I think it was intended. Or I remember something said like that. The cap on weaponswap CD is 5s. Because it wouldn’t make sense, sigils wouldn’t trigger and traits wouldn’t either.
So no point in taking it. It is a bit the same as maximum condition duration being 100%
No offence, but to poke a hole in your logic, if sigils mostly activate at 9 seconds, wouldn’t taking this Rune negate that? with much more dire problems occurring with an 8 second cool down than a 4 second cool down. Also just because it isn’t 5 seconds does not mean the sigil/trait wouldn’t activate. The way you are putting your opinion it sounds like you are saying just because I have a 4 second weapon swap cool down it won’t ever activate the sigil/ trait. I honestly see a lot of use in swapping weapons even more often. And the 4 second weapon swap is a matter of convenience. That extra second could save my life, or help me burst someone down even quicker, the point of the matter being if i want that sigil or trait to activate I only need to wait one extra second. Bu nevertheless most commentators here are missing the point of my post. Whether or not you find this useful, this is a bug, and it applies to warrior (You could argue “Just because it has ‘Warrior’ in its name doesn’t mean its FOR Warriors”, but I’m sorry, yes it does).
Sigils have 9 second cooldown made especiallly for this sigil .I really don’t understand where you saw a hole in my logic ?On swap sigils work perfectly with the sigil.
If you have 4 sec cd yes you will activate sigils every 9 seconds but you WONT be activating versatile rage every 5 causing you to lose a ton of andrenaline
Well if you really want it fixed i guess.But i would have to be fermly against wasting time on useless broken game mechanics and focus on the urgent gamebreaking ones first.
Copy /paste Bold in your chat to see them live
Ranger: Water Spirit [&Bw1VAAA=] -> Aqua Surge [&Bw9VAAA=]
Warrior: Defiant Stance [&BzdVAAA=]
Necromancer: Signet of Vampirism [&BwJVAAA=]
Mesmer: Signet of the Ether [&B/ZUAAA=]
Guardian: Litany of Wrath [&B6BUAAA=]
Engineer: A.E.D. [&B5tUAAA=] Toolbelt: Static Shock [&B51UAAA=]
Elementalist: Arcane Brilliance [&B5hUAAA=]
Thief: Skelk Venom [&BxJVAAA=]
Theives wear medium armour, try again. Thus making eles the squishiest going by base stats
Hate to take this off topic again but a D/D ele is one of the tankier classes in the game. In solo fights, the D/D ele may be the strongest bunker.
Allow to repeat myself. Going by base stats
SINCE WHEN base stats count in gw2?
Damage and “hard to kill” were comming from UF and soldier gear.That gets nerfed now with extra 20%.Warrior bow/hammer build will suffer a 40§% damage nerf overall.
And since many players can kill hambows anyways i don’t see an issue here .Remember when ele could do 1v10 in WvW? War can’t even 1v1.
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No, I’m pretty sure it’s just bad coding with the trait setting the CD to 5s rather than reducing 5s off the default CD.
All weapon swap sigils have 9 second colldown they all share cd between them.Weapon swap andrenaline gain is 5 second icd.You have no skill that has 4 sec coldown to switch spam it.Whay is the point of this i am asking again?There is a report bug section and subforum for a reason if that really seems like gamebreaking.
I can only give you examples.My warrior has 2400 armor.I can kill 99% of hammer warriors at 100% health.All i do is block,dodge.blind ALL their CCS. And ofcourse they would need a lot more than healing signet and high armor to outheal my damage.Sometimes if in a group fight one of them might get me if on all cds and no endurance.but thatì’s pretty much it.
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More than often it overshoots .
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No. The game is dominated by builds, not skill. No point in playing to win if you don’t use the cheesiest specs possible.
#SadStateOfTheGame
^ 15char
Unless you play for fun not for win.
I guess he use burst mastery and the added crit damage from discipline.
I got sefl buffed 4.2K ap and 70% crit damage/60% crit chance and my F1 hammer skill hit between 3K to 5.5k ish damage.(Maybe 6k on up level.) I don’t use UF.
I don’t use discipline trait so add the 10% from Burst Mastery and 30% more crit damage from the traits point and you should get close to 7k.
The issue with hammer is that everything stack and the worst is UF bonus applying before the hammer hit.
Just a question.How do you believe the poster above you reqched 98 crit damage? Idk just asking since it seems you believe he used 0 points in that tree for some reason.
