you´ll see it used more like a healing skill.
God forbid a healing skill should be used like a healing skill
its the condi equivalent of cleric. replaces power with cond damage.
damage is over time instead of up front. requires reaction instead of anticipation to mitigate the damage.
just be glad there is no Dire in pvp.
The problem is that while it may only replace power with condition damage. That’s all it needs to do. Raw damage has three factors that determine the damage. If you have all you will do great damage, if you have two you will only do minimal damage. Take that versus settlers which has condition damage and, though it is lower than rabid, the essence of condition is death by attrition and the survivability provided by Settlers allows a player to constantly apply conditions while keeping their survivability at a maximum.
In my opinion condition in general is not in a good place at the moment. But in PvP Settlers is the worst offender. Especially when paired with the aforementioned engieneer, warrior, and ranger specs.
Thanks Bigmonto, is there an offspec for characters?
There is no offspec with characters.
Every class can fufill a different roles but the main ones are as follows.
DPS- Straight up all damage either relying on your own personal skill to survive by dodging hard hitting attacks or the help of allies to survive. Keep in mind DPS is split into two methods of application. Conditions and raw Damage.
Support- Generally the “Tank” but you will still want to dodge attacks to stay alive yourself. You will focus on keeping your team mates buffed and alive so as to maximize their survivability and damage. Now Support is a general term that is given to any task that will help your allies while antagonizing your enemies. Some of the ways you can do this is to apply buffs to allies and conditions to enemies. Such as Weakness, Poison, Cripple, or Chilled. Alternatively you can buff allies with Might, Regeneration, Aegis, Protection, or Fury.
1.) longbow change = good. While it has the same physics as somehow blinding the explosion of an engineers bomb, from a purely mechanic standpoint this is a reasonable change and would promote more reactionary gameplay.
2.) This change is simply unreasonable. If a warrior would like to waste his 3 second stun that you get from max adrenaline and put the burst skill on a cooldown be my guest. Since warrior lack any significant finishers getting rid of one of the only good ones warriors have is simply asinine.
3.) This is simply a horrible idea. You say this would be a heal for more aggressive playstyles but how can you be aggressive when you will be dead? 33% reduction on healing signet at 0 healing power is approximately 263 (rounded up). This is simply not good enough. perhaps a 12% nerf? And the only use that I can think of for a 15% damage increase for 3 hits would be for an eviscerate build. Which would completely be overpowered because you can already stack ungodly amounts of increased damage for the axe.
4.) This would be a good change. No other class I know has a 3 condition cleanse on a (at best) 7 second cooldown and would promote saving adrenaline so that you can align the stars and simultaneously cleanse your conditions while delivering the enemy a crippling blow.
5.) The healing increase to Mending is direly needed. And if the condition cleansing options for warrior are nerfed you might see this healing skill actually USED. I am skeptical about “Shake it Off” cleansing two conditions because, while cleansing two conditions every 25 seconds AND being a stun breaker is pretty nice, pairing it with superior runes of the Soldier makes it cleanse 3, and traiting shouts makes the cooldown 20 seconds. A 20 second stunbreak that cleanses 3 conditions. The Warhorn change seems decent, as “Call to Arms” has a fairly long cooldown.
6.) seems like a tooltip fix rather than a balancing issue, but ok.
These are just my thoughts. Hope the correspondence helps.
I don’t see the need to bring in the fact that warriors can’t have certain defense boons when they don’t need it to survive. The reason mobility comes into play is because everyone keeps mentioning that warriors need it to keep up with their enemy, that’s great, but they can turn around and use it to disengage. Going along with the philosophy of the warrior (here comes another argument on that) that mobility was “intended” to stick to their target and not flee from it. The class design as a warrior was to stay in melee range, correct? Warriors excel at melee, correct? Then why is it that their skills are being used for exactly the opposite? Why are warriors running away when they have absolutely amazing staying power?
Yes, those mobility skills were present pre-buff but the buffs also made those mobility skills even stronger because of dogged march/passive regen/stance immunities/overall higher toughness allowed warriors to escape and reset fights with an extremely high success rate.
How would you change it? People already hate what ANet did to RTL so it’s not like they’re going to do the same to Rush. Making the skills require a target is a step back into the dark ages of MMO combat and takes freedom away from the player.
I honestly don’t think the mobility is that imbalanced, if they just have a GS they are catachable and if they have GS+S then they have given up tons of (imo) better options.
Why not just apply the same mechanic as say a mesmer. You can’t use rush or bulls rush without a target. You could still aim at an npc or random mob in WvW but it would be eradicated in PvP, as well as severely hampering it’s effectiveness in WvW.
