I hope I did this correctly. In actuality i run Celestial Trinkets, but those are about to go bye bye, so here is the alternate of my trapper. http://gw2skills.net/editor/?vNMQNAV8fjMqQ5K2tCurAVLWcEsmv1FoDwEAmcVO4k6UNrWyoaC-TVSAABBcQAM4IAoomhovAAjp8za1fA4BAs++DTqEkQALmDA-w
Kontrolle.3514:
They should nerf Warrior hammer because its far superior to guardian hammer….
Be careful what you wish for. If you start comparing 1v1. Warrior still has unmatched mobility, stability, hp, armor and cc.
I can see i’m going to have to put you on the same page as the rest of the warrior community. Warrior has access tot he following as far as mobility.
- Charges/leaps/movement skills
- Swiftness
- Stability/stun breaks/ immobilize breaks.
Every other class in the game has.
- Charges/leaps/movement skills
- Swiftness
- Teleports/shadowrteps
Notable classes also have extras like
- Extended dodge range
- Teleports with evades built in
- access to superspeed.
I’m not here to insult but you do not know what you are talking about when you say warriors are unmatched in mobility
My standard condition build. Because I rely on multiple conditions I don’t need as much condition damage. BUT, i often swap Viper amulet when I gave a tanky party.
this thread said fun. it never said viable
http://gw2skills.net/editor/?vJAQRAsf8XnEdAdhgdeAmkCEliltA7Nz+ZLtI/tAQoTJGU6KBA-T5gAABA8AAgZ/B9LDAA
I run this in PVE and a very similar build in PVE
I like the nom nom noms of torch5 and axe 5. you can add another stun break by swapping berserker traits.
Update 01/22/2016
- Resolved many comments in the doc that were no longer needed or no longer relevant.
- Removed Strength of purpose for reworking
- Merged sundering mace with Merciless Hammer and renamed it to Smash Brawler.
- Increase Adrenaline pools of Stances and burst skills.
- Adrenaline pools now decay outside of combat
- Created new trait in Discipline to regulate adrenaline decay.
- Adrenaline will now decay every 3 seconds when outside of combat. The trait will have it decay every 5 seconds.
- Moved Inspiring battle standard to the defense line.
- Specified that inspiring battle standard effects the weapon skills attached to banners.
- Unsuspecting foe now applies opening strike when you stun, daze, etc a foe.
- Blademaster now grants flat 25% critical hit chance with swords. Removed bleeding stipulation.
(edited by emkelly.2371)
When you say condi warrior, what are you talking about? is this WVW, PVP, or PVE? I run a condi warrior with Sinister or Wonderer Amulets+Balthazar runes. I regularly get 4k burn ticks on the build, but running anything other than burn fails, hard.
While we’re on the topic of skills, does anyone even use banners? They have 1 second cast time, no longer deal damage when summoned, and a 2 minute recharge. their buggs are pointless unless you have all of them out at once, and even the best banner (Battle standard) is useful only in large groups. Not to mention that wielding one is an exercise in
futility.
There have been so many requests for mending to be made into a physical skill. and really it would solve alot of problems. sure it would not stack with Peak Performance, but it would definitely make the skill pore useful by reducing the cooldown.
not arguing that. i’m saying in general they need to last longer as well. oh and the endure pain glitch needs to be fixed.
They’re just the crutch on which many of our viable builds rely.
I know its a bit hateful to say this. but so is Death Shroud and Reaper Shroud. In fact Necros have it even better. they can activate death shroud automatically and it last far longer than any warrior stance. Thre is nothing lazy about stances. you need to kow when to activate them, but at the same time they need to last longer than 4-8 seconds.
Personally I run Air, Fire, Energy and Leeching
40 hp everytime you gain a strike of adrenaline is what i’m running in Warrior redone. thats 4000 HP every 100 adrenaline. Also that would turn skills that give 100 adrenaline into burst heals. then you would not need to raise healing from skills. (which was lazy anyway)
i dunno. Stances cool down or increased duration of stances. i know there is already a trait for it, but an extra 2 seconds on endure pain doesn’t really help anyone. if stances lasted for a longer duration we might have better sustain without having to rely on heals alone.
