is see the pvp amulets also got around 10 more stats…
am i the only one?? cant be
They also made it strike five targets?
If you want Eviscerate, take Eviscerate.
did you even saw the ready up?
Did you know they buffed arcing slice because its an compensation for the nerf on 100b and whirlwind
Did you know arcing slice was ALWAYs a terrible burst because it doesnt hit like a burst
Now it even got 8% less dmg.. and ONLY 42% more dmg below 50% health..
I aint asking for an second EVI.. but this ISSNT what they showed to us in the ready up..
So in the end they just nerfed 3 skills on GS..
Lol, so your complaining about an overall 21% damage buff to one of your skills plus a 5 target cleave because you wanted a 25% damage buff plus a 5 target cleave, is that what I’m getting?
it should give a total of 100% more dmg below 50% health.
Thats because the skill above 50% dmg sucks (only around 1k base dmg)
Now the nerfed it by 8% and not give it a 100% but 50% more dmg below 50% health..
So yeah this is 58% dmg less compared to the ready up…
So overall STILL USELESS..
(and not forget 5% dmg nerf on 100b/whirlwind.. for nothing now)
(edited by nicknamenick.2437)
They also made it strike five targets?
If you want Eviscerate, take Eviscerate.
did you even saw the ready up?
Did you know they buffed arcing slice because its an compensation for the nerf on 100b and whirlwind
Did you know arcing slice was ALWAYs a terrible burst because it doesnt hit like a burst
Now it even got 8% less dmg.. and ONLY 42% more dmg below 50% health..
I aint asking for an second EVI.. but this ISSNT what they showed to us in the ready up..
So in the end they just nerfed 3 skills on GS..
Dunno how but somehow i get +10 stats to all
(didnt changed anything)
even without any armor/weapons/trickets/traits or buffs i still have +10 compared to before
It should give +100% dmg below 50% health
you did:
Lowered base damage by 8%.
This skill now deals 50% more damage to foes below 50% health.
So its a only 42% more dmg below 50% health..
Where this skill did terrible dmg it now does slightly less terrible dmg ONLY below 50% health or else it does even worse compared to before.
good job..
Oooooh YEAH OFC!!! all this so you could also nerf 5% dmg of whirlwind and 100b. but ofc in compansation we get a better (more nerfed) Arcing slice..
Normally you get 1 adrenaline per hit, this doesnt affect a burst skills
Since Anet is changing the way adrenaline works
(you spend ALL adrenaline even when miss)
I think it would be helpfull to give adrenaline when you do succesfully land a burst.
Ofc there should be a FIXED (1-5..) amount of adrenaline you get no mather what burst skill (or else flurry/combustive shot will give waaay to much ofc )
What do you think?
I assume you will only spend 2/3 of your adrenaline on a miss aswell.
So yea, we kinda depend on it even more. But not only that.
Since the new arcing slice will deal full damage on only 1 bar of adrenaline I foresee a lot of awesome dual burst-skill action which many builds can profit from.
If you can afford spending 6 into tactics now also (we already need 3 into tactics and 4 in defensive to be even viable… )
From today we will lose adrenaline when missing a burst.
What happens if you have burst mastery?
Because if this trait gives 33% back it would only force us even more into this trait.
We will see what happens, atleast i made my point about medi guards.
@OP
“Because your buffing there sustain even more..
There burst is already ridiculous high!”you’re*, their*
“And before you all say, yeah but there burst is all so easy to see.
Your right, but the pressure they can do is just insane so after some dodging around they will burst you down.”their*, you’re*
“Guardian: Elusive power = 10% more damage when endurance issnt full
Warrior: Stick and Move = 3% more damage when endurance issnt full”isn’t*, isn’t*
“Why issnt this 7%? because its a major Adept trait.. or even 5% because most of those major adept traits are often only 5%”
isn’t*
-cringefest-
dude, no need to do that.
And if you did read this topic you see i already apologize for my bad english
Tjeez get over it.. like we all speak english every day..
