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T3 Cultural; Melandru or Hoelbrak?

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Also, fwiw, if you’re buying a new gear set primarily for WvW, full zerker is not the only choice, even for small group roaming.

There are certain pieces of gear that are optimal for Crit Damage, and the rest aren’t:

All Ascended trinkets
Exotic Amulet/Earrings
Exotic trinket gem slots
Shoulder/Glove/Boot Armor
1H Weapons

For roaming you can put together a more survivable build than pure Zerkers, which focuses your gear stats on Power/Crit Damage/Vitality/Toughness, and then gets its Crit Chance from traits like Unsuspecting Foe and Heightened Focus, and Fury.

Looks like this.

The benefit vs full Zerker is significantly more survivability but wth similar damage against stunnable enemies – players, trash mobs, veterans. The drawback is lower damage vs non-stunnable enemies like Champions, dungeon bosses, players with Stability or Invuln.

So it won’t get you into any full Zerker dungeon speed runs, if that’s something you care about, but is more forgiving in any content, and potent against anything stunnable.

PS – the way Unsuspecting Foe works is pretty cool – any stunning ability that also damages, like Earthshaker and Skull Crack, apply their stun first then their damage. So their damage is buffed by anything that applies to a stunned target – UF in this case. So any Earthshaker or Skull Crack against a stunnable target automatically gets 50% Crit Chance.

T3 Cultural; Melandru or Hoelbrak?

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Interesting, they’re not supposed to stack according to the wiki, but sometimes ANet’s patches change things in subtle ways, so maybe they do now.

But overall I find Melandru Runes + Dogged March + Lemongrass Poultry Soup + 2x Stun Break Utilities + Mobile Strikes + Hammer/GS or Hammer/Sw/WH to be unCC’able and highly resistant to condition spam in zerg battles, regardless of such nuances.

T3 Cultural; Melandru or Hoelbrak?

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First, if you decide Melandru, don’t waste your current Melandru set on a transmute, just buy a new throwaway Melandru set from the Temple of Melandru in Cursed Shore. 252,000 Karma.

>Does Melandru reduction affect Fear?

Yes, condition duration reduction applies to Fear (but not stun duration reduction, even though stun breaks break Fear).

>Do the stun and condition duration reductions stack?

No. Two different things. However, the condition duration reduction does stack with other condition duration reduction, like on Dogged March and Lemongrass Poultry Soup. Same with stun duration reduction, stacks with other stun duration reduction from other sources.

>Does Melandru affect daze/knockdown?

Not sure about this one. I want to say no b/c daze and knockdown are technically different from stuns. But never tested that, and GW2 has tons of inaccurate tooltips.

>And finally, what rune would you choose and why?

>I intend to use the set in WvW (small group and solo roaming) and a little bit in PvE I guess.

Definitely new zerker set + Hoelbrak Runes, in a WvW/zerker version of the PvP Skull Cracker build. Use that for solo/small group, and then the standard 30/0/0/10/30 for PvE (won’t be quite as damaging as full Scholar Runes, but close enough). Then transmute the Zerker/Melandru set to something more zerg-worthy. That’ll cover all your bases.

(edited by kurtosis.9526)

Leveling Build Help

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What profession would compliment a Warrior?

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For leveling, another Might/Fury-spamming Axe/Axe|Mace + GS Warrior. That’s probably the highest DPS combo available pre-80, you’ll cut through everything like a hot knife through butter, and have very good travel speed which is also important in leveling.

The Monk - a tanky dps build guide

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Intothemists.com is down at the moment, any chance you can add a gw2skills.net link?

Unsuspecting Foe should be moved to GM

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I think unsuspecting foe matches these traits in terms of what they do. All the traits greatly increase your critical hit chance provided you enter a state (stealth and death shroud) or your target enters a state (stunned). The issue is that both Deathly perception and Hidden Killer require a major investment in order to get access to this type of bonus. Unsuspecting foe on the other hand requires a small investment in order to gain its benefits.

When you compare it to the 2 other adept traits that increase crit chance the mismatch becomes more glaring. Precise Wrack adds a +10% chance to crit with 1 skill Mind Wrack. Side Strike grants a +7% chance to crit as long as you are flanking the target. Neither one of these skills compares to Unsuspecting Foe in terms of damage multiplication.