Update 01/20/2016
- Major change to adrenaline.
- Adrenaline bar has been removed.
- Each stance and burst skill now has it’s own adrenaline pool
- All Traits which effect Adrenaline have been removed pending redesign to work with the new System. (Otherwise you’d end up with all of your stances active almost all the time)
- Stances have been given Adrenaline pools which I will attempt to reflect their over all power.
- Stances are being redesigned to work with the new system.
I find it interesting that Anet believes that the warriors problem is healing. In reality warriors just don’t have answered for mitigating damage. where all other classes have access to protection, aegis, regeneration, water fields, earth fields, stealth, death shroud, clones, evasion, shadow steps and teleports. the warrior only has their healing skill, endure pain, adrenal health, and sheild blocks.
Keep in mind this this is for a class that is supposed to be in the midst of combat. We don’t need burst heals, we need ways to avoid taking the full brunt of an attack.
Kicker.8203
This is a massive overkill. Giving warriors 2 healing skills and 5 utilities through stances… What? And then they have extra stances from traits too? facepalm
The document is open for commenting. If you want to have a say in what is going into the build you are free to comment on the file. suggestions are taken very seriously on the build and I try to address every issue.
Stances
yes i gave access to stances to every warrior with this build. because stances were so important to the warrior that almost every warrior runs them. second, the stances given by traits replace traits that do similar things. for example Berserker’s Fury replaces the adrenaline gain trait in arms, which actually nerfs the original adrenaline gain trait.
This is not a small change to warrior. it was always meant to be a complete redesign of warrior and we are working to make it balanced. if you do not like it, you honestly have a say in what goes into it. you just have to take the time to comment on the build.
Well, Legendary armor will be out one of these days. Sooooo save up mats and start grinding everything you can for that day?
Several Changes to Warrior Redone Traits. Mainly in Strength and arms.
All two handed ranged weapons should have same range. All long bows should have same arrow speed and cast time.
Somehow anet has created a meta where everything has either too much sustain, or too much burst. Warrior and Thief have been left behind because they do not have either.
Okay guys, its everyone’s turn to bash my build as much as they would like. It’s time to perform the nurf on Warrior redone traits to ensure that this is as balanced as possible. This can include anything from increasing internal cool downs, reducing boon duration, and even removing traits if that is required. I have resolved all previous comments from the document and will allow anyone to comment on each trait. Then i will be nurfing each trait that we can find that is likelly overpowered.
This is also a chance for people who do not main warriors to have a say in what changes we bring to the table.
Please be harsh is you would like, but be civil.
Update 01/17/2016
- Changed unstoppable to automatically break out of stun,daze, etc. This is due to unstoppable being both overpowered and counter intuitive four rousing resilience. The trait will now automatically break out of stun when above the health threshold. To insure that this does not overpower the trait the trait is now on an internal cooldown of 5s.
- Leg specialist now increases duration of cripple you inflict.
- Signet mastery no longer activates signet of might. I found this trait too powerful even with the removal of recharge reduction. Signet master will now maitain passive effects of signets while reducing recharge on signets.
- Anyone may now comment on Warrior Redone. If you do make a suggestion i will do my best to address each of them and add you to the credits page.
(edited by emkelly.2371)
Resolved some comments that were very nicely placed on the doc. Some of the suggestions were defiantly heeded, while others were not.
- Corrected grammar
- Forceful blades no longer has +10% damage. there was no reason to have both +10% damage and might stacking.
An apt analogy. if a little gross
Ephrum.3910
Question for y’all…how do you interpret the king of fires change?
A) changing the entire skill so it no longer gives the burn duration
B) change the on crit effect only
Look, this was never needed. warriors have loads of ways to get might, and sure the condition damage was nice, but way already had a way for rage skills to burn our enemies. in last blaze.
Listen, its not that the change is bad, its that it is a solution to something that was never a problem.
Warrior Redone is back in active status after a few days break. Basically i wanted to see what sort of changes they would make to the warrior. Having seen a few of them, and being very disappointed I will continue work on Warrior Redone.
I agree this is very underwhelming.
