It would not even be that difficult. The night cycle could just revolve around server time.
So… Scarlet will have woken him up? Am I on the right tracks?
Are you joking? Obviously Scarlet CREATED all the Elder Dragons when she went back in time using the Thaumnova Reactor. Duh
Why hasn’t anyone said the obvious yet? “Fun” in MMORPG’s if whatever you enjoy doing. Anyone can tell you what they enjoy doing but that won’t neccessarily be what YOU enjoy doing. Do a bit of everything and, if you find nothing enjoyable, find something that you DO find “fun”. I personally find almost all aspects of GW2 to be pretty enticing. While they could all be tweaked to be better, again in my opinion. I am not the grandmaster of fun and fun is interpreted differently by different people. And that is the most difficult balancing problem.
Snip…
Who cares what the warriors health pool is? Warriors and classes who fight Warriors care. But think about what you are saying. with 0 healing power and full adrenaline Healign Surge can heal for roughly 10K (more like 9,600). At minimum warrior can have around 18,000 health with no vitality. Now this sounds nice as a 10K heal would heal more than half your health but. Minimal blocks coming from 3 skills spread across two one handed weapons and a shield. No access to protection or aegis. and two skills that grant immunity to damage and conditions respectively. and they have downtimes of over 50 seconds (depends on traiting). So with these problems having so low vitality is worthless. Not only that but a 10K heal is worthless. The reason why Healing Signet is popular is that it has allowed the Warrior to become what the developers stated it would be. The warrior was supposed to be a class that became stronger as the fight dragged on. This simply wasn’t the case as the game progressed. You state that it heals for 66% more with a full adrenaline bar. Then you state that it grants you a full adrenaline bar, as if this magical bar was stored somewhere for emergencies. The heal is worthless for adrenaline gaining. With such high vitality needed to survive you do not want to waste the heal gaining adrenaline, so why have adrenaline gain as a mechanic of the skill if gaining that adrenaline punishes you?
Case and point it may be a better skill in comparison to other classes but you CANNOT compare other classes! Classes are different for a reason. And what will work for an Elementalist, Thief, or even Ranger will not work on the same level for Warrior. I believe Healing Signet most likely single handedly cracked the condition meta. As warrior, when traited properly, can have the best condition cleanses. Now your definition of OP’ness comes from mobility, endure pain, defy pain, and zerk stance all with Healing signet and adrenal health. Mobility comes from the Warriors skill “Savage Leap” the second skill on the sword, and the great swords Whirlwind attack" and “Rush” skills. Our mobility is based on our weapons. Now why is healing signet OP in most peoples eyes? You cannot stop it unless you use enough poison to kill an elephant, and the warrior can attack you. Now warriors are the masters of CC, but CC is also tied to weapons. So what am I getting at? CC improves Healing signet, as you can heal while attacking your stunned opponent. And yet you complain that warriors have mobility, when that really only comes from great sword. “But what if they have both weapons?”. Warriors CC is incredibly telegraphed, and if any warrior comes at you with a great sword you know he is trying to set up 100 blades, as that is the only real source of damage as the auto attack is much too slow. So Warrior is not OP but simply needs tweaks to make some of the mechanics more easily countered. But you cannot have access to mobility, CC, massive condition cleanse, damage immunity, condition immunity, and stability all in one build. Sorry if you feel like this semi – rant was unneccessary but I feel like so many people are misinformed about Warriors and only see bits and pieces. If you wish to prove me wrong I challenge you to make a build with absolutely no weaknesses.
I have 6 lvl 80 and have not grinded once. I can see you are the kind of person who likes to be handed things with the least ammount of work possible. The game would have died its 2nd week if everyone was handed the best gear. I am personally glad you uninstalled the game because its people like you who do not see the positive parts of a game that make it bad for everyone else.
it’s already a lot of work in real life.
don’t need to get another work in my spare time, to get what i want.yes, i prefer the easy way to get the best gear.
i wanted to enjoy gw2 just to obtain everything easy.
enjoy what the game has become, if you like it.
still, think and do and play what you like.
nobody’s hurting you.
i can say the same that people as you are making MY game worse.
it’s a matter of opinion.and don’t judge who disagrees with you.
peace and love bro
Well I think what they are saying is. If you do not like the game, and you don’t even have it installed anymore. Why are you wasting your time on the forums of a game you don’t like. Asking people who play the game if they don’t like it as much as you do? If someone doesn’t like it as much as you hate the way the game is currently. They would not be on the forums posting about how they don’t like the game. They would be playing other games and trying to have fun. As for wanting things handed to you. If you level a character to 80, then you should have enough karma to buy full exotic gear for yourself. No extra work there. You want Ascended gear? You want a Legendary? There must be something for people to work for. Some people need goals. But the thing is is that in other MMO’s you usually need these things to do better in the game. In GW2 you don’t NEED these things. Anyways time is out for me I have to go. I hope you try the game again and give it another shot.
Exactly. I have only recently started playing elementalist but even I. A new Elementalist, can see that there are some worthless traits. What I really don’t like is that I would like to use a conjure build, or glyph build. But there is simply no real reason to do this. You will almost always be forced to use cantrips. They are much like stances on Warriors. They are not bad skills. They are simply much better for any situation that you could name.