I can speak 6 languages with ofc some grammer mistakes, i dont really care..
I bet you cant even speak something else besides english.
and if you cant read it why bother to reply?
(edited by nicknamenick.2437)
While I can understand some of the points, I hardly consider a Meditation Guardian overpowered. Conditions will usually destroy meditation guardians. They also lack CC to completely lock down opponents and have some very telegraphed skills. They usually pack no stability either.
Leap of Faith, GS #5, GS #2 are all easy to dodge. They are actually easy to kite once they blow Judge’s Intervention because it is on a 36 second cooldown coupled with zero stability. Yes they have sword #2 but that is a significantly shorter distance. And most meditation guardians I see are actually really squishy if you burst them down quickly. Yes they have really good sustain and what not but usually good bursts or condi pressure will take them down. I personally use a 2/0/6/6/0 for extra tankiness and decent damage, in exchange for slightly less damage, higher virtue cooldowns and less boon generation (which isn’t always a bad thing).
They are very decent roamers in WvW, but they aren’t the best and they can be countered. A good mesmer will almost never lose to a medi guardian, most Mesmer builds counter them really hard, especially if you use staff, it is just a really bad match up for them.
Ah see someone using honor also because it gives both damage and sustain, i aint crazy :-)
But yeah i agree there burst attacks are easy to dodge, problem is they have multiple burst attacks so soon your out of dodges/evades etc, also there meditations are instant and can do allot of damage.. on top of the weapon burst skills.
Yeah they are slightly weaker vs conditions, but i aint running condi (kinda hate it)
Medi vs other burst classes are very good right now.
Giving them more sustain is totally fine so they excel in other areas of this game also, but this should cost some damage. they are already a hard counter vs maby burst builds.
Sorry, I stopped reading after the 20th screw-up of “your” and “you’re” and all of the “their/there”s.
If you want to make a properly argued point, either get additional grammar lessons or improve your translation software.
Sorry Imepratora, english issnt my primairy language.. is it that bad?
Cant you just read over it? because we dont all speak english.. maby you can speak in my language? i aint using translation software, that way i can learn something :-)
Your and you’re are issnt it the same? their and there is indeed 2 different words, sorry
1: Most guards already go 20 into that traitline.. so sorry but its doesnt really matter what stats the traitline gives.
Besides even when you say warr have in in there strength traitline i hardly see ANY warrior going deep into that traitline besides pve warriors.Most bunker guardians trait into the honor line, but they won’t get any type of burst that you’re talking about. Perhaps some medi guardians that work off of symbols/empowering might might run into that trait line but even then their burst won’t be terribly over the top either.
To achieve the burst that made you take to the forums in QQ, was probably a 2/6/6/0/0 build. Maximized for burst, but severely lacks a lot of the sustain a 2/1/6/1/4 build would give.
yeah not all medi guards use that trait line
but this traitline does give you some extra sustain and those 20% cooldown reduction and 10% extra dmg. not even talking about the rest of those traits, so thats pretty good. yeah you can go into different traitline ofc. still stand that this trait gives 10% and warr gives only 3%…. if warr wants this he also sacrifice allot of sustain.
Not saying they should make the guard also 3%.. maby 7% or something like that, just saying they do need to do something about guards dmg before buffing them more with sustain.
Empowered makes since, its a minimal investment. Stick and move doesn’t. Every other class that has that trait in that spot is 10%. Engineer is 5% but it’s a major adept trait, not a minor grandmaster. Buff it up to 10% and i won’t care about the uncalled for greatsword nerf
indeed.
So let me guess, you got owned by some passing med guard and came on here to rant.
Guardians still have one of the lowest HP pool and mobility even after merciful intervention change is still kitten. Medi guardian pressuring you ?
Just run away (unless you’re a necro). They are easy to kite once judges intervention is on cool down.
yes i get owned multiple times, and i own them also. does it matters?
Yes because guardian have low health pool they have ofc more sustain skills like blinding and ofc Aegis… and others.