Some weapons superior in PvE, others in 1vs1 others in WvW
Deal with it. Or play another class.
Are condition classes complaining that they barely deal damage to bosses? Because they are useless there.
Hammer nerfs are more than deserved, my friend has 3.2k armor and crits 4k with hammer autoattack, 7k backbreakers, 6k staggering blows and 7k earthshakers. And keeps 5 people CCed down.
Yea…balanced? Besides they are only nerfing the damage on 2 skills of the hammer, the CC ones. So that even makes perfect sense.
Care to explain to me how he keeps 5 ppl cced down with 1 full stun every 10-15 sec and 1 nelee range kb that are both extremely telegraphed?.I teally don’t get how groups of ppl can be so that they can’t deal wiyh 1 warrior.I find hammer warriors extremely easy to kill and survive against and i play zerker builds.So many classes even have free blind and perma vigor access and yet they still fail hard.I really don’t understand.
Spvp 2 guards> 2 warriors 5 guards > everything while 5 wars = match lost 100%.Simetimes i wonder if people qqing are even playing the same game.
Some weapons superior in PvE, others in 1vs1 others in WvW
Deal with it. Or play another class.
Are condition classes complaining that they barely deal damage to bosses? Because they are useless there.
Hammer nerfs are more than deserved, my friend has 3.2k armor and crits 4k with hammer autoattack, 7k backbreakers, 6k staggering blows and 7k earthshakers. And keeps 5 people CCed down.
Yea…balanced? Besides they are only nerfing the damage on 2 skills of the hammer, the CC ones. So that even makes perfect sense.
Care to explain to me how he keeps 5 ppl cced down with 1 full stun every 10-15 sec and 1 nelee range kb that are both extremely telegraphed?.I teally don’t get how groups of ppl can be so that they can’t deal wiyh 1 warrior.I dind hammer warriors extremely easy to kill ans survive against and i play zerker builds.So many classes even have free blind and perma vigor access and yet they still fail hard.I really don’t understand.
Spvp 2 guards> 2 warriors 5 guards > everything while 5 wars = match lost 100%.Simetimes i wonder if people qqing are playing the same game.
I attempted to use the Superior Runes of the Warrior when making up random builds in PvP. <—- was why i was using the runes of warrior on a warrior. The point is, is that Something the game developers designed is not working as intended due to certain circumstances (Trait “Fast Hands”) Whether or not you personally think that it is a bad decision does not mean it is not functioning as it should. therefore it is a bug and should be fixed. And it’s not a nerf if its self inflicted :P.
Ok so you found a bug.But why were you testing a warrior’s runeset on a fast hands build still confuses me.It clearly says 5 sec icd on versatile rage.Oh well
“we’re getting too many traffic jams! Instead of making our toll booths faster and more efficient, we’re just going to lower the speed limit!”
But only on your side though /evillaugh
Because it’s not at all possible that one of the players on the blue team immediately left when the match finished, before the screenshot was taken.
Nope, not possible at all mini.6018 who just happens to play a FOTM Warrior (albeit badly) and is a massive Warrior state of balance apologist.
I play zerker amy mace/sword longbow no points in arms build .Guess the fotm changed ?Oww you must be one of THOSE .Regardless ,that is the reason i don’t even need to be good to deal with you.Hint:you die to terrible build bro.
5 ppl can’t outdps one single healsig.Albeit 4?Physical plane cracked?The universe has already started to implode after this paradox
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Dat team balance
Funny how Full warrior+thief team lost to 4 player team at 60-500 Wars op right ?
This pic needs be sent to nerf team before patch asap.Since only 1 war in team was supposed to win the match by himself anyway right?Acording to these forums
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Whether or not you know I attempted to use the Superior Runes of the Warrior when making up random builds in PvP. Now I will say I’ve already sent this to the bugs section of the forums for I am pretty sure this is a bug (I don’t know maybe the devs disabled the 6th bonus from working?). But simply put the trait “Fast Hands” will knock your weapon swap cooldown to 5 seconds. I am sure almost every warrior is familiar with this trait as its fairly easy to get and essential to most build combos. But the runes do not take it down to 4 seconds, it is still 5. I assume there is some programming that makes the trait take precedence over the rune, in which case this needs to be fixed. Just thought i would bring some attention to it
Why would you use runes of warrior on a warrior?(lol that sounds like no sense)
You will lose the andrenaline on weapon swap because it has 5 sec icd .That’s a pretty noticeable nerf imo.