If you look at the traits that increase critical hit chance the rest are 10%-15% additions. Minor or major they are fount at the master level or higher.

IMHO an addition this big to critical hit chance should be found at the GM level.

First, all these others skills you’re comparing to are available with any weapon set, all the time – Mind Wrack, Death Shroud, Stealth. Every build, every weapon set, has access to those skills.

But Warriors only have access to stuns with just three weapons – Mace, Shield, Hammer – which is why UF is justified being in a lower tier.

Also, at a more meta level, counters are easy – stun break and permavigor – people just don’t like being forced to give up their OP builds to counter it, so they complain about it and try to get it nerfed instead.

Srsly, improvise, adapt, and overcome. If you’re actually a good player and not just being carried by an OP class meta, you can do this. If not, l2p.

Newb Warrior needs some knowledge.

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Try Skull Cracker.

Most roaming Mesmers run Zerker armor Shatter builds. Block or dodge Mind Wrack, then stun lock them, keep the pressure on the real one when they Blink or Phase Retreat away. They’ll go down fast if you can get the hits in.

Engineers are more tricky, especially the ones running full Rabid condition damage builds with lots of escapes. Not sure what to advise about those, other than the general rule for warriors – keep the pressure on hard.

Critical % question.

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For primarily WvW, 0% from gear, 9% from traits (10pts in Arms).

I put all my gear stat points into Health/Armor/Power/Crit Damage, then run Hammer/Mace/Shield stun builds, and get Crit Chance from traits:

Unsuspecting Foe: 50% Crit Chance vs stunned targets (Earthshaker stuns first, applies 50%, then damages; same with Mace & Shield stuns)

Heightened Focus: 5% Crit Chance per bar of Adrenaline. Cleansing Ire helps regen Adrenaline quickly.

Fury: 20%

Base: 9%

= 50% + 15% + 20% + 9% = 94% max potential crit chance.

Looks something like this.

If Fast Hands were moved to adept...

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They honestly need to remove the cd on weapon swapping for all classes, or make it 3s or something. Weapon swapping cd’s are annoying, restrictive, and unnecessarily babying, and removing them would make game play more varied, interesting, and fun.

That said, be careful what you wish for. They’re more likely to move such an important trait to the Minor Grandmaster spot than to the Minor Adept spot, as they did with Mesmer’s Illusionist’s Celerity.

I hate the new warrior build in WvW

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He probably meant “Or” instead of “Ow”, but was just on a phone or something.

How does sigil of paralyzation work?

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Wow, nice find. Based on how other sigils work, this is probably a bug:

One, it shouldn’t matter which weapon the sigil is on, both sigils should apply to both weapons’ abilities.

Two, two of the same sigil isn’t supposed to stack.

sentinel and Celestial gear

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Sentinel is awesome for WvW, especially if you find yourself against a map zerging/blobbing T1 server where maximizing survivability is the order of the day. I’ve recently found myself wishing I could replace all my Soldiers pieces with Sentinels for that reason.

But if that’s not in the cards for you, sell it. A full set is going for over 100g on the TP right now, though I’m not sure how many buyers there are. But if you list it at a discount, I’m sure one of the TP barons cornering the Sentinel market will scoop it up.

Mesmer or Elementalist

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This might help: How to level a mesmer

Any Solo Warrior PvE Builds Out There?

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That’s the highest dps build at 80, but not while leveling. It depends mostly on Berserker’s Power and Heightened Focus, which you can’t get till 60 at the earliest, and both not till 70, which defeats the whole point of a leveling build.

(edited by kurtosis.9526)

Any Solo Warrior PvE Builds Out There?

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Ah, yeah, WS is great anytime travel time is a factor, like open world leveling. Also for anytime being kited is a problem, like in PvP. I find it almost indespensable in WvW zergs too, but I might be a minority there.

But for Pavillion leveling, Signet Mastery or Thrill of the Kill are probably better. That’s about 90% zerging a small area, 10% moving between sectors.

Anet doesn't care about WvW edit pg3 INFO

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Hope that is informative.

It was. Thank you.

You seriously need a bigger team. But I am sure you know that. Back to waiting, but at least I can pretend these issues are on some list somewhere and not buried under the proverbial “golem mastery” monthly wvw update.

If it was me I would focus 100% of my efforts to overhaul the guild/commander tag system. New methods in how we play = lots of content that you don’t have to make.