I think a greatsword would be the best leveling weapon. Add a longbow to that and you will be able to crunch up mobs with your AoE fire damage and your Greatsword will give you good mobility and damage. Also for utilities signets are a great beginning utility. Signets are utilities that have a passive effect that will buff you in some way. as well as a situational active effect. That upon using the signet, the signet will be put on a cool down. And also you will lose the passive effect of the signet. For example, the Doylak signet grants 180 increased Toughness (defense) and the active grants you stability for 8 seconds (Stability is a boon that resists stuns/knockdowns/fear/ etc.)
I always find people standing on walls or running uselessly about inside the tower amusing, crying about the gate or wall being destroyed, doing nothing about it at all, and then uselessly dieing when the zerg breaks in or waiting until it breaks in and then map travelling. Why are people so afraid of their toon dieing?
Don’t stand waving at the attackers- get together, push out, ignore all the players and the damage and HIT THE SEIGE. Sure, you’ll die, but you will have taken a chunk of HP from the siege and might even destroy some of it, which might give your server time to rally a defence.
If you’re completely outmanned and there is no chance of either rescue or being able to hold it (no trebs/def siege/etc built as no one could be bothered, but plenty cry about their being no siege when they run to the blob battle), then leave straight away- your only reason for staying is maybe getting a couple bags from lucky ac shots or points for defending. Run off with your team (you are at least in a team, right?) and go attack something of theirs, be it a camp or a tower (5 people can cap a t3 tower if they don’t get back to defend, and even if they do, you might use up 200 supplies from their tower when they repair the gate).
Try placing supply traps near paths, etc and drain their zerg of supplies.
And of course zoom ‘exploiters’ will wipe out your siege, or just plain old eles, which is as it should be- defenders should not be able to fire on attackers without any chance of being hit themselves, although this could use a little tweaking, especially when the defenders are very heavily outnumbered.
I remember when I was stuck inside a besieged tower and the enemy had set up a trebuchet and some catapults. I am a warrior so I used our elite skill “Rampage” and went to destroy the trebuchet. I destroyed it, and one catapult before I died. 5 people ran out behind me and took out the last catapult. Safe to say that the tactic you are suggesting is totally worth it. As we bought enough time for reinforcements to come and defend the tower.
The only time I am afraid of Elementalists would be in tournaments. In my opinion, Elementalists have the highest skill cap. And therefore the full potential of an Elementalist is rarely seen. In tournaments, I see Elementalists wreaking havoc on unsuspecting foes. They are much like Necromancers whom use staff. If you leave the Elementalist unchecked, they will bomb your team/surrounding allies with AoE damage. Unlike the Necromancer, however, this is raw damage, and cannot be mitigated by condition cleanse. They have been nerfed close to the ground, sure, but they are much in the state that thiefs are finding themselves. They are still a threat. But you need to be VERY skilled to play one effectively. Unfortunately this effectiveness comes from being cornered into a few builds. That is the main problem, Elementalists lack diversity in my opinion.
I am kind of disappointed that no one has put up any builds recently. I would like this to become a source of current builds and experimentation. As well as a place to share experiences. So please Warriors share your thoughts I would enjoy reading your stories.
I watched this myself and I loved it
This is just something I went ahead and made for you. I don’t know the build you are talking about but this build is full zerk rifle that will squeeze out maximum damage. doylak signet is to provide stability so you can get away using GS. Signet of might is for shooting through blocks. Signet of fury is for that extra precision, though you can replace it with the shout FGJ if you want. And signet of rage is to get away or increase damage. Since so many signets are used I am taking advantage of the trait that grants +40 precision. So here you go
Both builds look very nice indeed. I actually tried my own theory crafted build in WvW (build number 4) and with my current set of gear (mix of knights,zerk, and cavalier) I was pretty OP. I had 3.3K power, 3.2K armor, 60-70% crit damage with 60% crit chance, The numbers were pretty dang good and all this without food buffs. Me and a fellow warrior in my guild took out 6 people by ourselves. It was quite hilarious xD. But yeah your builds look like a lot of fun I’ll have to try them myself sometime.
I’m bumping this so my friends can see it :P
My solution to all this is I just don’t die.
Words of wisdom here. But we can’t all be as kitten as you.
Sometimes what is not said is just as important as what is said.
Hi,
It is similar to the revive orb, but no rez sickness and no movement impairment and you come up with full HP.
Pro’s
- If heavy limitations are placed on how many can be used and where it can be used (say, one per boss fight in a single dungeon), it can give people who died for reasons beyond their control (say, a lag spike) a second chance.
Con’s
- It’s still toeing the line even with heavy limitations places.
- Poorly implemented, they’d be well within the realm of P2W. For example, being in WvW, you get killed in the keep, then use this item when they go, and suddenly you can portal a group of people in.
The Revive Orb can only be used in PvE. The proposed “Revive Orb” would only be different in that it would not apply the heavy limitations. It would still not be applicable in PvP, or WvW. Only PvE
I played it for a bit myself, it was OK but I didn’t see anything special about it. And it was pretty cash heavy in terms of cash shop items.