I propose to reward 50 silver for every won match and 10 for every lost one. My newest toon.1 g for every soloq won and 20 for lost.
For example at
122 soloq/72 won(=72 gold)+50 lost(=10 gold) = 82 gold
1381 hotjoin /829 won would be 469,7 gold
551.7 Gold for 1503 matches played in tota soloq and hotjoin combined,depending on win/lose ratio
1503 matches can easily be translated in 376 hours playing pvp at 15 minutes a match
551 gold does not seem like much at all for 376 hours playing ACTIVELY
Those stats exist in every player’s pvp menu so they can easily be tracked to reward acordingly.This way pvp players could be on par with pve players that invested the same ammount of time farming champions,fractals and dungeons.At this rate the players that played a lot more than i did could easily buy their legendary that would have had in half the time if they invested it in pve.
(The stats i used as example are just my pvp tab stats from my newest account started 4 months ago.This is just for making an example out of something.)
..Give something extra for team arena wins.
Pve players have multiple legendaries and thousands of gold just waiting to convert to pvp.Pvp players are getting the short end of the stick.With everything being convertible the only thing that they can give to pvp players exclusively will be finishers.Achievement points will be easier to get in pve, gold and skins in pve.Pvers will have the best skins (legendaries) and pvpers will not even have their rank ro show off.
Unless pvp playwrs get a ton of gold or a massive reward for their time invested to gain ranks the change will be really dissapointing for the pvp crowd.
Nerfs are deserved, I like what they are doing next patch.
Hammer damage was way to high compared to the CC it dealt.
Why are they not nerfing Fear on necros too ?
Unblockable.From range.Instant.Does damage.No animation.
Interestingly enough I specced a warrior in the mists to furious and bust mastery. Then equipped rampagers for the crit and conditions. You can keep up full adrenaline Combustive Shot almost continuously this way. I say almost because the cooldown is 7 1/4 seconds while the duration is 7 seconds. A new Combustive shot is ready to go almost immediately.
This is just to inform. I have never run this build and don’t think it is particularly relevant to the way they are nerfing Combustive Shot. If you would like to repeat it I tested on the the AoE golems in the mists but you don’t actually need that many targets.
So they are indeed 100% forcing us into condition build by nerfing decent power builds to the ground.I use 0 point in arms for example with a zerk amulet but invest heavily in power.Burning gets no nerf but power dps on combustive shot gets nerfed heavily for no reason.They should just buff power ticks by 100% considering they will tick once 3 seconds and it alreadfy needed a buff.Why nerf it ?Was always bad as it is
The real mystery is why nerf a skill because of a trait and just not fix the trait.Players that don’t use it should not be hit.We already get hit quite hard because UF abuse.
So basicly because the only problem ever was SOLDiER UNSUSPECTiNg FOE BUiLDs ( mace/gs was not even remotely viable spvpwise) they nerf :
Hammer,mace and longbow .Only half the weapons we have really of witch all 3 already terrible at landing damage.
Mace is only good as a counter because slow as hell in either damage animations and movement,practicly zero range.So how are we supposed to interrupt a thief with a 0.5 second casting time?Are you serious? Beats all the point of interrupting.Completely useless.
They said they want to remove damage from cc.Well i wonder that why a chain of fear does 10k damage ? Why it is from range and instant with no animation ?Why it is unblockable? But instead nerf mace 130 range casting time to slooow as hell and update animation to be more obvious.
Yes that makes sense that 130 range was such a huge problem.Unblockable,instant from range Fear trains are nothing in comparison .Anyone else lost faith here ?
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Today i lost a 5 vs 4(We were the 5) .60-500 score .Humiliating.Paired with 3 thieves and 1 zerker ranger.The thieves were just teeeerible.
Tought i say this to cheer you up for your loss.It can always be worse
I should probably not give my opinion because i am barely rank 36.I only played wvw for one year consistently ,roaming solo and looking for duels and started pvp only 2 or 3 months ago.I still play for duels more than for capping and it’s fun when you don’t get zerged by more than 2 players.However i feel like my tiny litle wolf finisher still feelslike something when i use it in WvW or even in spvp against new players.Makes me feel i achieved something even if useless and had a long term goal to slowly rank up to better ones.
It’s a little funny though that everyone asked for legendaries in spvp .Now you can have them.If you only played pve.Something feels not right i guess.They sure do have strange ways to give people what they ask for.
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A classes success should not be dependent on the use of a single skill.
