^ good point about not having to take traps. i was just trying to include everything that DH comes with as a specialization
I laugh.
1: Traps: yes one dodge can cancel all your traps if you place them on top of eachother. See, this is what I’m talking about. you assume just because your instant kill combo does not work 100% that it is a week class.
2. True shot: I said debatable. The upside of true shot is that if your opponent does not dodge you will get a sudden burst on them. There are steps you can take to make sure the opponent does not dodge. for example stealth from trappers rune gives you time to cast true shot. (just one example
3: Warriors: You are correct, comparing DH to Warrior is a mistake. I can conceed that. the warrior IS in a bad place right now. but i was not comparing the warrior to DH i was using the survival of warriors as a gauge for the DH’s own survival. Between Focus 5, F3, and healing, the DH can sustain it’s self for quite a while even 4v1 if the player is smart.
4: Just an example:
you have just capped a point. lay out your traps (lets say you have 5 of them) you don’t place them on top of one another. you place them at chokes and where you plan to move when a fight starts. lets say:
Procession of blades on point, Dragons maw before point, healing trap somewhere to the side where you can LOS or get out of the way.and your other traps at key entences to point.
your traps last for 1 minute, but their cool downs are less. so likely when the fight begins you’ll have a full set or at least one or two reaps to place again.
So the fight starts, and “oh no” there are two enemies. Thats fine because your superspeed allows you to maneuver, LOS and delay until help arrives.
Lets say they dodge your first trap, Fine, you still have 4 others. They use another dodge, now they are at your mercy. They pop endure pain, or shroud, no problem, you can recast. There is a daredevil? Well that’s okay you only need one good hit to destroy them.
There will be a point when all your traps are on cool down. Focus 5 gives yu a few seconds reprieve, also you get an extra heal and regen from focus 4. plus, also you have two dodges, maybe three if sigil of energy is on your sword or focus.
And thats not meta. that’s just the way i play.
This is what i’m talking about, yu assume just because your insta kill combo can be defeated easily that your class is useless. learn to play outside the bounds of meta and you’ll learn how to play meta better.
Dragon hunter is an area denial/punishment build designed to spike nown enemies quickly. they have an arguably better longbow than rangers, better traps than rangers, better suitability than warriors, and have the bonus of being flexible. in short DH does everything you need it to do. The Specialization is over powered.
use the class to set up a battle field and support your allies. you can use only two or three traps to spike players down quickly, or you can even use 5 traps to become a battlefield skirmisher. The only drawback is that you are slow, except when you actually get in combat…super speed FTW. you can also use the rune of the trapper to sneak past enemy lines and surprise them with a well times true shot.
Stangely I have noticed that most DH players just play the meta and only know the basics, but the dragon hunter can do oh so much more than what you see players do.
wait, don’t shouts convert condis into boons? I have never once killed myself with “save yourselves”. I believe that it first pulls condis to you and then the conversion takes effect, or am i wrong? i could be wrong.
“Save Yourselves!” will remove conditions before Pure of Voice triggers and converts any conditions.
Superior Rune of the Trooper will stack with Pure of Voice, removing a second condition after Pure of Voice has converted the first condition.
Conditions are always converted into fixed boons, displayed in the following table:
———GW2 Wiki
(edited by emkelly.2371)
That was some epic zerg surfing. you had some good party mates too. loved it.
just looking at it, yeah your going to do well, until you run into an ele with daimond armor. basically you’ll never get them bellow 90%
my biggest problem was getting them bellow 90% health. i was really enjoying the build until i ran into that ele and saw “immune” pop up constantly.
Did you have any trouble against ele’s with diamond armor? i did.
There are way to many requested changes to warrior to make them viable. that’s a good sign that they need a complete rework.
Speak for yourself. I die twice.
Still playing stances, and hammer, axe/sh. nothing else seems to work well for me.
Intersting, howevr you forgot that the warrior hammer actually has 6 skills. 7 if you count berserker.