Maybe an “Elite Revive Orb” that does what you specified, but can only be used in PvE. I can Arena Net doing this. But as for PaytoWin? It would be completely unfair in any other gamemode besides PvE. Is it pay to win in PvE? Who cares who are you beating NPC’s? No one cares that you spent a little money to have an advantage in a boss fight that could save the fight. Would you REALLY complain if someone on your team used a revive orb, revived all of your dead team mates, and basically gave your fight a second wind? No you wouldn’t and if you would you would only be saying that to prove me wrong, which you wouldn’t.
There’s a lot of assumptions being made here, the whole point of P2W in this game revolves around PvE anyway, because most of the game is centered in PvE. Basically, it would be them saying “Well, you aren’t skilled enough to beat this boss, but if you give us $3, we’ll beat it for you.”
Reeks of P2W.
A lot of assumptions are being made because there is no REAL conflict to be discussing, a conflict with actual facts. But my original point still stands. Does anyone care that you payed money to beat a boss? No and also think about this for one second. If you are using a Revive Orb to get yourself back up because your team is almost wiped out, lets say there are two of your team mates left? In this scenario you have revived and proceed to help. BAM! You just died AGAIN because you couldn’t stay alive. You didn’t pay to beat the boss, you didn’t pay to make him easier. So what exactly did you pay for? You didn’t pay to win. You paid for another chance. but you failed. This is not to say that you HAVE to win in order for it to be Pay to Win (well you do have to win but just bear with me). So the question is, is what does the Revive Orb do? Cause anything being “Pay to Win” is based entirely on the object in question. The Orb would not do the following.
1.) Would not revive your entire team.
2.) Would not revive you instantly.
3.) Would not grant you a one-hit KO pass against the boss.
4.) Would not grant you a larger damage modifier to do “Moar deeps” against said boss.
5.) Especially would NOT guarantee you the boss fight.
What does the current revive orb do?
1.) Takes awhile to revive you, being vulnerable to damage being applied to the players avatar continuously.
2.) Once revived you are applied a massive movement impairment.
3.) Can die in one hit till the timer goes out.
What would you get with an upgraded Revive Orb?
1.) Instant revival
2.) No movement impairment
3.) No health impairment
So you get these extra bonuses as a result of paying more cash. BUT you can BUY gems with IN-GAME GOLD. Soooooooo definition of Pay to Win? You MUST pay to WIN at its basest definition. It can also be defined as an item that grants a player an advantage over other players. Again fighting NPC’s, helps the whole team, and has drawbacks with less drawbacks resulting in spending more cash/gold.
[/quote]
True, very true.
stirring the pot here to further a discussion
Unless you consider the incoming fractal leaderboard…if guilds are trying to compete there, and Guild A has a full stock of these elite revive orbs, and Guild B doesnt..Guild B is at a slight disadvantage.
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Also true but that would only matter if you received a reward from being on the top of those leaderboards(which their will be I’m sure). So this means that Arena Net should disable revive orbs entirely from Fractals. That is if you are attempting to do the leaderboard. A compromise could be reached though, surely. Maybe disabling Revive Orbs after a certain level cap has been reached? If you are attempting to do above level 40’s then yes, I believe Revive Orbs should be disabled.
Maybe an “Elite Revive Orb” that does what you specified, but can only be used in PvE. I can Arena Net doing this. But as for PaytoWin? It would be completely unfair in any other gamemode besides PvE. Is it pay to win in PvE? Who cares, who are you beating NPC’s? No one cares that you spent a little money to have an advantage in a boss fight that could save the fight. Would you REALLY complain if someone on your team used a revive orb, revived all of your dead team mates, and basically gave your fight a second wind? No you wouldn’t and if you would, you would only be saying that to try to prove me wrong, which you won’t.
All depends what you mean by power ranger as that name really includes any spec that uses a longbow. Also includes shortbow specs that just ignore condis and go for power. I tend to think power rangers mostly run signet builds, but even that has several specs included.
Overall though, it’s not that great of a roaming build. It does exceptionally well against thieves, but that’s because of their lack of stability and your rapid fire tracking through stealth.
It does well against Warriors, but the fights last a long time since healing signet + adrenal health heals about 30-50% of the damage you do.
Eles also tend to be easy because their burst is easy to soak with a signet build and their health is quite low.
Anything that runs mostly condis will eat you alive. This is the reason it’s a poor roaming build as most roamers, other than thieves, run condi.
Mesmers and Necros I don’t even bother with because the lack of burst and AE makes these fights too much of a hassle.
Play it for awhile and you’ll really notice the lack of AE, Condi cleanse, and AE and why most say it’s such an uphill battle.