Arddyn.7683
You can already do that, just spam f2 with signet or to the limit and you’ll enter zerk mode without being in combat. The adrenaline will decay when you enter zerk mode, but you will still pulse stability (with eternal champion) and get all those boons.
not everyone has the f2 because not everyone want to use berserker.
Short answer, sort of.
Long answer Yes, but you have to find a way to mask your tell. Kill shot has a long cast time. so in a zerg it’s easy to pull off, but 1v1, not so much. in PVP when i run it i like to LOS and begin my cast while whoever is chasing me catches up. they come around the corner and get hit. Another way is stunning the opponent first.
Medium answer: Gunflame is better, Killshot and gunflame are overpowered skills on an underpowered class, they will both be nurfed soon.
Choppy is correct. Besides, it takes time to get your world completion, craft accendeds and get your legendaries. by the time he gets all that, the ballance changes will have gone through.
Don’t listen to people who only play what is best. You will enjoy playing warrior in anything except for sPVP. this is a game, have fun. listen to competitive players when you want to win. follow your heart if you want to have fun.
Juba.8406
Harper.4173:
emkelly.2371:
More than likely they are going to remove fast hand entirely and give each weapon the ability to work without the need to swap to another weapon every 5 seconds..
If fast hands is taken out it would certainly be a terrible blow to the class.
Will end Warrior right there, the 5 second weapon swap is what making warrior a Warrior
Depends on how they do it. I could live with 10 second cool down if each weapon was useful on it’s own.
To be honest i just hope that Anet actually watched this forum and take ideas from the many Warrior rebuilds out there. Mine included of course, but any of the very talented and imaginative people who have made it their mission to create the ultimate suggestions for fixing the current problems with warrior. As a community we all came together in one voice and supported changes to the warrior. out ideas differed, but because of this we gave a very clear picture of what we wanted from the warrior. he’res hoping ArenaNet listened.
(edited by emkelly.2371)
yes, you should. if nothing else because it would be nice to see the new changes.
There is one more option. and that is a banner that constantly provided stability. Pop Dolyaks+drop banner. as long as no one strips them the warrior can maintian stability longer. but every time a warrior gets stunned it strips one. Mesmers particularly can strip 10 stacks from a warrior with one skill and still stun lock them for 5 seconds easily.
lolz. you know if this goes badly now people will start blaming obama
True. this is by no means what i want. fast hands is an amazing trait, even if it is not mechanically mandatory. i hope they do not get rid of it. but perhaps removing it from being the trait that a warrior HAS to have will be a good start.
Choppy.4183
Harper.4173:
emkelly.2371:
More than likely they are going to remove fast hand entirely and give each weapon the ability to work without the need to swap to another weapon every 5 seconds..
If fast hands is taken out it would certainly be a terrible blow to the class.
There is absolutely no reason to think they’ll be doing that. They didn’t even hint at it in the announcement, so there’s no sense worrying about it unless they indicate otherwise.
about 5 minutes ago
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Actually Choppy I can explain the reasoning behind that and it is even more plausible than you think.
We’ve taken a look at the warrior’s baseline abilities, adjusting cooldowns, damage, and in some cases even functionality.
- baseline abilities means warrior unique mechanics. from this you can expect
- changes to adrenaline
- changes to burst skills
- Traits that effect these things.
Our goal for this iteration is to give you a bit more to play with in a single weapon set so that the cooldowns feel more active and fun to play around with.
- From this you can expect changes to weapon skills to make each-weapon more self sufficient.
- Because of this there is a strong possibility they will remove fast hands because it is no longer needed.
Rifle has also seen a bit of a rework, gaining a more defensive nature while retaining its overall purpose of kill-shotting every enemy of Tyria.
- Expect Killshot and gunflame to get nerfed by at least 20-30%
- Expect weapon to get more defensive abilities to the rifle in an attempt to make up for it.
We’ll also be taking another pass at improving the berserker elite specialization, focusing on increasing its usability in various game modes and promoting more active skill use in trait design.
- Expect a change/move to at least 3 traits that effect primal burst and rage skills.
- Expect changes to torch
Lastly, we’ll improve the warrior’s ability to sustain themselves in combat.