Agree .But the problem is warrior class is completely broken without it .It lacks sustain and for that reason it was freekill class for over one year.They need to give warrior more heals,more boons,more dodges ,more leaps,more blocks,more ranged ,kiting viability and so on,apart from fixing basicly half the weapon skills and traits that are unusable.
Broken as is warrior needs hs to stay viable.Just learn to play and you will kill warriors a lot easier than any other class.Not terrible players do it and nerf is not even here yet.
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I trade 6k of my warriors hp and 300 armor for clones,stealth,perma vigor and perma regen,blast finisher plus watefield,perma blind .Any of those
People that think hp and armor count ANYTHING if you are forced to facetank without any tricks make me lol.
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I’ve noticed alot of nub warriors playing the last week or so. I suppose they are trying to get in a few rounds with the HULKBEAST INVINCIBLE warriors before the patch but failing to turn on HULKBEAST mode.+1
Indeed! I have lvl 80 warrior, but never go with her in PvP, because still can’t find this HULKBEAST mode button! Tell me the secret please!
30/30/30/30/30 build.
Problem is not only bullscharge makes your skills miss,but basicly every warrior utility or control skills except stuns.
Immobilize bug .ppl can dodge while immobilized lolol = Miss your attack,miss flurry damage,etc
Bull’s charge passes trough target but kdowns anyway,but you miss the target with your skills because of it .Hello Bs>1hb in the air
Rush………… nuff said
I am just wondering why is rtl working so flawlesly while every warrior mobility skill is so horrible bugged that is impossible to rely on,especially in a competitive pvp mode.See that hint ? How can it ever be competitive if half your skills are not working?
I even have a story with it. Had this really nice duel in wvw earlier and the fight was really really close,andrenaline was so high we were both on 10%ish and both on offensive .When i tought i won for using BS just out of cd and a damage skill guess what ,Bs moved trough,kdowned the player but my skill missed since i was like 400 range away from where i should have been.Died 15 seconds later :/
He didn’t stomp me and just waved and went away ( i do that too a lot) .But i was raaaaaging at Anet so bad.
I think alot of people here said it best. No stealth, no AI, no perma-vigor, no protection, average overall healing, low evasiveness, easily telegraphed skills.
Really? Your argument is that warriors can’t stealth (why would a heavy armored character stealth?), can’t use vigor (the whole point of the class is to be able to take the hits, no need to dodge them), average healing (tell that to a mesmer, thief, or necro), and easily telegraphed skills? (of course they should be telegraphed if they stun for 3 seconds and do 5k+ damage)
Which is exactly the point I am trying to make. We can’t do these things BECAUSE we are a Heavy Armor class with the highest base HP. It is called a tradeoff. You come here searching for answers yet you misunderstand everything that is being told to you. So I don’t get what your argument is or what you are trying to prove when you have already acknowledged that the warrior lack these things.
And by the way, saying that we have a 3 second stun that does 5K+ damage like you say (by this I am assuming it is the mace stun you are talking about) is like saying a thief’s back stab does 15K+ damage. It does nowhere near that much damage on a decently armored target.
NO.perma vigor,stealth,blocks,clones etc acould easily be the equivalent of 50k hp or more.I would gladly trade 5 k of my hp and throw in an extra of other 1k just for the lolz for any of those abilities,just saying.Game does not work like you think it does .
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Glass builds can’t affort to go into defense line so this trait is actually helpful for em. And lets face it, outside of that str adept is worthless
Ever tried deffing close on skyhammer with death from above?
Thought so :PStability says hi.
Edit: Restorative strength, along with many other traits, is just odd, and oddly placed in the trait trees.
Wanna see you use stability when you don’t see an enemy around just for the slight chance someone jumps on you with a launch powerful enough to send you off the platform through a trait that literally nobody is using in spvp.
Plus that thing goes through blocks. I’ve taken out enough top 50 players with that neat little trick and it works almost all of the time.OT: i used restorative strenght when warriors didn’t have cleansing ire, in conjunction with mending. worked pretty well in wvw but the heal was not much and since cleansing ire is kind of mandatory the trait seems a bit redundant, especially with
our only viable heal being passive.
I would never be caught off guard by that since i am using it myselfWhat would a warrior do on top of a cap point in skyhammer hmm hard guess
.Not true nobody uses it but is true that very few do because investing into strenght is not cheese fotm and they won’t be able to get carried.