True Shot: Added unblockable as a skill fact.
Hunter’s Ward: Removed an erronious icon that appeared on opponents when using this ability. Reduced the visual noise on the effects associated with this skill. Fixed an issue that caused the damage to not be applied in certain skill queueing scenarios.
Dragon’s Maw: Fixed an issue that caused the effects of this trap to fade early, leaving an invisible, impassable ring for a short time. Reduced the visual noise on the effects associated with this skill.
Purification: Reduced the visual noise on the effects associated with this skill.
Fragments of Faith: Reduced the visual noise on the effects associated with this skill.
Light’s Judgment: Reduced the visual noise on the effects associated with this skill.
Test of Faith: Reduced the visual noise on the effects associated with this skill.
Procession of Blades: Reduced the visual noise on the effects associated with this skill.
HAHAHAHAHAHAHAHAHA!!!!!!!!!!!! IT IS SOOO FUNNY! AND HERE YOU WERE WORRIED!
You’ll probably be pleasantly surprised at what the do and do not change. Anet loves their guardians
you misunderstand. I’m saying that the current meta is not balanced. Obviously there is no perfect world where everything i listed up there would be true. It’s a game. of course there is always one better option. The previous meta was more balanced because every class worked more or less like it was supposed to. Currently there is no reason to run anything aside marauders or berserker stats because sustain does not mean anything. this cripples the warrior, and makes otherwise perfectly functional classes look overpowered by comparison. What i was saying was that there was a time when you went into PvP with any class and had a viable option or two. now you only have one viable option, and of course warriors have none.
Celestial Shoutbow: Was never overpowered. and it was just one of many options for warrior. (I ran knights stats to be honest) sure we had condition cleanse. Sure, we had might stacking. We are warriors. we are supposed to be a front line fighters who wade through combat. We are suposed to be able to shrug off damage and resist conditions you would think you would know that from the HEAVY ARMOR!
Look, I’m not saying things were perfect back then. But making blanket changes to the game in order to fix problems that people had with one class or build only hurt balance. It completely crippled the warrior because everything they nerfed directly effected warriors. (unless you’d like to argue that, in which case i point to the numerous people who can back me up when i say, “yeah it did”)
Examples in order of nerf for your edification:
Stability: Immensely important for warriors to remain in effective range of 90% of their abilities as well as to pull of the combos required to stack might. This was not a major nerf and i could live with it. i actually liked the idea of the stability changes and understood them with the creation of resistance.
Might: One of the warriors three primary boons. (Might, Fury, Quickness) This change effectively crippled the warriors damage potential. while it did not kill the class it made it harder for them to remain functional.
Toughness: This literally only trully effected warriors. And here is why. EVERY other class has a solution to loosing the effectiveness of toughness. Guardians, enginiers, elementalists, each have walls of boons that can support them, Mesmers and thieves have stealth, and evasion. Rangers had range, evasion, regeneration, and protection. Warriors only had toughness. Thats the only thing we depended on for passive damage negation. I hear you starting to say “you have endure pain, and sheild” i said PASSIVE, those are active!
Condi Cleanse: Effectively caused warriors to be extremly susceptible to condition damage, which is unfortunate because without toughness warriors Beckham tissue paper.
I can point to a few more, but honestly if i have not made my point yet, you will never get it so i’ll just sum up.
the game is MORE imbalanced now then it was before the changes listed here. There were problems back then, and there always will be. But the problems now, though the effect warriors drastically go far beyond one class.
for everyone saying the other elite specs would be op has clearly no idea about pvp balance. warrior and thief are just underperforming and they need buffs.
we have the most balanced game atm we ever had so far since every other classes are viable in competitive teams. you see no “must have” class stacking and every team runs a different comp. so pls don’t say the elite specs would be all “op” , it’s just the warrior who is up. fix warrior and thief and we have a super balanced meta with every class being perfectly viable in competitive plays.