Woah this is a strange post. If Benjamin is correct and the auto attack does 3K damage on crits from above 1K range. Then none of these problems you are describing would happen? A warriors Healing Signet heals (with no healing power) a minimum of 1536 every three seconds( or 512 hp per second). Keep in mind that is if a Warrior has full adrenaline at all times (never happens). And Healing Signet is weak to burst soooooo that is one dead warrior easily. elementalists? abosrbing their damage? As a full glass Ranger going against a glass elementalist you would NOT absorb all their damage. BUT they certainly wouldn’t absorb your damage. And at 1K range on an unsuspecting foe you would easily do good damage before the ele could get to you (Ride the lightning and other mobility skills could change that outcome). Mesmers and Necromancers? Don’t let them get close. If your best damage comes from distance why let them get close? A Ranger should engage from far away. Therefore you would not be in range of Mesmers and Necromancers as they have limited range depending on their weapon set.
But that is the nature of the beast, everything is not known till you get into the situation. I think Power Ranger would world exceptionally well but would have a seperate playstyle than most other classes. Simply stand back, tug on your bowstring, and take out some poor sucker who doesn’t even know where that attack came from. Seems like a more thief playstyle to me but thats what the OP is used to. Seems good to me.
(edited by bobomb.5209)
Oh gawd Tier armor above 1 is too rich for my blood. I can dream though.
Really nice armor what is it if I may ask?
Here are three more builds I made for the lolz.
http://gw2skills.net/editor/?fIAQJARSjcOFv1Q+OMxBAMjvqyo4HguMgiJA-ToAA1CqIwRhjDHDOScs4MsY9B
This build uses the greatsword and hammer. This setup effectively gives you
1.) Mobility
2.) Team support in the form of AoE stuns and knockbacks.
3.) Raw damage with greatsword and chain CC damage with hammer.
4.) Complicated combo for setting up 100 blades that will make you feel so good.
So how to use this build? Simple this is more of a roamer build effective at getting from place to place and holding points. If you are quick enough you can pop Frenzy, use Earthshaker, and Hundred blades the whole kitten enemy team! disclaimer if you cannot 100 blades lol the entire enemy team I am not responsible. Other than that neat little combo you can kill the enemy and, if you are smart, not die (though I am sure most of you will change the heal to Healing Signet).
http://gw2skills.net/editor/?fIAQNAU8encOU8YUQ2QwEZAAzwrquMgaJlC7uD-TsAg0CnIKSVkrITRyisFNKYZx+DAI felt like making a REAL warrior. What I mean is a Warrior using sword and shield, the rifle is just a bonus. This build gives you limited mobility, with burst damage in the form of Kill Shot and Final Thrust. If you want to set up kill shot, don’t. In my opinion the best way to land Kill Shot is to snipe off point at an unsuspecting enemy player. Then use savage leap and get into the fight to finish them off. You have range pressure with Volley and Kill Shot, and close quarters damage with the sword. (P.S. use Shield Bash to set up Final Thrust).
And finally http://gw2skills.net/editor/?fIAQJAUTjkOxwpQ2QMxBE0DNsKyiLjAcJ0HwDA-ToAA0CqIKSVkrITRyisFNKY9B
I remember messing around with an “All range Warrior” build a few months ago and enjoyed it. But now with with some recent patches under my belt I decided to give it another go. This build is (obviously) meant to stay at range, keeping AoE fire on points, and pressuring individuals with rifle. This is more of an attrition build. Stay at a distance and fire away, if anyone comes near you you won’t die. Just knock em’ back with the rifle and plug away. The Longbow is good for control and pressure on points(as mentioned above). Unfortunately I am running out of time so see you kitties in the Mists!
(edited by bobomb.5209)
Yes you still remove three conditions. Even though you keep one bar of adrenaline.
If you are feeling bored with Warrior in PvP try these builds!. Here are a few of my builds that I found myself enjoying. These builds work in SoloQ, Team Tournaments, Hotjoin, and in PvE (with different armor customizations of course but if you want more info on that PM me ). This is the first build. Criticism is welcome.
http://gw2skills.net/editor/?fIAQNAnXSjcO9upQyOMxBAkCvqyo4ngUPs7u4A-TsAg0CnIKSVkrITRyisFNKY9x0CA
This build is based off of a previous build I had with a few tweaks to make it more forgiving. It’s more like a user friendly build than what I usually run. This build brings damage and survivability in the form of limited condition removal, dodges, and stun. The axe is the best weapon, in my opinion, for raw damage. The offhand axe is for hitting groups of enemies and is effective at either
a.) Holding a point
b.) Damaging grouped enemies whom are reviving their allies
c.) Or you just want to look cool.
Hammer provides team support in the form of AoE stun and knockback, with a single target knockdown (if a high damaging elementalist or thief are attacking your team).
Here is my original build http://gw2skills.net/editor/?fIAQRAnZ5cjcO9upQyOMxBAUBsMPGKoiUPs7u4A-TwAg0CnIKSVkrITRyisFNKY9xOkpFA
This build excels at
a.) single target lockdown in the form of Mace burst
b.) single to multiple target massive cleave damage in the form of Eviscerate, auto chain on axe, single target knockdown to set up your various other damage with offhand mace #5.
c.) Damage, damage, and yet MORE damage with Impale+Rip, reflects in the form of blocks #2 and *5 from your second weapon swap, and of course the axe.