Glass builds can’t affort to go into defense line so this trait is actually helpful for em. And lets face it, outside of that str adept is worthless
I personally disagree to be honest.Strenght tree is probably the hardest tree to choose from ,so many viable traits between adept and master.You basicly have choices for every kind of build on those traits and all are usefull.Grandmaster are lacking though since one either promotes not using burst wich is counterproductive for the classmechani, or simply useless(berserker’s might).
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It’s like you actually forget that [Healing Signet] is a healing skill that actually grants the player a significant amount of health on use.
Not from your notes though .From what you said active effect should healfor a 170 heatlh per second regen and a 4.5 second protection,and only if i have adrenaline full .You never mentioned any heal coming from activating it whatsoever except regen.
As a note now it heals for 3k lol Significant ?
10/10 for trolling though
This right here is one of the main problems.. That regen is only low because of the Healing power you would have. IF HS actually scaled towards healing power better, then their would not be as much QQ, cause a full zerker can still get 392HPS with no healing power at all. With no Healing Power at all 300-330 HPS would be fine and reaching 400(+/-) HPS at 300 Healing power(30 points in a tree, dont have to invest stat points for it).
That is a very big problem atm granted that it takes no skill at all to use a skill like this.
As well, the passive ness of this heal skill is like no other heal skill in the game, so much so, that the passive almost never goes on Cool Down.. Its is not even counterable besides for LARGE amounts of constant damage.That is why you see people coming up with some suggestions, albeit some terrible.
But zerker warrior is no problem whatsoever using healing signet.If you can’t outdps a zerker warriors heal then you have tons of other problems TRUST ME ( wasn’t refering at you personally)
A stun is a stun. The utility of the stun from UF is hardly an issue considering the stunned person is taking mainhand axe levels of damage, which actually outdamages UF hammer.
Indeed, a stun is a stun, not a knockdown.
“mainhand axe levels of damage” means absolutely nothing considering how backloaded its damage is. You are working with a 2 second knockdown on a 25s CD. Axe/Mace warriors will be chasing their targets 80% of the time and have very low crit chance, making Eviscerate pointless other than for the fire aura after combustive shot.
There is absolutely no evidence for Axe/Mace + Longbow being anywhere close to on par with the current Hambow in terms of survivability, damage or control and that’s what this argument has been about.
Every build is viable in hotjoin if you never move one inch from the zerg.He knows that
What he doesn’t know is that his daamage will drop by 50 % if not more because no more uptime on stunned foe, no more free crits and because no range ;and his survavibility will drop by 70 % because no more stunlock for free HS ticks.Let him be happy.
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And while I misread the fact about Combustive Shot, the increase in burn duration makes up for the pulses.
And what makes up for the 33% physical damage i lose plus extra 3% from burst mastery lost? Combustive shot was already ninja nerfed from 240 radius(since release that no one ever complained about) to 180 at lvl1.
http://wiki.guildwars2.com/wiki/Combustive_ShotDo you even know what you are talking about ? Devs believe this skill also gives andrenaline.Actuall they are convinced about it.Its like Devs believe guardian has stealth,pretty much on par.So what am i expecting from the random forum balance joe? sadface
Well, Furious makes the crits on Combustive Shot give adrenaline. Same is true for Flurry.
So nerf flurry too .It would give more andrenaline..Whoooooops i think i just gave the balance team an ideea.The sad truth.Nerf 1hundreed blades for giving too much andrenaline,make it so you are rooted while you are casting it(ohwait!).Nerf axe nr5,too much andrenaline with axe mastery and furious.Axe chain autoattack too fast for andrenaline,make it hit once every 3 seconds only,Too many hits in chain make it only 2 out of 3..and so on. Wtb some logic please.
I know the devs like to use greatsword/longbow for fun and for pug blobing or in pve but i am also sorry to say it’s even the wrong pve build except out of dungeons.Anet should not have personel like these in charge with balancing.What if i don’t want to pick 30 points in arms.No pvper ever in his right mind would pick 30 in arms as a warrior.Should all weapons be able do do any damage only if i pick up the devs favourite(very bad) build?They should have the basic knowledge about the skills/traits and classes they are touching
I have a few questins for the dev using gs/longbow who thinks combustive shot is op for Andrenaline Gain and considers it needs a DAMAGE NERF in the process because even if it was true that everyone run 30 in arms builds :
Did you ever fought a mesmer?
Did you ever fought a s/d thief?
Did you ever fought a zoo ranger?