Just want to second and reiterate this point. A more sophisticated and flexible commander system would tide players over a long time while you work on the other stuff.

And speaking of other stuff, one more request – please make defending more rewarding. An easy way to do it would be simply by trippling the Karma/XP/WXP/silver of defensive DEs – successfully defending yaks and defending keeps namely.

That would make scouting, sentrying, and sieging and the general strategic play that goes with them financially viable alternatives to karma train zerging. Combined with a better Commander tag system, those two changes alone would go a long way toward changing the whole dynamic of WvW and turning into an entirely different game, keeping it fresh and fun while you work on the other stuff.

T1 WvW Zerg Warriors, what are your stats?

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So is it not worth it to run Soldier runes double shouts with healing at all?

I run with the zerg and am one of the few “puggies” who actually is on TS and who does pay attention to the commander. I’m not a member of one of the major WvW guilds mostly due to time constraints but I aim to be as useful as possible.

I never find conditions to be an issue just using traited warhorn/soldiers runes/shouts x2 but as pointed out I’m not working in a void.

I guess I’ll have to break down and double gear to test a Stance build with Melandru.

I really like having both a Melandru and Soldiers set, highly recommend it. I equip whichever is needed in any given situation – usually Melandru/Stance/Physiscal for roaming or pub zerg, or Soldiers/2x Shout/Balanced Stance if I join up with a tagless guild with their frontline all running Soldiers. That flexibility is well worth it.

You can get the gear either from badges, or if you have a ton of karma you don’t know what to do with and want to save your badges for something else, Melandru Temple in Orr has 4/6 PVT, and one of the other temples (forgot which) has PVT boots, leaving only Helm you’ll have to get with badges.

How are Warriors?

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Warriors are great everywhere except maybe the very highest levels of sPvP (tPvP). Strong in dungeons, strong in WvW, and a lot of fun to play.

Warrior Leveling Build

I could say the exact same thing about mesmers too, though, except they’re harder to level and understand.

Mesmer Leveling Guide

Any Solo Warrior PvE Builds Out There?

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Why wouldn’t you use Warrior’s Sprint for leveling? Most of leveling is running from heart/DE to heart/DE and killing weak trash mobs. You can more than afford to give up a single damage trait to reduce your massive 1-80 travel time by 25%.

Titan's Guide to WvW Warriors

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The thing is most people don’t set stat goals. They simply see other posts on the forums giving them “x” armor with “x” traits.

Yup exactly, but def needs to change. Making build/theorycraft posts like this that focus on the stat goals instead of gear nomenclature is the way to do it.

TPvP Theorycrafting: Hammer

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I know this is a tPvP thread, but fwiw your first build is almost exactly what I use in WvW, except with GS offset and Mobile Strikes for better escapes.

Love it. Rapid adrenaline recharge in combat, 7.75s 3-bar Earthshaker spam, ~3.5k ES crits vs 5 players each (tanky T2 & T1 players) as long as they don’t have Stability up, 3 conditions removed every 7.75s.

It’s beast in chaotic zerg and guild battles – both survivable and damaging, especially if you have multiple warriors with the same build landing their ES’s in the same kill zone at the same time. Not sure how/if it translates to the more finesse game of tPvP though.

I also run Heightened Focus instead BM or DoE. Unsuspecting Foe + HF + Fury + 9% base crit = 94% Crit Chance, which means your ES crits almost every time. And that’s without an ounce of Crit Chance on gear, just V/T/P/CD. Also your other skills can benefit from it, not just ES. Have you tried that and decided BM is overall better damage anyway?

(edited by kurtosis.9526)

Help with Warrior Alt

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Titan's Guide to WvW Warriors

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Nice, this is something everyone (who doesn’t already do) needs to learn – think about gearing in terms of stat goals, rather than item nomenclature.

Lots of people describe their build in terms of “zerker trinkets, soldier armor, cavalier weapons”, etc. But what’s important are the stat goals, and there are multiple armor configurations to get there.

Focus on the stat goals and why a particular build needs a particular stat distribution. Players can figure out the exact armor pieces needed to get there using a build calc.

Any Solo Warrior PvE Builds Out There?

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Gladly! Have fun, warriors are a blast.