This build is less user friendly, however, as it has NO stability, NO damage mitigation save dodges, and stun. And little condition removal in the form of Runes of Lyssa.
And since obligated to make a build that DOESN’T have an axe in it here is one more.
http://gw2skills.net/editor/?fIAQNAscTjcOFvpQ+OQxBEMDNsKsH+hzDoYJmCA-TsAA0CqIiRFjLGTMyYsxMIY9xkCA
I actually made this one up on the spot so don’t gripe at me if it doesn’t work.
I found this idea hilarious in that most people know what a warrior is based on their weapon set right? Seeing a warrior rush at you with two swords and a bow makes them think you are condition. But this build excels at damage, with having excellent armor as well. This build(in theory) would excel at
a.) AoE pressure on points via Longbow burst
b.) Guaranteed condition removal via Longbow burst
c.) near permanent fury thanks to fury on immobilize which allows for my favorite elite, Rampage.
d.) good sustained damage and burst damage, coupled with control thanks to two immobilizes, AND you have Savage Leap for mobility in escaping, or going into fights.
Please feel free to comment on any of these. Make your own suggestions, or tell any experiences you’ve had using these builds. I would enjoy the chat.
Edit: For the third utility skill on my third build. Possibly consider changing out Signet of Fury for Banner of Precision? Just an afterthought.
(edited by bobomb.5209)
I feel like you are being genuine. In which case warriors can have alot of solo condition cleanse, aswell as solo stability. Though we lack AoE blinds and protection. Blocks/regen from Healing Signet and banners + Adrenal Surge also help. When going bunker your contribution to the team is being able to hold that point, not buff them aswell. If you want to do that you might want to try out Guardian. The banners have their own uses and don’t really need any more buffs. http://gw2skills.net/editor/?fIAQNAS5ejkOFvtQCQMxBA0jrqKLlC7oLpIMyA-TsAA1CtIKSVkrITRyisFN+YFyuDA. this is just a bunker build I made on the spot. You can CC your opponents into submisson, or off the point. Stability comes from Last Stand trait and from Signet of Doylak. condition cleanse comes from activating your signet of Rage (thanks to runes of Lyssa) and from using your burst. Team buffs are added thanks to your banner and Empowered Allies trait. Inspiring Banners allows your banner to be on the battlefield almost permanetly.
Loved this. Very nice writing style. hit what you were aiming for right on the head.
This is absolutely brilliant. Pure gold here. Well thought out first boss fight. Requires teamwork. Doesn’t cheapen legendaries/precursors because of their requirements. Encourages friends to play together, or members of the community helping each other out. I hope to Dwayna that the Devs see this. This is a must and would be so much fun. Hell they could even throw Scarlet in it and call it a Living Story and I would do it.
Should anyone reading this ,beautifully composed, thread wish to see a topic of similar build be discussed in the warriors forums. I am causing a revolution of kitten storms, fists raised in anger, and mothers hiding their children while their husbands prepare the pitchforks in my honor. Take a gander into the warrior forums and, if you support my change, add your own voice in support of mine.
Honestly, it really doesn’t need all that big of a change. Agreed that the active needs to be made more valuable, but ideally, the passive needs more counterplay features. Rather than taking the skill apart though, it really should just function exactly like adrenal health (and the mesmers new signet) by functioning off the class mechanic.
For instance: 0 Adrenaline, 0 regen, 1 bar, 100 hp/s, 2 bars, 200 hp per second, 3 bars, 300, etc. Then, for the active, working like Troll Unguent is a fine change that would “burst” the health regen regardless of adrenal levels.
Ideally, this would “slow” warrior builds down because you wouldn’t just throw on Healing Signet and then (using hambow as example with Burst Mastery) Burst burst burst and never worry ever about activating a heal or having to micromanage healing in any way other than making sure HS is slotted.
The cost of choosing to use the burst skill and do higher damage would come at the risk of lowering survivability for a few seconds, which would be all the counterplay it needs, without ever introducing any more hard counters or bad features (like Diamond Skin) into the game, and would also help stifle power creep.
All of that is imo anyhow, but you really didn’t need to ask the ranger community for permission to base your ideas off of one of our skills, since we aren’t the ones who designed our class to begin with haha, and ANet surely isn’t listening to us any more than other profession specific communities.
I love your proposed change. To base the warrior skill off of adrenaline like “Healing Surge” would make burst a tactical decision. And also I know I did not have to ask the Ranger community on the premise that you obviously did not design the skill. But you collectively have more experience with the skill than anyone else (especially the developers) and are in a position to judge my proposition fairly (or unfairly in some cases). And no they don’t listen to the Ranger community much. Rangers have the shortest end of the stick in my opinion in all aspects of the game. Which is why I have greatest respect for the Ranger class. Though I only played the class myself briefly. Thank you for responding
I like this OP, he doesnt take any kitten :P
Now to reply to his thread so he doesnt turn on me… I like the idea of changing HS so there is a use for the active to be well.. activated.., but I dont think this is quite right.