Did you ever fought a minionmancer or any necro?
Did you ever fought a pvp match ever?
Did you ever joined a dueling arena ever?
Thank you.
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hammer for roaming is dead post patch
Hammer sucked for roaming period. Maybe against terrible players it was good, but I’m on a T1 server; people know how to dodge.
People in t1 are the worst roamers.Blob 24/7 sucks out any skill from the players.Check lower tiers if you wanna see some decent roaming action .That’s basic knowledge by now .
And while I misread the fact about Combustive Shot, the increase in burn duration makes up for the pulses.
And what makes up for the 33% physical damage i lose plus extra 3% from burst mastery lost? Combustive shot was already ninja nerfed from 240 radius(since release that no one ever complained about) to 180 at lvl1.
http://wiki.guildwars2.com/wiki/Combustive_Shot
Do you even know what you are talking about ? Devs believe this skill also gives andrenaline.Actuall they are convinced about it.Its like Devs believe guardian has stealth,pretty much on par.So what am i expecting from the random forum balance joe? sadface
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Lol anyone stupid enough to throw bolas before immobing someone first is asking to be dodged
I guess people who don’t know how game mechanics work think immob stacking is silly or something. I’d love to duel you I’m pretty sure you’d eat a couple 100B with GS/LB with Throw Bolas if you have enough armor to survive one…
O RLY ?
Attachments:
Wait a second !Does armor and health in this game really count ? My bad i tought boons,teleports ,invulnerabilities ,blocks,stealth,autoseeking spam attacks.Sorry
Ofc it does. Let’s say u get hit for 12k. Doesnt having 10k hp vs 20k hp matter?
Other class.Blocks 12k hit,Sealth ,can’t see target hence no 12k hit,protection 12k hit =8k,teleport away from melee = no hits.No need for heals
Warrior .Facetanking 12k hits.Needs to heal.
Wait a second !Does armor and health in this game really count ? My bad i tought boons,teleports ,invulnerabilities ,blocks,stealth,autoseeking spam attacks.Sorry
100% thieves is best
ive seen this done before. 25 thieves. each party puts a target on some shmucks head.
that guy gets insta-ganked the zerg disappears into the mist. realpy’s targets, repeat. Lolz to the commander who gets picked out of his zerg.I’ve seen it done on a slightly smaller scale, like 7-10 thieves, and it was extremely effective. They kept each other in stealth pretty much all the time except when attacking, and when one or two did get downed the rest went stealth until the group moved on, then they rezzed their buddies and were right back to picking the group apart.
5 warriors do earthshatter……
or
10 guardians press staff autoattack….
i have more .
Let me put it this way:
This morning a warrior argued with me that [url=https://forum-en.gw2archive.eu/forum/professions/warrior/Fighting-classes-that-kite-you/first#post3296178] warriors have average or even bad healing compared to a profession like, say, the engineer. I said yes, they do, assuming that both the warrior and the engineer in a fight have over 7,000 healing power, and then a bit more to make the warrior’s heal actually look “average” or “bad”.
In fact, if we look at the highest base heal per class possible (just looking at healing skills, in healing per second or HPS):
Ele- ~333.33 HPS, or 2 1/3 spells per second to match warrior’s heal
Engineer- 336 HPS
Guardian- 203.75 HPS, which, with VoResolve, is 287.75 HPS
Mesmer- generally, an absolute maximum of 374 HPS or a minimum of 278 HPS
Necro- min. 209.6 HPS, additional 28.96 HPS for each condition applied to a necro on average
Ranger- 340 HPS
Thief- 289.6 HPS, or need ~4 hits per second to match warrior’s heal
Warrior- 392 HPSAnd that’s not including cast times, otherwise heals like the ele’s would heal for only ~270.27 HPS.
Of course, these are just base heals; actions can be taken to step them up, but a warrior can generally take many of those same actions as well, if he/she wanted.
But anyhow…. You have absolutely no right to complain. The warrior’s heal far outmatches the heals of the other classes.
Half the classes you just listed have other aditional ways to heal themselves(waterfields+blast,mantras and so on.). So many in fact that the basic heal is just a bonus..
Are you f***ing kidding me?
I do not know a single professional player who honestly believes that regular heals are “just a bonus”. I will repeat, however, that the warrior has plenty of of other methods to heal itself as well, one of which being Adrenal Health, which provides a lot of HPS as well. You also have stuff like Endure Pain as well, which prevents all damage, of course.