You have no idea what you are talking about if you think the game is currently balanced. What do you think balance is? Balance would be if each class had multiple viable builds and all stat blocks (amulets etc) had equally viable status.
The current meta has no room for anything aside from berserker or murader stats with the one exception of celestial elementalists. before the toughness nerf, before the might nerf, before condi cleanse nerf, and before the stab nerf the game was more balanced. Just because you can kill quickly now, does not mean the game is balanced. if anything it shows how broken the game is currently.
Balance would be if a fight between any two classes, on any viable build came down to a matter of skill. a fight between a warrior and mesmer played by players equally skilled in their class should be an interesting fight to see. But currently a fight between any two classes comes down to who can spike more damage, either through condi’s or direct damage faster.
Currently classes that have incredible staying power(IE Guardian, Mesmer, Engineer) have even more of an advantage because they can soak up damage, remove condis, or simply ignore damage while dishing it out.
You are correct, Warrior is under performing, but it is under performing because of the very game inbalance that you claim the game possesses. Thief is actually the most balanced thing out there fight now, but because the other classes are so overpowering you don’t notice.
This is my current build. nothing special.
i do not expect anet to change warrior onTHIS update. i suspect ballance and bug fixes for the other specializations first.
Bartosz.2013
Ppl play pve too, i dont want my warrior suffer cause of pvp balance again, look at phalanx strength and forceful greatsword :P
I have already modified forceful greatsword. In warrior redone it is Forceful Blades.
What exactly did you have i mind for phalanx strength?
Warriors rely on the ability to tough damage while wading through combat unimpeded. Our main strengths are might, stability, and fury.
take a look at the past updates and you will see a trend that nerfs this. Starting with the stab nerf (which was not so bad) then might nerf, then toughness nerf, condi cleansing nerfs, then finally the addition of these new high damage elite specializations.
Everything that made a warrior useful has been nerfed into oblivion all because some zerker builds expected to be able to 100-0 us in one go and were in for a rude awakening when their normally 10k crit turned into a 4k crit.
These changes did not effect Guardian as bad because guardians have protection, aegis, and a multitude of ways to heal themselves. Sadly, it will be a very long time before you see warriors making a come back. I believe that anet will focus on trying to ballance the new elite specs before the ever try to fix the problems with the game that has nerfed warriors.
The sad truth is that Anet does not know how to balance this. if the reverse the toughness nerf they will be buffing not only warrior but guardians and rev who are already tanky enough. They cannot make blanket change to the game that will fix warrior for this reason. The only true way to fix the warrior is to redesign them, and that is a whole crap load of work.
If anet does want to fix the warrior, they have not made any mention of it in the forums. I have yet to see any response from any dev on the forums, and i doubt i will.
Don’t rely on targeting. the secret is to pay attention to which one is the real Mesmer. however Mesmers have a lot of burst damage. as a warrior we are not really equipped to deal with the amount of burst damage that the dev’s have decided to incorporate. There was a time when toughness was balanced enough that both bunker and zerk builds were evenly matched. But then some thief complained about not being able to insta-down a bunker warrior so they nerfed toughness into the ground. if they reversed that decision you would find mesmers much easier to deal with..
The best bet to deal with Mesmers is to not rely on auto target, find the real on and lock them down. one good crit can put them in dire straits. Chrono-mancers anre a little bit different to deal with.
core guardian has never sucked.
underwater, i find that banners actually work better than spear. lol
Warrior could be OK if other professions damage and damage mitigation wasn’t so high.
As a warrior you can deal with the damage to a point not saying its not too high because it is. But you cant deal with that and high sustain of the other professions. Namely Scrapper, Revenant, Chronomancer, Druid, Tempests, Reapers and you can’t deal with he high evade spam of Dare Devils.
All of these new builds have more sustain than you and can deal as much or more damage much more easy than you.