Let's talk: Interrupts

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I think I’ve said this before in a thread, but in the state of the game immediately following the 6/25 patch, interrupts were being discussed. Supcutie (mesmer representing) said he played with halting strikes but the damage wasn’t worth taking it (yes the new halting strikes). So Jon Sharp said, “I’m sure there is a number that would entice you to take it”, and that wasn’t joking or sarcasm; they then joked about numbers like 10,000 or something but the initial comment was sincere. So if that’s anything to go on, it gives the impression that they are looking at making interrupts more rewarding. Consider the trend: Halting Strikes, along with the Chaotic Interruption and Bountiful Interruption buffs are great strides, all of which were nice improvements over the originals. Hopefully we see more.

I wish they’d focus less on making Interrupts damage-oriented and more support control oriented. Make them instant cast, then nerf their damage. Make them not about doing damage, but about preventing damage to you and your teammates.

Instant cast interrupts are still hard to pull off against good players who feint their casts and bait you. Cast-time interrupts even moreso, unless you’re casting it into a mindless WvW zerg who keeps spamming their skills regardless. But that’s not really the finesse play that interrupts are more naturally geared to.

Any Solo Warrior PvE Builds Out There?

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@Kurtosis: Thanks for the build! I just want to be able to play through PvE solo… so any build that would allow me to level to 80 (Currently 42), do the active quests, and solo champions (preferably), would be great.

Ah, leveling builds are different from level 80 builds. Here’s a leveling build I bookmarked recently.

Also, my build could potentially work for leveling, since it’s not heavily dependent on Grandmaster traits. You could try it too for leveling, at 40 it would look like this. Use gear with as much Power on it as you can find, plus Minor/Major Sigil of Bloodlust on the hammer. Anything I didn’t specify (secondary weapon, utilities) is up to you.

(edited by kurtosis.9526)

Matchup plea

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The quickest and most probable way to bring balance to the upper tiers of NA is to make TC or JQ weaker. Moving some of JQ’s Asian guild to TC for example, would allow TC to compete better in T1, while at the same time creating a more even playing field in T2 between FA/DB/JQ. Or alternatively send some of TC’s NA guilds over to JQ to allow JQ to compete more evenly in T1.

That’ll never happen, will just kitten everyone off. All the WvW guilds on TC and JQ (post-Noodles) are very loyal to their home server, and force-moving them would be an exercise in disasterous customer relations.

Honestly I think ANet is well aware of the problem, but there’s nothing they can do that won’t be a worse solution than just leaving it alone. Merging servers will kitten people off, force-balancing WvW guilds across servers will kitten people off, manually setting the matchups and undermining their partial-RNG matchup system will kitten people off (and undermine their system).

The only thing they can really do is go back to the old system of no RNG where you’re stuck in your tier for weeks or months until you manage to scrape up enough points to move to the next (or some server ahead of you implodes). But people complained about the “staleness” of that, and to be fair the new system actually creates more accurate overall ratings anyway.

I think ANet’s best, or least bad, solution is to simply leave it alone and let the players work it out. If the problem gets bad enough, folks will take matters into their own hands and move somewhere, be it up tiers, down tiers, laterally, whatever. Still not an ideal solution, but less bad than any other candidate.

That said, Jahn’s idea of getting rid of PPT altogether and adding relics would be really interesting, though it would take a huge patch for such a big change. But it would definitely freshen WvW up and make it “new and improved”, for a bit.

(edited by kurtosis.9526)

Matchup plea

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The problem for TC is that no matter where we end up we’re screwed. We’re too big for T2 and below, and not big enough for T1 (at least outside of reset night).

In the past when TC has come into a new tier, we got stomped for a couple weeks or months, but stuck it out, learned from more experienced adversaries, gradually upped our strats, game, and coverage until we could hang with the bigger boys.

That could still potentially happen in T1, but with the randomized matchups we won’t get the ~8 weeks in T1 it typically requires to adjust to a whole new level of play. So we’re more likely to be stuck in this no-man’s land.

And now JQ has a pretty good idea of the T2 side of the problem too.

Only solution I can really think of is to merge some of the lower server. DB + FA would make a strong T2 server, for starters. Would then need one more server merge to round out T2 enough to provide real competition, either for TC or a T1 server temporarily in T2.

(edited by kurtosis.9526)

PvE and Tanking Build

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Besides this forum, lots of guides here.

warrior is a coward!!

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Appropriate responses:

“lol u mad bro?”

“pot. kettle. black.”