And this way you wouldn’t have to mess with the skill directly.
Seriously Anet…..
GS + Sword/Warhorn + Bull’s Charge = Unstoppable.
how the hell does heavy armor class outruns thief and ele???
people says GS + Sword/warhorn does kitten damage but its wrong its just the other weapons do more damage it doesnt mean u cant kill anyone. still does massive damage + super bursty mobility.
Imagine u wearing maybe 500g light armor and other person wears 40kg heavy armor and who do u think will run fast??
and warrior got everything daze/stun/damage/armor/hp/mobility
seriously i’ve been playing my guardian for like the whole time and i played warrior for like 100 hours and feel like my guardian is completely useless…
warriors can survive much better than guardian and whoever says warriors are weak against cc, every class are weak to cc and warrior has berserk stance/endure pain / balance stance etc way more + highest hp/high armor maintaining high damage + got all the stuns/block massive hp regen (will get nerfed soon but wont be any huge difference) and crazy mobility that outruns every single classess..
tbh i think warrior is way more op than thief like i can stomp most of thieves 90% of the time except maybe some extremely well playing d/p thief with perma blind and condi necro. other than that i can stomp most of classess without taking any skills.
before anet nerf thieves on any they should nerf warrior first and buff guardians
I will respond to this post as I do not feel like reading the posts below. So if what I say has already been said then I apologize.
with the weapon setup you do not get stun or daze so those points are invalid. Yes this build is almost impossible to catch, but they don’t DO anything. Unless you are playing WvW they don’t contribute anything at all to the PvP scene. and even in WvW they can’t kill anyone. They are basically faster thieves without stealth.
The only way this build does “Massive” damage is with 100 blades with the Greatsword. Therefore they are incredibly easy to predict.
I am not saying this build needs to exist. It’s almost as cancerous as dagger/pistol thief with 30 in shadow arts. But it is there and ArenaNet will get around to it when they have time. I apologize but your post is filled with misinformation. It’s almost nauseating.
My god he could buy Evon Gnashblade.
I don’t know about the PvE / WvW side but many in sPvP are dubiously trusting this patch. If it turns out to be a joke and there is no balance change for sPvP I am pretty sure there will be internet rioting.
At medium to higher levels you may have a point but I am no where near these levels the mechanics will work completely differently as a result.
Necro’s do get multiple HP bars when they turn into that god Death Shroud and just steal tonnes of HP back.
And yes i do expect to get better in WvW through sPvP, not in the grand scheme of positioning a huge zerg, prioritizing objectives but the actual trade craft of fighting, if you can’t beat someone 1v1 and understand your class how can you expect to beat multiple enemies as part of a large group.
Necromancers do not enter god mode when they go into death shroud. Much like warriors the extra HP serves as a meat shield against enemy attacks because the class has a lack of defensive utilities.
Multiple means 3 or more, and Necromancers only have access to two health bars.
You do not need to kill another player in order to know how your class works. It is simply practice. You can achieve practice easily by playing the game. Just because you are good does not mean you can kill everyone, and if you expect that to be the case you are wrong.
Why the quotes on randomly? Are you saying your team wasn’t random? Also people consider warriors overpowered so you will not get any sympathy. In fact Wellomancers and thiefs in general are considered weak. Especially to Warriors.
Necromancers do not have 3 health bars.
PvP and WvW are completely different, do not expect to get better playing one over the other.
S/S warriors….
…. Won’t be affected by a 10% increase to swing speed at all. The only skill on sword I can see it helping is Final Thrust.
Fantastic idea. +1
Because doing it in two updates instead of one allows Anet to better hype how many updates PvP gets. It’s just for marketing and likely tricks a lot of people into buying the game.
As far as I know no one is hyped about the loss of the only real reward system PvP has had since launch.
I want this trait yes please. This would be amazing for my dual mace build. But I would have to experiment with it
Yes, let’s give the most powerful damage profession acces to the most powerful support abilities as well.
So what I am hearing here is that you would enjoy warriors being nerfed so that they cannot take down solo players easily. But you do not want to give them any buffs in group support to compensate?
You could always go do events in Orr. Those are pretty fun to do at level 80.
I hate to even take up a few seconds of a Developers time with this question but I am horridly curious.
Why couldn’t glory be removed a week or so before the actual rewards system is devised and announced?
As far as I see it people are “upset” (too put it mildly) about removing glory with no real reward put in place.
I am just curious as to why NOW did glory have to be removed? It just doesn’t make sense to me.
Edit: I apologize in advance if my question as to why glory had to be removed now as opposed to later was already answered in some other media format that I am unaware of.