Agreed, to a point. With Daredevil you have to time one good hit between their dodges. One good crit at the right time will flat line them with almost any weapon. the problem is that a dare devil’s dodge damage is so high and hits an area of effect. Compare that to the dodge trait of the warrior and you will see the problem.
I have not seen this, however i know that if I dodge through your trap it causes it to miss. so maybe you only get the boons if it hits. i can’t attest for the pull but there is that.
As stated above not fighting them on their terms is key. however, its very hard to make them come to you when their long range abilities are as good or better than a ranger’s.
Assuming someone knows where you laid your traps, yes they can be countered. however:
1: traps cover 90% of a point. (with he exception of Foefire mid) If i want to cap that point, i have to risk the damage. The counter to this is to dodge into every point you try to cap. This will cause the trap to miss if there is one there. Not bad. The problem there is the secondary effects of the traps.
2: Traps can be dropped on top of you. While traps can be used to secure a point prior to a fight, the can be dropped mid fight. for melee classes such as Warrior, or theif. this is a huge advantage. A Warrior has no choice but to get up in your face to deal damage. this means they cannot reliably avoid your trap damage. Sure, warriors have stability, they also have a block and they have endure pain, but that amounts to a total of 10 seconds of sustain vs your many more seconds of damage.
3: The longbow is more powerful than the ranger long bow. it is literally the most hard hitting weapon in the game, has a ridiculous cooldown and gives you the advantage in Ranged, therefore you now have the advantage at both melee and ranged.
4: The Sustain and support on zerker DH is greater than that of a warrior build for it. This means that not only does a zerker DH have the advantage in ranged damage and melee conflicts, but also in sustian and support.
Overview of the DH
Ranged DPS: A+
Melee DPS: A+
Sustain: A+
Support: B
This the equivalent of making a and character with 5 stats at 18 and one stat at 16.
Wow. Well put. +1
The quickness, the taunt, the stunbreak, it all adds up. Maybe I’m wrong but it seems like it would be a bit much.
You are correct, it does all add up. with all of the stuns, interrupts, daze, slow, knockdowns, etc going around now a days, this would make warriors useful. a warrior should be able to keep moving and fighting. none of these changes would keep the warrior from falling in combat, it just allows them to be the bruisers that they are supposed to be. all other classes have their own defensive capabilities. the only thing the warrior has is it’s ability to shrug off status ailments to keep fighting. unfortunate that they do not even have that currently because they have been so horribly nerfed.
Easier explanation:
Traps cover 90% of a point.
if you want to cap the point you pretty much have to risk the insta kill.
true, this would change the mechanic of the primal bursts. a bit. I’m not suggesting that they change the cooldowns on primal burst skills. only that they not make them dependent on adrenaline. This way you still burst often, but the bursts are more or less powerful depending on when you go berserker.
Updated from an earlier thread.
F2: Become a raging berserker for a short time based on your adrenaline level.
F2: End Berserker
- Level 1: 10 seconds
- Level 2: 20 seconds
- Level 3: 30 seconds
- Primal burst skills do not spend adrenaline, but have normal cool downs.
- Adrenaline based effects of primal burst skills are based on the level of adrenaline when entering berserker.
Anet, is the duration too long? Lower it by 30%. like so.
- Level 1: 7 seconds
- Level 2: 14 seconds
- Level 3: 21 seconds
These changes promote the player to be wise about conserving their adrenaline. it may be beneficial to wait to enter berserker, or you may want to activate it at level 1 early in the fight.
The problem is that all the good berserker stuff is gated behind adrenaline and getting to berserker is extremely difficult to do early in a fight. without survival you will likely be dead before or soon after popping berserker. berserker should not be gated behind 100% adrenaline, rather it should spend adrenaline over time. Prinal Burst skils should not spend adrenaline, but have normal cooldowns. This way you can enter berserker at any time, but it will last longer the more adrenaline have built.
Layout should be something like this.