The problem is that HS and Troll Ugent are simular in the sense that they are pre-emptive heals. You dont use TU when you need a sudden heal instantly (well you would because you have no other choice if its what you have equipped, but you know what I mean), and the same goes for the HS passive.
I dont think people would give up their passive for 30-35s just to gain 3-4k HP over the next 10 seconds (6-7k minus the 3k they would have gotten anyway).
Kinda lost on how to explain this and I am going on a bit.. but essentially people will only use the HS active as a last resort, because using it basicly means that for the next 30s you are a sitting duck, and people wont want a “last restort” heal which takes 10s to take effect. It would need to be like it is now, with the active being an instant burst of health.. they just need to tone down the passive and buff the active, but not change how the active work.
What was far to long for such a small point, sorry.
That is a fair point and I thank you for making it. I like the idea for Troll Ungent to be included in the active because it makes the warrior think. “Should I CC this person while my health goes up?” Or immobilize, or running away with the Greatsword like a chicken. I believe ALL skills should take thought into using, And Healing Signet simply does not cut it. Currently two out of 4 healing skills warriors have are instant. We do not need another. Rather, like Defiant Stance, we need one more tactical skill that’s effectiveness is based on the player. Also the numbers would not be what they currently are (4K approximately) over 10 seconds. It would be lower than the rangers current heal with Trolls Ungent (850 with not healing power). Maybe 600-700?
I prefer to play a more support role on most of my characters and I feel that is reflected in my build:
I did not notice any significant changes to my build. I did get a slight damage increase from the conversion of 5% to 10% toughness to power from Armored Attack. I also noticed a slight buff to Spiked Armor, which now has a 10 second cool down versus the previous 15 seconds. The new Spiked Armor really adds some stopping power when fighting a thief who has crit coming out his ears.
Other than the previously mentioned issues with Healing Signet, I feel like this patch was a buff for me lol.
EDIT: Also note that the build editor does not display the new values on the traits as they have not yet updated their information from this last patch.
Very nice build! but I would suggets “Empower Allies” in place of “Empowered” as it will provide a bigger bonus damage wise for you and your allies than Empowered will as you have access to limited buffs.
I still kitten with hammer. Sorry you guys aren’t having any success.
I’m also Gs/Hammer
Glad to see that you still use the weapon even though most people think its worthless now. The hammer still fills its roll just fine. Keep crunching up those light armored folk.
Healing signet is fine as it is now for passive. If u want to improve active i suggest to take a look at mesmer signet, and make our active reset signet cd’s.
I thank you for your opinion but I ask why do you think it’s fine? It works, sure, but we don’t need something that you NEVER use. You put Healing Signet down and forget about it. Mesmers are not the topic of this thread so I ask you to refrain from mentioning them. I would like to see more dynamic gameplay and Healing Signet does not cut it.
“Something you never use.”
I use it for +40 precision per inactivated signet.
To focus entirely in pvp on remaining in melee range and avoiding animations that are delivered point blank.
To not have my rotations broken by using a self heal that resets or fails to work if I suddenly have to dodge at the last minute.If warriors all carried a ranged swap set I could understand. However some of us are pure melee..we get close..we stay close and we prefer to not use greatsword/hammer in pvp.
Having to maintain near 180 range constantly, avoid heavy attacks where you have no flight time to give you breathing room and playing a tight style is more than enough challenge without having any use of ranged and doing it all while standing on a node so it doesn’t get entirely neutralised or captured.
Try playing that and i doubt you’ll be saying to yourself, “What this really lacks is me being able to take the time to use a 0.5 second heal that stops me dead in my tracks.”
In PvP/agony pounding fractals and dungeon bosses like lupi, healing signet is what allows pure melee warriors to do what they do best. They can’t use a big heal, and bad timing/evading will quickly leave you dead with healing signet alone..but if you practice and time and play reactionary then healing signet absolutely fills the spot perfectly. It keeps you alive in close provided you avoid the big hits, but doesn’t give you a big heal if you fail and need one.
If you use melee/range evenly..then healing signet is easily out done by better heals that can be traited.
Just say’n.
And I thank you for saying it. But the weakness to healing signet is power bursts. So you described dodging heavily hitting bosses to make a statement that what…. you can dodge? And unfortunately you are not immobilized when using a healing skill. No root is applied that stops you in your tracks. Before Defiant Stance. Healing Signet was the only trait able healing skill. Now +40 precision per signet is laughable at level 80 and you should know this. To quote myself “You NEVER use” Healing Signet, ever. The definition of “use” is “The act of using something, a way in which something is or can be used”. What I mean by this, is that to USE Healing Signet you need to activate the skill. That means pressing the 6th button or whatever you have bound it to. Now by the very design of healing signet against burst bosses. Healing Signet is not keeping you alive, YOU ARE. Well-Timed dodges and blocks allows healing signet to heal you over time, sure. But what if you make a mistake before you are at full health and get bursted down into downed state? If you had healing surge, a well placed defiant stance, or hell even Mending. You would have had a good portion of your health back. And with your well-timed dodges and blocks by the time you needed a heal you would have it. I am pure melee (axe/mace and mace/sword) and I loathe the current state of Healing Signet. It is just aweful. With no counter play against it save poison, no reason to use the heal, and mediocre trait bonuses. This is simply a badly designed skill. You may say “But it’s been in the game since launch and no one has complained about it till now”. Yes no one has complained because it was highly unused. Therefore no one could mention the problems associated with it. It’s like “If a tree falls in a forest and no one is around did it make a sound?” Just because it has been poorly designed from the start doesn’t excuse its flawed design in the first place. What I have suggested would let it keep its original function. Give sustain to the warrior. BUT would also allow warriors leniency should their health get low, and allow counter play by having classes make the warrior activate it as an emergency. I thank you for your argument, and hope you will respond with an equally medium challenged argument.