“know what that taste is? your own medicine. enjoy”

Hammer/GS Build help please

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The way I like to go about it is to optimize my gear for crit damage first, then aim for 25,000 Health and 3200 Armor, then for 2000+ Power. That results in high Health, Armor, Power, and Crit Damage, and very low Crit Chance from gear. But you can compensate by getting Crit Chance from Traits and Boons. Example:

Trinkets
Exotic Amulet/Earrings: Cavalier
Exotic Back/Rings: Soldiers
All Exotic trinket gem slots: Beryl
Ascended: 100% Cavalier

Armor
Helm/Chest/Leg Armor: Soldier
Shoulder/Glove/Boot Armor: Valkyrie
Weapons: Valkyrie

1. Build (Stance/Melandru version): 0/10/30/0/30

Unsuspecting Foe + Merciless Hammer both apply their damage buffs to Earthshaker and Backbreaker after the stun but before the damage. So that’s 50% Crit Chance + 20% (Fury) + 15% (Heightened Focus) + 9% (from Traits) = 94% Crit Chance.

With 2000+ Power and 80% Crit Damage, strong condition removal, high armor, and decent health, is survivable but can dish out decent damage.

Use Frenzy + Battle Standard to quickly revive downed allies or keep lords.

Mobile Strikes applies to GS Whirlwind, GS Rush, and Hammer Earthshaker = good escapes in zerg battles.

2. Build (Shout/Soldier version): 0/10/30/30/0

79% Crit Chance (missing 15% from Heightened Focus), same Power as above, 51% Crit Damage (missing the 30% from Discipline traitline), 28k+ Health.

Shouts heal and convert a condition to a boon. Strong when running in a guild comp with other Shout/Soldier Rune warriors and guardians (the cross-condition removal makes up for lack of Mobile Strikes).

The stats look even better with full Ascended trinkets: 0/10/30/0/30, 0/10/30/30/0.

You can’t be a full Zerker speedrun warrior with this gear, but it’s enough to do respectable damage while being very survivable in WvW, and competent in dungeons and fractals.

(edited by kurtosis.9526)

Any Solo Warrior PvE Builds Out There?

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What do you want to do in solo PvE? Farm events with the map-roaming zerg? Solo Champions? Living story stuff?

I’ve been using my WvW build to solo some of the Champions in Cursed Shore – namely the Arena Gladiators west of Caer Shadowfain.

Nearly indestructable, high damage Hammer attacks on stunnable mobs, good sustain vs Champions (esp with recently buffed Healing signet). Rapid Adrenaline regen in combat + frequent Earthshakers and high Hammer damage is a lot of fun in open world PvE.

Let's talk: Interrupts

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I just came here to make this exact post. Completely agree with everything except cast bars, which I don’t think will be necessary (and probably even OP) if ANet makes all the other requested changes.

ANet clearly wants interrupt builds to be a viable meta, but the problems in a nutshell are:

1. Mesmer interrupt abilities either have cast times or long cooldowns.

2. Therefore, the only way to play an interrupt spec effectively, consistently, is to anticipate enemy moves and start your interrupt before they start their cast. Eg, anticipate->interrupt->see. It really needs to be anticipate->see->interrupt.

3. The skill required to anticipate->interrupt->see consistently in the chaos of particle effects and GW2’s fast-paced combat is just too high, even for good players who already do anticipate their opponents – the required timing is too tight and the cost of missing (long cooldowns on expensive, heavily traited skills) is too high.

4. Hence, due to the high cost of missed interrupts, and the difficulty of landing them consistently, the opportunity cost of traiting around interrupts instead of more reliable shatter/phantasm/etc builds is just too high.

In light of the constant series of buffs to Mesmer Interrupt traits over the past several patches, it is clear ANet wants Mesmers to be the high skill cap duelist class, and for Interrupt builds to be a big part of that. And that would be a totally awesome meta if it were possible.

But, no matter how many trait buffs ANet does, it will never happen as long interrupt skills have cast times and/or long cooldowns, simply due to the huge opportunity cost of building around interrupts. All those awesome interrupt-buffing traits are useless when interrupts require inhuman skill, ESP, and telepathy to land consistently.

So what I’d like to see ANet do is:

1. Take the plunge and remove all cast times from Interrupt skills, and bring back double-tap, quick-cast Into-the-Void (and make Counter Blade double-tap quick-cast too).