I am all “ok” with that, i am not “ok” with there amount of burst they can pull off very easy.
I am not saying nerf them into the ground, i am saying shape guardian more..
So you can stay longer into the battle but with less dmg (and even if its a flat 10% dmg nerf its not that HUGE..)
Look what happend to warriors..
2 years ago they had INSANE dmg
they nerfed there dmg and give them more sustain because warrior could only do 1 thing before this > hope he dies before you..
thats balancing.
1. Its a gm trait in a non-power trait line. Look at the stats it gives, vitality and healing power. Stick and move is in a power trait line, not to mention the fact that warrior’s have very high power coeficients already.
2. Burn isn’t that high of an uptime. Although it could be toned down since in team fights it will be on often in some cases, it’s still not as reliable as dmg against bleeding target or target with A condition like some traits. Its like the trait with 20% damage increase while you have aegis, it looks nice until you realize how often you actually get that benefit.
3. Ehh, not really. Some yes and some no, but warrior has far higher power coefficients on their spike skills. Even if some of them on their own are easily telegraphed, warrior can combo them extremely well in multiple ways to get them off.
4. None of those are needed nerfs. The real culprit are double proc sigils (air/fire) mixed with semi-burst builds. Also are you honestly going to complain about shield of wrath burst? You realize how difficult it is to even have that fire off right and it has a LONG cooldown.
1: Most guards already go 20 into that traitline.. so sorry but its doesnt really matter what stats the traitline gives.
Besides even when you say warr have in in there strength traitline i hardly see ANY warrior going deep into that traitline besides pve warriors.
2: Doesnt matter how long the burn duration is.. guard can burn someone WHEN they need to before you burst someone.. > Judge’s Intervention teleport > burst ? something like that?
3: Warrior F1 is higher ofc.. its there ONLY F1 skill.. guardians have there own skills.. i am talking about the weapons skills on its own not the unique skills.
4: well what do you think is needed, because there burst is a little bit to high right now.
Warrior: Stick and Move = 3% more damage when endurance issnt full
Guardian: Elusive power = 10% more damage when endurance issnt full
both minor grandmaster..
Why did warrior get so many dps nerfs in the past??!
just like:
Empowered: Increases damage by 1% for every boon on you
just wow!!! really..
Because your buffing there sustain even more..
There burst is already ridiculous high!
And guardians dont tell me you dont have great sustain!
-blind on demand and multiple blinds on weapons
-Aegis on demand
-Block heal / block skills
-invull elite with soon CD reduction and 2k heal
-and 3x 2k medi skill heals with average or LOW cooldown..
-annoying good Shield of Wrath thats works the same as a short endure pain..
(you can do anything while this is active.. )
And before you all say, yeah but there burst is all so easy to see.
Your right, but the pressure they can do is just insane so after some dodging around they will burst you down.
I am totally fine Anet is giving dps guards more chance to stay in the fight, but NOT with the burst they have right now.
Here are also some simple comparisons:
————————————————————————
Guardian: Elusive power = 10% more damage when endurance issnt full
Warrior: Stick and Move = 3% more damage when endurance issnt full
THEY ARE BOTH minor grandmaster!!
————————————————————————
Fiery Wrath = 10% more dmg on burning targets.
Why issnt this 7%? because its a major Adept trait.. or even 5% because most of those major adept traits are often only 5%
————————————————————————
And i aint gonna compare all weapon dmg skills, but most of them have the highest dmg coefficient also.
————————————————————————
This is what i prefer:
-Nerf 20% dmg from leap of fait.
Its a low cooldown LEAP with blind.. it doesnt need that high dmg.
-Nerf those traits above
-Nerf 5% dmg from whirling wrath
(yeah even 100b got 5% dmg nerf)
-Nerf 20% dmg from shield of wrath
(this does INSANE burst when its already terrible good)
Thank you
(edited by nicknamenick.2437)
Warriors received:
Sustain buffs in the past
After that warriors only recived multiple nerfs on there dmg by skill/traits..