Oh, and as for water fields and mantras:
- An engineer blasting a water field with Cleansing Burst+Detonate Healing Turret still requires +7000 healing power to match a warr’s general HPS, and other methods of blasting water fields often require other sacrifices, be it practically or theoretically, in order to blast the field.
- Mantras, generally, only heal for more if they 1. Aren’t interrupted and 2. Have three uses (requiring thirty points into Domination, which is a massive commitment), and it’s honestly extremely difficult to charge a mantra mid-battle. I know this because I have used mantras before- in fact, I’ve used mantra-based builds before- and usually, you won’t be needing to charge a mantra in the middle of a battle; you’ll usually either die by the time you get halfway through charging, or your opponent will be dead at that point. Mantra builds are full glass, and either way mantras can only really be charged outside of battle. There’s a reason why no top mesmer uses mantras.
Hint Andrenal health gives zero hps if you need to use andrenaline like for idk .damage and clear conditions ? Andrenaline is not free you know it takes quite some tim or waste utility to have it .And if you even have full andrenaline wich no decent players hould ever have,you wil only get 120 hitpoints. *IS THAT WHAT YOU CALL SIGNIFICANT *?
It’s my bad actually,you said that healingsignet gives a significant ammount of health if activated and posted a 33% decrease in dps on longbow as a BUFF
I’m just hoping devs will realize with what kind of users we are trying to have an argument with here and maybe next time don’t balance because 100hb is op in pve and combustive shot gives too much andrenaline when in fact gives ZERO. That’s all
Because some people will never see reason not even if they smash their face into it.
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Comming from the guy that said this i’m taking it quite as a compliment
Don’t argue with mini its a waste of time
Lol anyone stupid enough to throw bolas before immobing someone first is asking to be dodged.
That’s your only hint
I rest my case.
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Granted, some of those buffs were deserved, but then again, all of the nerfs were easily foreseeable and are very much deserved, or are anyways inapplicable.
And let’s not forget how good the warrior’s heal is, either…
So they nerf some USELESS traits that no one ever uses(altough i use reckless dodge myself) and nerf by 25% overall damage .
Nope.It’s a simple shave,cut down,hammered *NERF*Burst mastery and longbow nerf by more than 33% is just too much for no reason.The 130 range mace getting a nerf making it’s a joke even in the best scenario.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
You consider revivers might a buff ? Who the heck needs 3 stacks of might when reviving someone seriously .Just delete the trait already .They even put time to do this lol.I’m amazed
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3.
You just listed a 33% to 50% damage nerf to combustive shot as a buff ? o.O
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Let me put it this way:
This morning a warrior argued with me that [url=https://forum-en.gw2archive.eu/forum/professions/warrior/Fighting-classes-that-kite-you/first#post3296178] warriors have average or even bad healing compared to a profession like, say, the engineer. I said yes, they do, assuming that both the warrior and the engineer in a fight have over 7,000 healing power, and then a bit more to make the warrior’s heal actually look “average” or “bad”.
In fact, if we look at the highest base heal per class possible (just looking at healing skills, in healing per second or HPS):
Ele- ~333.33 HPS, or 2 1/3 spells per second to match warrior’s heal
Engineer- 336 HPS
Guardian- 203.75 HPS, which, with VoResolve, is 287.75 HPS
Mesmer- generally, an absolute maximum of 374 HPS or a minimum of 278 HPS
Necro- min. 209.6 HPS, additional 28.96 HPS for each condition applied to a necro on average
Ranger- 340 HPS
Thief- 289.6 HPS, or need ~4 hits per second to match warrior’s heal
Warrior- 392 HPSAnd that’s not including cast times, otherwise heals like the ele’s would heal for only ~270.27 HPS.
Of course, these are just base heals; actions can be taken to step them up, but a warrior can generally take many of those same actions as well, if he/she wanted.
But anyhow…. You have absolutely no right to complain. The warrior’s heal far outmatches the heals of the other classes.
Half the classes you just listed have other aditional ways to heal themselves(waterfields+blast,mantras and so on.).So many in fact that the basic heal is just a bonus..
Let me put it this way:
This morning a warrior argued with me that [url=https://forum-en.gw2archive.eu/forum/professions/warrior/Fighting-classes-that-kite-you/first#post3296178] warriors have average or even bad healing compared to a profession like, say, the engineer. I said yes, they do, assuming that both the warrior and the engineer in a fight have over 7,000 healing power, and then a bit more to make the warrior’s heal actually look “average” or “bad”.