2. Add a trait that reduces the cooldown on successful interrupt – say 20% reduction on successful interrupt, applied to any interrupt skill. That rewards skill, penalizes mistakes.

3. This risks creating an OP meta, but if that happens, then nerf interrupt damage ad duration, not viability – keep them instant cast.

Regarding cast bars, I think this is the nuclear option and should be held off on as long as possible. I really like ANet’s “play the game not the UI” philosophy, and think they should stick to that as much as possible.

I also don’t think it’s necessary if the other recommendations are done. If all Interrupt skills became instant cast and some form of cooldown reduction implemented, that would move Interrupt builds into the realm of possibility even without cast bars.

Good players know all the skills and moves of all other classes, and are able to anticipate them somewhat, it’s just not enough when you have to also pre-cast your interrupt before your opponent has even started casting the skill you want to interrupt.

But with insta-cast interrupts, where the player can anticipate->see->interrupt, the interrupt meta would be possible. Again, if the first incarnation becomes OP, nerf the damage, not the viability.

(edited by kurtosis.9526)

For all the warriors out there!

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For a pure PvE, non-WvW warrior, I recommend getting 100% Berserker Ascended items. A couple reasons:

1. You get the most stat points for your buck getting Ascended items with Crit Damage on them.

2. For a PvE warrior it’s worth having a full Zerker set so you can get into speed runs if you ever want to.

3. It’s harder to farm Ascended gear than Exotics, so get the most versatile set of Ascended gear you can first. For a PvE warrior, that’s Zerker. Then if you have any laurels/relics/commendations left over, buy any secondary Ascended pieces you want (but really only Cavalier and Zerker/Valkyrie are optimal).

4. You can compensate for the lost Health and Armor with easier-to-obtain Exotic weapons and armor, and traits. Much easier to have multiple sets of Exotic armor and weapons with different stats than multiple sets of Ascended.

So for pure PvE and no WvW, I’d replace the Soldier ring and back with 100% Zerker Ascended pieces, then compensate for the lost Health and Armor with weapons, armor, and traits.

Here’s one suggestion, optimized for Crit Damage.

Changes:

1. All Zerker Ascended
2. Shoulders/Gloves/Boots changed to Valkyrie (these slots optimal for Crit Damage)
3. Helm/Chest/Legs changed to Knights for more Toughness (optimal for non-Crit Damage, either Knight/Soldier/Sentinel ideal here)
4. Food changed to Crit Damage food

~23,000+ Health, 2600+ Armor, 3400+ Power, 77% Crit Damage, 35% Crit Chance (55% with Fury, more with Banner of Discipline and other buffs).

Think of it as a speedrun warrior with training wheels. Less squishy, but still very damaging, and includes the foundation for a full Zerker build later if you want.

Once you get good enough at evading damage, just pick up a Zerker armor and weapon set, much easier than collecting a second Ascended set.

(edited by kurtosis.9526)

Optimal build for WvW

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Edit:

If you really want to help the zerg over your own survival, then I owuld banner over shout. Not only is the banner elite the most team oriented one ever, but it also pairs nicely with the quickness from frenzy. I call it a power rez(you throw the banner much faster). I take the toughness/vit banner and the power or the presc banner and frenzy then the warbanner. Note the stance duration is for more quickness uptime. Banners are super awesome because they keep working even after you die, whereas you cant keep shouting. They have 20% CD reduction and grant regen to up to 15 people, or 15 per banner up. they also damage enemies, and when the zerg wins, people pick them up for swiftness that you can cast with them. So you help in and out of combat. If you cant tell, I love fast hands and a on swap sigil. warrior is one of the only, if not The only class that can reduce weapon swap so much. also, a reckless dodge procs a ton in a zerg, so it is a super awesome evasion turned DPS. I would take it over 20 in discipline any day.

http://gw2skills.net/editor/?fIAQNBMhJaE0J7NAyGCHSggUohfhVg+wbkeEGsxaA-jUyAoLBRCCA9BkQAl9KiGbZsIas6FMdJRUtHvIa1A-w

What do you guys do to stay in range of the banners during combat? Does your Commander just keep the group near them in battle, or are backliners picking them up and moving them around to keep them in range?

Optimal build for WvW

in Warrior

Posted by: kurtosis.9526

kurtosis.9526

Yeah, just get the Invader’s set, the set that launched many a Commander, it’s a very strong base armor set you can build on and tweak as you get more comfortble.