Healing signet is fine as it is now for passive. If u want to improve active i suggest to take a look at mesmer signet, and make our active reset signet cd’s.
I thank you for your opinion but I ask why do you think it’s fine? It works, sure, but we don’t need something that you NEVER use. You put Healing Signet down and forget about it. Mesmers are not the topic of this thread so I ask you to refrain from mentioning them. I would like to see more dynamic gameplay and Healing Signet does not cut it.
I think that’d work fine. 200-300 passive heal with a 2k/3pulse heal for ~6k total sounds good. I think the only other pulse heal is Ele Ether Renewal.
I think the main issue to bring back to your Warrior pool is whether or not to make is a channel like Ether Renewal or a set and forget like Troll Unguent.
Very true, a channel would be restrictive. But would encourage gameplay such as stunning an opponent so you may heal? More dynamic gameplay is what I crave and Healing Signet is a blight on such gameplay. Thank you for your comment/suggestion. Perhaps more people will comment on it and bring new ideas to this skill.
Healing signet is in no way OP … so I can’t help you ‘fix’ what is not broken.
I don’t remember saying it was over powered. I also don’t remember saying it needed to be fixed. I simply showed a problem. That problem is that Healing Signet has no counter outside of poison. It also takes no skill to use as the only thing you do is put it on. That’s it. Thank you for bumping the thread though. The more comments this thread gets the longer window I have to get some good comments in. Helpful comments with suggestions.
I’ve only played Ranger briefly. In fact my main is a Warrior. But I proposed a change to the Warriors Healing Signet that was inspired by Rangers Troll Ungent, so I felt obligated to ask for Ranger criticism regarding the change. My thought is that healing signet gives too much passive regen with no way to negate it save poison. Essentially you had a skill on your 6th slot that did nothing but look nice. You never had any reason to use it. Warriors have minimal damage mitigation (hence their high health pool). But Warriors still need a healing skill in way of attrition. So here is what I propose. Lower the passive healing from healing signet (250-270, maybe 300 with healing power). And add an effect like Troll Ungent where you will be granted massive healing over a few seconds (maybe 600-700 over 10 seconds?) change the cool down time to 30-35 seconds and you have a decently balanced skill. I am far from a statistics expert and have no idea on how these numbers would affect various situations. But the idea, to me, is a good one and one I felt I had to share. And of course give to the Ranger community for evaluation. So, what are your thoughts? Will you give helpful insights/improvements on my Idea? Or will you say “Wtf is a warrior doing here? BURN HIM!” or “HEALING SIGNET IS OP GTFO!!!”
I put up a separate thread just now about my suggestion for healing signet. I hope that this topic gets more comments, as I feel all classes should come together, and think long and hard about their skills. With the developers working at releasing new stuff every 2 weeks. We should, as humans, feel compassionate for their hard work. And help them with their jobs as much as we are able. What does not help, however, is complaining, or bickering at each other like little children. I appreciate everyone who has posted on this thread so far. And wish everyone a good day.
Hello fellow Warriors. I’ve posted this idea on a few threads of mine when the topic of the Healing Signet comes up. I am of the belief that it has too much passive regeneration for having only one counter to it. I propose a simple suggestion that would make it a much better tactical skill, while remaining useful. Lower the passive regeneration to 250, or 270-300 and change the active to something similar to Rangers “Troll Ungent”. if you are not familiar with this skill. “Troll Ungent” gives large regeneration over a few seconds. Currently, with no healing power, “Troll Ungent” gives exactly 850 healing per second over 10 seconds which would equal 8500 total. Increase the Cool down to 35+ seconds and you have a skill that allows attrition, as well as an escape from death should you get low on health. The lower regeneration would make it more counterable for other classes and warriors. But would still support its function as an attrition skill. Please comment below and give your own ideas as to what Healing Signet could become versus what it currently is. A skill that you place in your 6th slot and NEVER use.
I feel that, in order for P/P to be effective in an sPvP meta, a new grandmaster trait must be introduced which converts a daze into a knockdown on a 7 second ICD. P/P lacks the kiting power of the warrior’s rifle due to this. Body shot isn’t enough.
I agree completely. With the shorter range on the pistol you need more power to stop your foe from just rushing you. I think the pistols range should be increased in general. Maybe add a longer immobilize duration Body Shot? With the new patch you can only stack immobilize three times so this would not be terrible OP. And I think everyone can agree thief’s need a buff. Thank you for taking your time to put forth an idea. Much appreciated.