And now the last updates where more nerfs but more focused on sustain nerf..
Overall warr received huge dmg nerfs but some sustain
Now guards only received multiple dps buffs in the past, there burst attacks deal warrior like damage on very easy setup (no stationary 100b or obvious kill shot skills) now this spec (medi) ofc cost them some sustain.. but it looks like they are getting a sweet sustain buff.
I wonder how this will affect pvp/wvw
mesmers over thiefs in pvp soon?
guard over warrior in pvp soon?
and
guard over warriors soooon in wvw????
(Now warrs cant engage with hammer stun due to adrenaline chance..big nerf for wvw warr)
3 adrenaline per critical hit seems fair for a grandmaster trait.
why was it reduced to 1 adrenaline per critical hit?
no one knows, it got ninja nerfed sometime before the last feature patch.
to be honest all of the grandmasters traits in Arms tree line are plain useless not just Furious.
Actually, half our Grandmaster traits never see use due to being underpowered or plain useless.
but at least you get one useful grandmaster in other tree lines.
Strength got Berserker’s Power
Defense got Defy Pain/Spiked Armor
Tactics got Vigorous Shouts/Phalanx Strength
Discipline got Burst Mastery/Heightened Focusbut in Arms all grandmasters are bad, no warrior go 6 in it.
Sword > furious > Flurry > full adrenaline again.
CI should be something else in the first place.. they didnt and now they are nerfing everything around it..
CI should be:
Removes a condition for every bar of adrenaline gain.
This way you can remove 3 conditions just like now, but when you AINT using your burst (or ofc miss your burst) you also dont use your adrenline.. that way you CANT cleanse conditions..
This is how your forcing warriors to USE there burst skills.
And than SOR and Fury signet got allot more use in this game.
And they can reduce Berserker stance to 6 sec because that skill removes 3 conditions also in those 6 sec.. (if your used your burst before ofc)
Ofc they should do something about healing surge..
(edited by nicknamenick.2437)
lol rank 10000 and you get 2 greens
HAHAHHAHAHA omg
I am rank 200.. do you even have a life? 10000!!!! aint normal!
(edited by nicknamenick.2437)
Weakness for condition damage.
Why are there so many counters vs raw damage? like weakness (50% of attacks does 50% damage..) or like toughness ONLY reduces raw damage..
Most condi classes also have the condition weakness making them a real hard counter vs raw damage classes/weapons..
Why not give those classes (on the raw damage weapons) a new condition only for them to decrease 50% of condition damage to 50%.
4 strikes of adrenaline per crit on 100 blades would give it up to 36 strikes of Adrenaline, which is more than a full bar.
if you gone through the hustle to set it up and you found the perfect noob to eat the whole duration.. then why not ?
also
no need to write that wall of text, just give me a link to a working Build that uses the current Furious.
Swords + Furious is huge amounts of adrenaline..
normally burst attacks doesnt give adrenaline, with furious it does.
Now this issnt that good on hammers or mace etc..
But sword flurry!! 11x hits..
That skill almost give instant full adrenaline back :-P
Same for 100b. and even longbow AA (2xhits) all works nice with this trait.
But it does need something extra like burst mastery..
Maby + 5% crit chance?
Or + 10% critical damage?
Dunno..
and this has nothing to do with mesmers leap compared to warrior pindown.. those skills are not the same.. they are not on the same profession with the same defensive abilitys with the same anything.. some how pindown in your mind equates to ileap. just because they both have imob.. but you dont compare pindown to other imobs..
i get it you are kitten about the pindown nerf.. but the situaion is in no way the same.
we asked whats the counter play for ileap?
You said its a condition you can remove it.
Where i say thats also for pin down.. (and again it did needed a nerf… so no i aint kitten about it)
(so i was telling you that argument issnt good)
But nvm i am done with your mindless defending or l2p replies
Or: warrior complain about mesmer
Really? why do you defend the mesmer right now so hard? because they are already very good in duels, now they become even better.