If you really want to statistically optimize your gear, here’s how:

Cavalier = Exotic Amulet/Earrings/Back w/ Exquisite Beryl Jewels
Invader/Soldier = Exotic Rings w/ Exquisite Beryl Jewels
Invader/Soldier = Helm/Chest/Leg armor + 2H weapons \*
Valkyrie = Shoulder/Hand/Foot armor + 1H weapons \*

(for PvE you’d add Ruby Orbs, Divinity Runes, or Scholar Runes to the armor, but for WvW you want something like Soldiers or Melandru Runes for zerging, or Lyssa or Hoelbrak for roaming)

Food (roaming): anything with +10% Crit Damage on it
Food (zerging): Omnomberry Compote (heal on kill)
Consumable: Sharpening Stone

Ascended trinkets = All Cavalier

That leaves you with high Health/Armor/Power/Crit Damage, but very low Crit Chance. Compensate with a build that gets you a lot of conditional Crit Chance from traits 1, 2.

\* I actually do the weapons backwards: Valkryie Hammer, Soldier/Invader Sword/Warhorn. The reason is b/c the builds I run linked above rely on Hammer for damage, and S/WH for defense, so I want the max possible Crit Damage on the Hammer, and the max possible V/T on the S/WH. But technically that’s not statistically optimal.

(edited by kurtosis.9526)

Solid Warrior Builds

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Posted by: kurtosis.9526

kurtosis.9526

Try a WvW build 1, 2. Much better survivability, strong damage against stunnable trash mobs (and players), average damage against boss mobs.

I spend most of my time in WvW, not a hardcore dungeon runner, but those builds let me run dungeons with non-speedrun groups just fine, then jump right back into WvW again when done without many changes.

Both versatile and fun.

PS – Statistically optimal gear:

Crit Damage Pieces (Cavalier, Berserker, Valkyrie):
1. Exotic Amulet/Earrings/Back trinkets
2. Shoulder/Hand/Feet Armor
3. All exotic slots in Exotic trinkets and armor (Exquisite Jewel, or Rare Orb with Crit Damage)
4. 1H Weapons

Non-Crit Damage Pieces (Soldiers/Knights)
1. Exotic Rings
2. Head/Chest/Leg Armor
3. 2H Weapons

Once he starts buying Ascended pieces, every piece should have Crit Damage on it.

If he gears based on those guidelines (see build links above for examples using Cavalier trinkets and Valkyrie/Soldier armor and weapons), he’ll have the optimal distribution of Damage and Defense on gear.

(edited by kurtosis.9526)

I don't know what I'm doing.

in Warrior

Posted by: kurtosis.9526

kurtosis.9526

I know nothing about warrior condition builds, but suspect similar questions have been asked and answered. Have you tried searching these forums? The site’s search function sucks, so try google.

Eh, can’t get the link to work, but copy paste all of this:

site:https://forum-en.gw2archive.eu/forum/professions/warrior/ condition build

And if you get tired of trying to make that work, try the the sPvP Skull Cracker build or close variant.

(edited by kurtosis.9526)

Help with updating an old build

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Posted by: kurtosis.9526

kurtosis.9526

You might have better luck showing the build in a build calc than a video. I know at least one person reading this who isn’t gonna take the time to watch a video just to see a build when I can grok the whole thing in 20seconds looking at it in a build calc.

What is the Earthshaker damage coeff?

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Posted by: kurtosis.9526

kurtosis.9526

462=1048*916*y/2600
462*2600=959968*y
1201200/959968=y
~1.25=y

1048*916*1.25/2600=461.52

Do they not teach this stuff in school anymore?

The math is easy, just wasn’t sure where to get the numbers. I see I should’ve checked the wiki page on Power instead of Damage.

What is the Earthshaker damage coeff?

in Warrior

Posted by: kurtosis.9526

kurtosis.9526

Since that is the damage formula, you can use GW2 Skills Editor and put it to 2000 armor and tinker around until you get 2000 power. That simplifies the formula to (weapon damage) * (coefficient), at which point you know all you need, as the weapon damage is the average of the damage listed when you mouse over the weapons.

Clever, thanks. Didn’t realize the modified build calc tooltip was accurate. gw2skills.net is the only one I know of that calculates that, then. Intothemists doesn’t, and gw2buildcraft hasn’t been updated since the big June balance patch.