In fact, if we look at the highest base heal per class possible (just looking at healing skills, in healing per second or HPS):
Ele- ~333.33 HPS, or 2 1/3 spells per second to match warrior’s heal
Engineer- 336 HPS
Guardian- 203.75 HPS, which, with VoResolve, is 287.75 HPS
Mesmer- generally, an absolute maximum of 374 HPS or a minimum of 278 HPS
Necro- min. 209.6 HPS, additional 28.96 HPS for each condition applied to a necro on average
Ranger- 340 HPS
Thief- 289.6 HPS, or need ~4 hits per second to match warrior’s heal
Warrior- 392 HPSAnd that’s not including cast times, otherwise heals like the ele’s would heal for only ~270.27 HPS.
Of course, these are just base heals; actions can be taken to step them up, but a warrior can generally take many of those same actions as well, if he/she wanted.
But anyhow…. You have absolutely no right to complain. The warrior’s heal far outmatches the heals of the other classes.
Half the classes you just listed have other aditional ways to heal themselves(waterfields+blast,mantras and so on.).So many in fact that the basic heal is just a bonus..
Thieves balance their insane hits from stealth from being the squishiest class and the need for melee range..
Thief is by far NOT the squishiest class in the game and they also do not count as melee if you just press 1 button and you are teleported from range on your target.
Also, how are all of the buffs with the additional couple of nerfs making this update a serious nerf?
wich buffs ? o.O
Yep, which still means that your sustain with an Axe/Mace + LB is lower than the current Hambow build, while at the same time losing a ton of damage from Unsuspecting Foe.
Yes it will be, and that needs to happen. Healing signet is still going to be very strong post-patch, something has to give
Damage
Defence
ControlPick one.
If you follow the discussion a couple posts above yours, you will see that I never stated the changes as proposed in the december 10th preview are unwarranted.
I am simply trying to convey that nerfing the healing signet on top of the changes that will undoubtedly already affect sustain and damage would be premature and probably turn out to be too much.
It will already be too much.They just needed to delete UF from the game.That’s it,
Here is the main issue: You’re in an 8v8. A very zerg-heavy game mode that revolves around ganks. In 8v8, healing signet is less useful because fights take less time due to the fact that more players = more damage. Try running healing signet off-point or in a tournament. This is where it shines because it is very hard to take down without constant poison application.
I killed 2 warriors in 2v1 just now,one mace/gs and another hambow just now on a point in a 5v5 hotjoin.Fight lasted 30-40 seconds.Both ranks 30+ .Is my HS more op than their HS ?
OMG guys!!!! I had a revelation!!!! Some players are better than others!!!! Who would have thought >.<. Any more questions?
Confirmation bias, anecdotal evidence, and no proof may have played a role in this…
People try to sell the cookie that a hs warrior cannot be killed even by 5 ppl because “DUH TOO MUCH HEALS impossible to outdps” .Lies When i see those videos of players that can’t outdps a healing signet’s 400 hps i just facepalm irl.
Hs is really underpowerded agaisnt dps builds but strong against bunker meta .Thats where all the qq is coming from.
Warrior was the only class where i could go in to wvw as low lvl and facetank supply camps, while doing decent damage. And even if max levels tried to gank me i would be able to kill or hit them hard enough to make them run off.
Another huge lie right here .Camps have sentinels that spam blind and the warrior is the most susceptible class to blinds in gw2.Also a ranger is the easiest class to solo camps in existence.Lol at killing max levels on upleveled warrior ^^
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It’s like you actually forget that [Healing Signet] is a healing skill that actually grants the player a significant amount of health on use.
Not from your notes though .From what you said active effect should healfor a 170 heatlh per second regen and a 4.5 second protection,and only if i have adrenaline full .You never mentioned any heal coming from activating it whatsoever except regen.
As a note now it heals for 3k lol Significant ?
10/10 for trolling though
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Here is the main issue: You’re in an 8v8. A very zerg-heavy game mode that revolves around ganks. In 8v8, healing signet is less useful because fights take less time due to the fact that more players = more damage. Try running healing signet off-point or in a tournament. This is where it shines because it is very hard to take down without constant poison application.
I killed 2 warriors in 2v1 just now,one mace/gs and another hambow just now on a point in a 5v5 hotjoin.Fight lasted 30-40 seconds.Both ranks 30+ .Is my HS more op than their HS ?