Are you just that bad???
l2p for me?
soon you dont even need to play.. just smash some 111111
But good luck on your mesmer, done with it.
And done with Anet failing balancing.
they dont need a cooldown for ileap.. because in any fight where there is more then one person the clone will die on spawn and do nothing before it even hits the ground. im not sure the reaction time you have if you can spam the button to swap or not.. but the clone will still die…
and the counterplay to imob is condi cleanse.. how is there not counter play to imob. i dont understand how that is even being said..
Pls reply to my Pin down argument..
Because you can counter pin down also by condi cleanse.. and still they nerfed it (it was needed dont get me wrong)
Whats the difference between that and Ileap now?
6 stacks of 12 second bleeds
An extra second of immob
An extra 400 range to cast it from.
Also has a base damage on it’s attack.Still condi can be removed.. so again, why?
Because its not ONLY the ileap. its you have a Free to go 100% hitting blurred Frenzy now…
what if warriors get ileap on GS.. your “ok” with that also? instant 100% hitting 100b??
Ofc not, those skill should be having a form of counterplay
Blurred frenzy is not overly damaging. Your arcing arrow will do roughly the same damage.
uhm blurred is also evade remember?…
im just saying that you just want to whine.. there are so many ways to deal with this that dont take 2 seconds of thought.. look at the mesmers animations and see the cast time.. and dodge.. i agree the old leap was the most telegraphed skill in the whole entire gw2 game.. but now it still has as much counter play as 75 percent of the other skills in the game.
Warriors have the most telegraphed skills.. not mesmer
And did you even looked at the stream? because the animation you see is just the same as all other skills on mesmers.. you cant really see it..
And no i aint whining about it, you come with mindless arguments about condi cleanse and retaliation.. those are always counters just like blind.
The problem is you cant really see it coming so you dont know when to dodge it.
Thats what this is all about.. that the reason the nerfed pin down also on that argument.
the counter play to ileap blurred frenzy is retliation and the mesmer pretty much kills himself
Zaxon pls just stop with your mindless weird counterplay arguments..
i agree with pindown being more telegraphed.. so heres the deal.. ill trade you ileap for pindown.. and we will call it a day.
these arguments are so bad.
But sure and now place it on my GS so i can have a 100% 100b all the time just like you can with blurred frenzy
they dont need a cooldown for ileap.. because in any fight where there is more then one person the clone will die on spawn and do nothing before it even hits the ground. im not sure the reaction time you have if you can spam the button to swap or not.. but the clone will still die…
and the counterplay to imob is condi cleanse.. how is there not counter play to imob. i dont understand how that is even being said..
Pls reply to my Pin down argument..
Because you can counter pin down also by condi cleanse.. and still they nerfed it (it was needed dont get me wrong)
Whats the difference between that and Ileap now?
6 stacks of 12 second bleeds
An extra second of immob
An extra 400 range to cast it from.
Also has a base damage on it’s attack.
Still condi can be removed.. so again, why?
Because its not ONLY the ileap. its you have a Free to go 100% hitting blurred Frenzy now…
what if warriors get ileap on GS.. your “ok” with that also? instant 100% hitting 100b??
Ofc not, those skill should be having a form of counterplay
But then again, and here is the good part of all this, it is actually a nerf what you asking for.
1.-The traits states clear condition per bar spent.
2.- When you use the burst you spent all the bars whether you hit something or not.
3.- The trait is working as intended.
Sorry but is the way it is.Sure, it is like that now. But in the Ready Up it was explicitely said that the burst skill will have to hit in order to process CI. Thus, your argument about that is soon going to be wrong- the requirement for its activation is going to change.
It does hit >> the ground
Its a ground target skill…
So it should work..