Build for a new 80 WWW Warrior

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Posted by: kurtosis.9526

kurtosis.9526

This is my play style: zerk vs zerk and i’m looking for a Dps-Good survivability build and gear. I want to do some dmg but NOT to be a glass cannon!

Based on what you said, I think you mean “zerg vs zerg”, not “zerk vs zerk”. “Zerk” refers to “Zerker” or “Berserker”, which means Glass Cannon, which you say you don’t want.

For bunker/damage hybrid for WvW, try one of these:

0/10/30/30/0 Hammer/Shout Healing/Soldier Rune build. Strong when running with an organized guild comp with 5-10 other Shout/Soldier Rune Warriors and Guardians in the frontline.

0/10/30/0/30 Hammer/Melandru Rune/Mobility build. Strong when solo’ing, running with a small group (havoc squad), or running with a disorganized pug/militia zerg where the other Warriors and Guardians may not be using Shout/Soldier Rune builds.

What is the Earthshaker damage coeff?

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Posted by: kurtosis.9526

kurtosis.9526

Not able to login for a few days, was hoping someone knew.

What is the Earthshaker damage coeff?

in Warrior

Posted by: kurtosis.9526

kurtosis.9526

I was just trying to theorycraft a build’s Earthshaker damage according to the damage formula

Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)

But I can’t find the Earthshaker damage coefficient anywhere. Not on the wiki, and the term “coefficient” returns zero search results here. Anyone know?

Best ZvZ rune - melandru or soldier

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Posted by: kurtosis.9526

kurtosis.9526

Both. Get two identical PVT armor sets, one with Soldiers and one with Melandru. There are some situations where Soldier is superior, and some where Melandru is, and it helps to be able to swap out on the fly:

1. Soldiers when running with an organized guild comp with 5-10 Warriors and Guardians in the frontline, all running Shout/Soldier Rune builds. The cross-healing and cross-condition cleanse is stronger than anything you can do with Melandru.

2. Melandru when running with a disorganized pug/militia zerg, or when solo roaming or small group havoc’ing, or any other time you can’t rely on frontline teammates to help with the condition cleansing. Melandru + Dogged March + Lemongrass Poultry Soup is much stronger vs a mere two or three shouts each removing a single condition.

3. In T1 or any other environment with megazergs and blobs (every player on a full queued map), Melandru. As Tammuz points out, you can’t rely on anything other than #1 spam in those cases, and Melandru is automatic. However that mainly happens in 3-way SMC/Garrison battles, which isn’t all the time.

Disclaimers:

If they’ve actually managed to fix the skill lag in t1 NA since i left then that would be a different story.

Also note that my advice does not apply to any other teir or matchup nessicarily (it is based on the assumption that skill lag and blobbing are predominating the matchup).

Having just played in T1 the first time this week, yes it’s still there, not fixed yet.

Warrior or Guardian?

in Asura

Posted by: kurtosis.9526

kurtosis.9526

I main both Asura Guardian and Warrior, primarily in WvW. Love them both, no real difference that the race has anything to do with.

Both look awesome in heavy armor 1 / 2, especially the cultural T3 “Tron” armor 1 / 2.

Pick the profession you prefer more and have fun.

Crushed Back Syndrome

in Asura

Posted by: kurtosis.9526

kurtosis.9526

I have a semi-similar problem, though it’s not related to weaponry. whenever a new area is loading, my asura looks scrunched from the waist up, being about half as tall as she should be until the area loads, and then she’s back to normal.

Yes, I just came here to comment on this, I recently noticed it too.

However, mine seems scrunched in both the legs and upper body, b/c once the loading is done and she “elongates” back to normal height, both the legs and torso expand.

Super mega juggernaut bunker build

in Warrior

Posted by: kurtosis.9526

kurtosis.9526

Here’s a modified version of your build to try.

Most of the traits are the same, except the 10pts in Discipline moved to Arms instead.

More Power and Crit Damage, less Crit Chance, get that from Unsuspecting Foe instead. UF (50%) + Fury (20%) + base crit (21%) = 91% Crit Chance.

Replace some Knights pieces with Cavalier and Valkryie armor and jewels where they are the most optimal.

Theorycrafting ?

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Posted by: kurtosis.9526

kurtosis.9526