- this is the most vague statement because there are a plethora of different ways you can improve sustain.*
That’s actually low. people have seen 15k for gunflame. The skill as well as killshot IS overpowered. the only balancing factor is that the class it is attached too is sorely lacking. the next update will likelly fix it.
LOL Choppy. I think that Video belongs in an Elementalist thread! HAHAHAHA
@TheBravery.9615
I have made a couple of notations on your build. have not looked through all of it as it was pretty late last night.
@Everyone else. Warrior redone will be taking a break from class changes for a few weeks. This is because i want to see what the new changes to warrior are going to be. I will still be editing small things like spelling, grammar, as well as tryiong to continue the discussion
I’m actually excited to see what, if any, changes Anet took from our rebuilds.
Unfortunately, the part about “giv[ing] you a bit more to play with in a single weapon set” leads me to think that baseline Fast Hands is out of the question. At least they recognize that Warrior sustain is in the toilet right now.
More than likely they are going to remove fast hand entirely and give each weapon the ability to work without the need to swap to another weapon every 5 seconds..
Added Commenting to the Warrior Redone Credits Document. This way people can just add a note for their name and i can add them onto the Warrior Redone Doc.
Started some brainstorming on Berserk mode. Nothing major, but juts for the sake of completion I wanted to get some basics out of the way.
Updates 1/10/2016
- Fixed some minor grammar mistakes.
- Corrected some trait discrepancies.
lighter.2708
warrior needs some kind of self healing outside of heal and utilities to make other healing skills like defiant stance to work
i suggest some thing like heal yourself for each adrenaline consumed.
I agree with this. Part of the changes I made with warrior redone was for stances to be available all the time. in this way, defiant stance is available, which is a heal. We also have rousing resilience, and shout heals. I’m open to suggestions if you think this is not enough.
Lol. Tuche Ross. Riche.
Long post that can be viewed below.
Edited for clarity:
Just because Killshot and Gun Flame are good skills does not mean the warrior is any less under powered.
(edited by emkelly.2371)
@*Voramoz.6790*
The Current Warrior redone has many new traits that effect sustain. while it may seem like it does not you have to take all traits as they are. For example, every warrior now has access to stances. there are two stances that grant damage negation, (Endure Pain, Defiant stance) just by taking the traits that effect each of these and sheild, the warrior has a large amount of damage reduction.
- Endure Pain=6s
- Defy Pain= 6s
- Defiant Stance= 4s
- Determined revival=4s
- Shield=5 s
That’s 25 seconds of damage reduction. On top of this you also have rousing resilience, and unstoppable, not to mention other ways of gaining toughness and health. There is plenty of sustian in the current warrior redone and i think that we have designed it in a way that it is not only fair but fun to play. I’m not shutting down your statement, just saying that sustain is defiantly a priority that has been addressed in detail.
@*castem.5936*
I have not changed any physicals skills aside from damage and of course bolo. Bolo now has a pull attached to it. yes it still immobilizes, i will correct that.
it was never my intention to remove stabilize from stomp. i simply forgot to notate the stomp that was already applied. thanks for pointing that out.
Commenting has been enabled.
YES!!!!!!!!! Why the hell is it not instant cast? not that i like the skill anyway, but seriously. even from a thematically stand point. why would it take 1 second to change a stance. I’m a martial artist and if i took 1 second to step into horse stance my sifu would kill me.
Peak Performance
Unblockable for a single strike does not seem to be something easily added in as a mechanic. First of all, each physical skill is already a single strike. So you’d have to put an internal cool down on it. unfortunately its hard and buggy to add a cool down to effects from multiple skills linked to one trait. don’t get me wrong, it’s important for physical skills to hit, but they also need the chance not to hit. Otherwise you will simply see people demanding a nerf to it and you’ll be back to square one. for one thing if i had an unblockable single strike I would thereby have several unbloackable’s because one CC can lead to another, to another to another. Exmple bellow
Unblockable Stop>Bull rush><Kick>Earthshaker>Backbreaker>staggering blow>sheild bash>Skull Crack>RAMPAGE!!!!!! Things get bad from there.
So i’d against unblockable CCs. but i agree that if you are going to go in a different direction with Physicals, maybe loo at each skill individually, or completely remove peak performance and make it something else.