And doesnt matter anymore because all classes get more buffs, stop complaining about warriors.
they dont need a cooldown for ileap.. because in any fight where there is more then one person the clone will die on spawn and do nothing before it even hits the ground. im not sure the reaction time you have if you can spam the button to swap or not.. but the clone will still die…
and the counterplay to imob is condi cleanse.. how is there not counter play to imob. i dont understand how that is even being said..
Pls reply to my Pin down argument..
Because you can counter pin down also by condi cleanse.. and still they nerfed it (it was needed dont get me wrong)
Whats the difference between that and Ileap now?
The Problem: A clone appears next to you and you suddenly can’t move.
The Solution: Blocking / Invulnerability / Skill with built-in evade / Cleanse immobilize and dodge / Teleport away
Yeah but that works vs the old pin down also..
So can i have the old pin down back?
NO? why not? whats the difference..
Ileap needs a counter.. buf this is more about Torment on AA…
counter play to imob is condi cleanse.. its a condition
So can warriors have the old “pin down” back?
Remember?
Because well thats an condition also right?…
The best way is probably to make a leaping clone animation so that the opponent can react to that.
Its to hard.. they cant fix Rush for warrior also (like most terrain skills, they also dont remake it like they do for mesmers now)
It just waaay to hard for them to fix the skill so better give it an instant in your face type of skill so it always works..
Balancing.. Next
(soon) Where the mesmer issnt going. :-)
11111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111111
balanced.
there is no counter to ileap now.. how do you see that when a clones spawns in your FACE!! and boom..
Damage buff for GS.. why? wassnt it already strong?
But most of all..
AA torment!?!?? what??!?!??!?!?!?!?! are you sick ANET???
Boehoe cry somewhere else now..
Getting really tired of this endless nerf warrior traits.
Where all i see is nerfs for warr and MORE powercreep for other classes.. look at mesmer/ele.. only buffs buffs buffs buffs
Now let this threat die and go cry somewhere else..
balance patch.. pff yeah right.
Really??
I already lost like 80% vs mesmers in duels.. and you even buff them more?
Your balancing issnt BALANCING.
this game is become even more CRAZY!!
And yet OP you fail to see how this affects the other aspects. The “buffs” do not make up for the heavy nerf being received in many regards. The new change for instance, cripples rifle even more than before.
you mean rifle was partially useful before?
No but:
With the bleeding i could do more damage on POWER builds compared to the new rifle AA where they remove bleeding.
And:
If rifle issnt viable, why reply on that part??
Now reply on the rest of his post.. the part about nerfs hit harder compared to the useless buffs..
only, gs is a clumsy weapon. Rush rarely hits. Whirlwind can be tricky to aim. 100b has a long channel…blah, blah, blah. Hammer isn’t, and it hits harder. Plus, strength’s secondary stat is condition duration. Hammer 2 would have a 10s weakness on a 9 cd, and Hammer 3 would have a 9s cripple on a 9s cd. So for 6 points, a warrior could perma cripple and weaken, while hitting super hard. That’s not counting runes/sigils/food.
With this suggestion, you’re replacing one evil with an even monstrous one.
Also, merciless hammer only increases damage when the foe is disabled. So stun breakers are an obvious counter.
No it wont because they now miss 4 traits into defensive/discipline traitline..
So they also lose burstmastery and +10% toughness is converted to strength..
So nope i disagree with that, yes they will be slighty stronger if they spend 4 into strength.
But it will cost them also
Your confusing a weapons value or functionality with how it functions with a proc trait.
If a weapon is to be better at condition removal, then it needs to be build into the weapons skills. All of the benefits of the other weapons you mention have to do with the weapons designed functionality.
Where did anyone suggest having the same F1 skill? I clearly stated only having all of the F1 skill have the same proc functionality with CI. I never suggested the F! skills themselves be changed in any other way. You are misunderstanding what was said.
I do understand what your saying, dont get me wrong here.
BUT
CI is still a MUST have for warriors. Brawlers doesnt change that.
(builds that doesnt run CI are just troll builds.. or builds made to kill in 5sec and get out..)
So if CI is still a MUST have, you cant just say kitten you and good luck with your ground target skill.