With many melee classes running melandru runes and lemongrass soup, increasing the duration of body shot is moot. P/P needs a hard CC in order to be effective.
Very true, the hard counter you suggest could be as simple as increasing the stun duration on “Head shot”. But WvW has so many variables it is difficult to establish what skills would be effective in what situation. I think what developers had in mind for head shot was a timed stun to stop heals or bursts. but as a stand alone skill it is very underwhelming, and is not effective at all for setting up any kind of burst like warriors CC, or even Mesmer CC. And considering thief’s are all about doing bursts of damage, don’t they need a way to set this up? Basalisk Venom is of course the best choice. But aside from that there are not many reliable ways to root your target for any duration of time to burst.
(edited by bobomb.5209)
Don´t know nothing about warrior´s rifle, but i can tell you about p/p, is not useless if traited, what’s more, could be very usefull and fun wen traited. But that is the problem, you most take some traits exclusive for pistols wen leaving some that could be better at overall, which make it a bad trade.
Also, p/p is the most expensive weapom set of the thieve in terms of iniciative and give too little in exchage fro that cost.
And finaly, the auto attack is two weak, which is really stupid wen you realize than this wepon set high iniciative cost make you be stuck with its auto attack very often.My suggestions:
1- Make vital shoot (the auto attack) shoot two bullets instead of one.
2- Reduce Body Shoot iniciative cost by 1.
3- Unload could have a bonus to damage based in the numbers of bleeds the traget(s) has (like 0.5% mor damage per bleed), so it take some better sinergy with Vital Shoot/Sneak Attack.
4- Give to all pistols skills some boost damage between 2 and 3% and reduce the bonus of Pistol Mastery trait from 10% down to 5% to compensate for this.Don´t thing this ideas could fix p/p but some can give us better and fun moment with this weapon set whithoud the need of trait the set. Hope this give some inspiration to someone in anet at least.
Great ideas. I think the problem with thief’s when it comes to pistol is what you described. You need to trait heavily into the pistol to maximize its effectiveness. Should there be no traits for the pistol? Surely not, but they shouldn’t be a requirement to use them well. I think a general damage buff is in order. Extra damage on bleeding is a good idea, much like a minor trait for 25 points in the Arms tree for warriors (though I don’t think thief’s should have such a trait for so large an investment, maybe 15 points?). All speculation but necessary should these ideas ever get out into the public. Thank you for taking your time to speak your mind. Much appreciated.
(edited by bobomb.5209)
I feel that, in order for P/P to be effective in an sPvP meta, a new grandmaster trait must be introduced which converts a daze into a knockdown on a 7 second ICD. P/P lacks the kiting power of the warrior’s rifle due to this. Body shot isn’t enough.
I agree completely. With the shorter range on the pistol you need more power to stop your foe from just rushing you. I think the pistols range should be increased in general. Maybe add a longer immobilize duration Body Shot? With the new patch you can only stack immobilize three times so this would not be terrible OP. And I think everyone can agree thief’s need a buff. Thank you for taking your time to put forth an idea. Much appreciated.
(edited by bobomb.5209)
Thief: 600 range with pistols, weak armor, low health pool
Warrior: 1200 range with rifles, good armor, large health poolYea i’d stick with war if I were you
I suppose it may be my fault for any lack of adequate communication. This post is for discussing the weapons, not the class. If you wanted to discuss the class, then I would mention that while the warrior has the highest health pool, there is no damage mitigation besides Endure Pain. Thieves have blind, shadowsteps, dazes, and evades. Do these things matter? Of course not, because these points are not part of the thread. This thread is to discuss the weapons. As a whole, I would’ve assumed that you would want to put forth Ideas, not just poorly presented comparisons, that would benefit your thief. Thank you for replying though.
(edited by bobomb.5209)
I guess from these comments I am the only one who likes the new mace? I don’t know about you guys but I feel like the new animation makes the mace feel even more powerful.
For me its look like a movie in slow motion, and it doesnt look powerful either. Powerful looking animation is arcing slide.
To each his own. But while Skull Crack is a powerful skill Arching Slice is not.
P/P and warrior rifle or nothing alike. One is useless and the other is viable and has interesting skills.
Keep maining your warrior, kitten just went down on the Thief today. The nerf to Oppertunist 15 point trait in critical strikes made it even harder for a P/P thief.
P/P lacks speed on autoattack, lacks a way to get out of melee reach in their weaponset. If those 2 things were implemented, I would love to play a hybrid gunslinger. For now and in the far future we will not have an awesome gunslinger :P
I appreciate the bump to this thread despite your unhelpful post. Nothing alike? They both have problems and are situational. Dual pistols unviable? I used them for a bit and traiting 33% bounce, with venoms, you can do a good bit of damage. Unfortunately what I just described would be more of a condition build, not power. Please try to make an insightful comment. The thief forums are filled with alot of hate from what I have seen. But I am confident that some thieves will actually read this post, and try to come up with good ideas. Maybe developers will see this? If they do, wouldn’t you like good suggestions to come up? Put aside your complaints and try to do something useful please.