- Berserker*
become a raging berserker for a short time based on adrenaline level. end berserk mode - 1: 10 seconds
- 2: 20 Seconds
- 3: 30 seconds
- Primal burst skills do not spend adrenaline.
Anet, try this out and if the berserk er duration is too long lower it by 30% per level.
- 1; 7 seconds
- 2: 14 Seconds
- 3: 21 seconds
Moved to another thread.
(edited by emkelly.2371)
Settler amulet
Balthazar amulet
All banners
Arms
Strength
Berserker
Banner of Tactics, Banner of defense, dolyak signet battle standard
I’m not saying rev is broken. I’ve killed them plenty. but just then being traited and having a shield gives them two extra 4k+ heals with invulnerability. That’s alot of tank to go around.
I love downstate. instant finishers need to go.
I aspired to a different philosophy. in my opinion every trait line should incorporate your unique talent. Every other class has this in some form or another. The ones the warrior has do not have synergy and often are counter intuitive. In my thread i tried to redesign Warrior around this ideal. in order to allow the warrior to work more effectively regardless of their build. I also tried to give specific examples by comparing the abilities to abilities on the wiki.
I agree with the ideas in this thread though. they are not so much opposed, but couple of ideas that would work well when mixed together.
or just give them a trait like elementalist’s Immune to condition above 90% health. hell what is this not thick skin instead.
I think that’s the point of the whine post.
You’ll get used to being at the top of the chop list though.
Welcome to the position thieves and mesmer’s have been in for years.
1: Thieves have always been top tier duelers. their job has always been to seek out and quickly down their opponent and get away. Every mechanic of the thief is based around either killing or avoiding combat. it is a job they do exceedingly well. WvW or PVP Thieves have alswayse been amazing. never the most powerful, but always well taken care of. (by that I mean they have had the needed attention given to both their underpowered and over powered abilities.)
2: Mesmers have always been meant to cause confusion on the battle field. Again they do this very well. In PVP their confusion grants them survivability. InWvW they support a zerg with portals, speed, veil, and can be the deciding factor for caping a keep or tower. Mesmers have always been high tier classes.
The only reason you think people are making whine posts about guardians is that you want them to stay on top. Look, enjoy DH being so powerful now. i get it. i have one as well. but at least admit when your class needs a nerf, and when other classes are too weak. Otherwise the game will die a pitiful death because the players concerns are not heeded.
The reason yu see people running normal warrior and not berserker is because base warrior is better. like, way better.
Not quite as depressing a berserker.
Drum, drum, tophat!
I’m that previous thrads op. I’m so glad you made your own thread, becuse i loved the concept.
Would have rather had Weapon Master
{F}: change weapon skills of currently equipped weapon. Burst skill remains the same.
Almost anything you could do with this would be better than berserker
been running this for the last couple of hours.
- You have to waste a heal to get into berserker.
- Shot is gated behind berserker, so you need to already be in combat
- Anything with any damage one shots you
- You are slow
- Your range is too little
- It was rather satisfying hitting that ranger for a 12K Crit
- You have no way to disengage,
- because you have no way to disengage you become an easy target.
Strangely, I found better results using strength instead of berserker.
“Sheilds Up” or “Heads up!” (depends on version)
Shout: Allies block attacks (For evade for heads up)
Block incoming attacks: 3s
Cooldown: 60s
Source: GW1
It would also be nice if they updated the pathing for your leap finishes so that they can go on a higher plane. And so they break through walls.
Savage leap and earthshaker to be precise.
make your allies look good by comparison
In an attempt to make This easier to edit and read i have condensed the entire rebuild into a google doc.
Warrior Redone
https://docs.google.com/document/d/1GIRQy9zuOUykittenGfHupVpMgUqSyPpsm7_6YgXbTval8/edit?usp=sharing
Credit Sign Up
https://docs.google.com/document/d/1Dgvrgl5950Pi4qpKFCcHRctD9dSwjAXpjhOvBJFRoZk/edit?usp=sharing
(edited by emkelly.2371)