And this so called nerf to longbow does NOTHING to address warriors HAVE to use X weapon… because now warriors HAVE to run something like hammer.. a leap AOE skill to atleast have a decent chance to proc CI..
1) Signet of Rage: increased Adrenaline gain by 50%!!!
Do you even know how much it gives now? if you do you would also see 50% is a joke.
2) Axe skill 5 increased damage by 17% and decreased cooldown to 15 sec.
Axe offhand? where?? pve?? i hope your not using it in pvp/wvw
3) Brawler’s Recovery (trait) now clean a condition on weapon swap.
Cool so we all now have to spend 6 into dicipline also?
And it will cost you burst mastery for those builds that CAN go 6 into discipline.. not all weapons prefer 6 into discipline because you need traits also to make the weapon vaible..
4) Berserker Stance still give you Adrenaline, just lesser than before.
True, not a big deal indeed.
But why make ANOTHER topic about this, there are already LOTS of it.
Why use longbow if it doesnt have the guaranteed CI proc?
Thats the reason most warrior use longbow.. else everyone will use hammer or some other CC weapon.. if you nerf this on longbow we could also remove the weapon from warr because there is just no reason.. besides condi users ofc.
Yes people don’t understand the concept of " bow is only to clear conditions" other than that we only have 2 skills + 1 more trait ( Shroud it Off) to clear conditions, Shake it Off (1 condition 24 sec cd) and Signet of Stamina (cure all conditions 45 sec cd).
What people don’t seem to understand (and by people, I mean you), is that by definition, this is imbalance among the weapon sets. There is no rational justification for one weapons burst skill to function differently with the CI trait then the other weapon sets. If you feel you need to use a weapon just for its exploitative interaction with the trait, then that is certainly problematic and it promotes a lack of diversity in builds, by having one in a superior position.
Hypocrisy at its finest. You make a 2 sentence post, and one sentence literally contradicts the other one entirely.
I’m not complaining about anything!!
I’m complaining about the whiners…
Well why cant Longbow be better in removing conditions?
Because thats a kitten hard reason why most warriors use longbow…
If hammer doesnt have CC we wont use hammer
If Axe doesnt have evi it wouldnt be used in pvp (PVP! not pve..)
Etc
etc..
All weapons are better in something else..
If you want ALL weapons to be the same with F1.. why not give Rifle a 1/2 sec kill shot hmm??
Or make all melee F1 a 600 leap like hamemer.. would be cool a 600 leap on Evi / arcing slice / skull crack / flurry.
Because they should ALL be the same right?? all SHOULD have the same succes/fail rate right??
I’m not complaining about anything!! I’m complaining about the whiners… I’m happy even with incoming nerf.
aah ok than its OK :-)
Why use longbow if it doesnt have the guaranteed CI proc?
Thats the reason most warrior use longbow.. else everyone will use hammer or some other CC weapon.. if you nerf this on longbow we could also remove the weapon from warr because there is just no reason.. besides condi users ofc.
Yes people don’t understand the concept of " bow is only to clear conditions" other than that we only have 2 skills + 1 more trait ( Shroud it Off) to clear conditions, Shake it Off (1 condition 24 sec cd) and Signet of Stamina (cure all conditions 45 sec cd).
Why dont you use those skills in pvp and tell me how you did..
I MUCH rather have 3x stances and ZERO traits lost into a useless traitline…
Lets all run warhorn now in pvp and blast sound them to deaf (no not death.. deaf)
Yeaah!
Actually I’m running shout/condition build and is going very well.
Haha i was just thinking about that…
And you complain about combustive shot where you walk the most out of balanced build for warrior>??
But good luck trying that on power builds..
Or are you saying we all should run your lame condi bunker build?
Nvm you dont have to reply to it. because this is your problem:
You use a overpowered build. complaining about something else thats a MUST HAVE for all other builds.. but not you.
So yes it must be overpowered because you dont miss it in your OPness build
