That’s what I figured, just stated in case of.
But I must respectfully disagree with you, I believe sword is fine for power builds. The added bleeding damage, even with no condition damage, is a good bonus. You can get a cheap trait in Arms to increase the duration by 50%. And if you go 25 into Arms, you get a full 10% damage increase against bleeding targets, a trait that fits sword very well.
Apart from this, sword is IMO intended to be used in a hybrid build. Even that is somewhat viable. And having certain weapons being viable for certain specs is how it should be. You won’t see anybody (in their right mind) use a greatsword in a full condition spec.
Edit: I do use sword for damage in WvW. In between bursts, sword is a fine weapon to lay down some sustained DPS. And if you’re fighting an opponent with high mobility or stealth, at least the bleeds continue doing some damage.
Shield 4 + Final Thrust can also quickly end a fight.
Well in general i would say the same indeed.
i use both traits your talking about just for the extra.
But now i run this for a long time but i see more classes that counter its damage very easy. If the class is kinda bunkerstyle you wouldnt do enough pressure with sword. And pressure is a huge part of a duel/fight. Without that your forced to leap away
but thats just my opinion on sword. On paper it looks nice. But in practice you would see it issnt the same.
my suggestion issnt making sword doing same damage as axe, just a tiny buff tho give it some pressure that it need.
but thats what i think after playing this weapon for almost a year now.
I do agree the weapon is in a good place with these traits. But it doesnt feel enough
(edited by nicknamenick.2437)
I think it rather shows how few people could fathom warrior being buffed even further.
+1
Iam not buffing warrior further because this weapon been used by almost zero warriors in powerbuilds.
if they do it just for the leap or immob in wvw.so this doesnt affect the warrior metabuilds.
maby with this people start to try this and we see less metabuilds.win win
Almost zero warriors, aside from every single wvw warrior.
Thats what i also say. But thats just for 1 reason> leap. Wvw warriors dont use this for doing damage.
And gs warriors use sword also for leap but mainly immob to switch back to gs for 100b
As you see in both setups the sword issnt used as a weapon, just for 1 or 2 skills and thats all.
And those are almost 90% of all warriors that do run sword.
Almost zero warriors, aside from every single wvw warrior.
Not every one, but a lot for sure. Sword main hand is fine. And changing offhand would hurt condition builds.
Sorry but i am only talking about mainhand
I think it rather shows how few people could fathom warrior being buffed even further.
+1
Iam not buffing warrior further because this weapon been used by almost zero warriors in powerbuilds.
if they do it just for the leap or immob in wvw.
so this doesnt affect the warrior metabuilds.
maby with this people start to try this and we see less metabuilds.
win win
I think it rather shows how few people could fathom warrior being buffed even further.
That.
And besides warriors already have 4 melee weapons which are purely for physical damage. Thats more melee weapons than most classes have at all.. I am not entirely sure why you need another one buffed up.
Well because i like sword
But its not that good in powerbuilds.
So we are kinda forced to get axe or gs.
Ofc sword will never do the same damage and thats OK but atleast make ot viable for powerbuild also.
Its a small and easy change for Anet.
And the more weapons we have that are viable the more builds we can make. Issnt that what everyone wants?
Its not that i ask for totally redesign of the weapon, just a small buff on its raw damage
Zero response shows how few warrior run this weapon in powerbuild.
Troll Ungent? Really?
1. It heals for only 340 HPS (52 less base HPS) without taking into account cast times- which, by the way, Ungent has and Signet doesn’t.
2. The nature of Ungent makes the healing skill far easier to reduce using poison than HealSig. For example, if I wanted to cut down a Ranger’s healing by, say, 1/6 (or half of 1/3), then I’d only need to apply 5s of poison during the 10s duration of this heal. On the other hand, to do the same thing to a warrior, I’d have to apply 12.5s of poison, on average, every 25 seconds.
3. Warriors get 3k more health, heavy armor, better damage coefficients, better healing overall (especially from Adrenal Health), and better condi cleanse than rangers get, which only further amplifies the power of HealSig as opposed to Ungent.
Well its more the condi bunker style i think.
Btw:
1: True
2: yeah but i don’t have poison, rangers have a 10sec poison on 10sec cooldown.
So that’s why i keep getting poison.
3: mostly true, but they also have very good condi cleanse + protection.
And protection + medium or even light armor is still better compared to heavy without protection.
Anet,
I like to see sword being viable in power builds.
It shouldn’t be the same or even close to its damage of Axe because axe doesn’t have the leap, but for now sword is lacking allot of damage for power builds.
Since the change of final thrust from AA to skill #3 its AA lacks allot of damage.
Pls consider these changes:
AA: increase all 3 hits with a flat 12% damage increase on its raw damage.
Or increase only the last hit from AA for 35% because the last hit doesn’t apply bleeding also.
This is also because the damage multiplier for sword on power is very low (0,6)
Flurry: very good and allot of damage in condition builds, but lacks allot of damage in power builds, buff the raw damage for a 20%?
Final thrust: i get the 0,75 sec casttime so the opponent has time to react on this skill.
But for now its hard to land this skill below 50% health in that casstime, because its really a 1,25 sec casttime.
Pls make this a real 0,75 sec casstime.
With these changes i see sword being used more in power builds also.
Because most warriors are using it only for its leap or immob to land a burst with different weapon in power builds.
Thank you
Can you add something to your list for warriors?
I really want the sword to be more viable in power builds, for now it can do good but it lacks some damage.
Sword:
Increase AA raw damage.. increase all 3 hits with a 15% or only increase the last hit of the chain for like 50%.. last hit doesn’t apply bleeding also.. only a 1sec cripple
Increase flurry raw damage for 20%
Make final thrust a real 0,75 sec casstime… its now 1,25
Longbow
with the pin down change i also like to see a change to its AA
its a 0,75 casstime but its more around 1,2 make this also a real 0,75 sec
(rangers also get this buff on there longbow)
Ow about lyssa, i don’t mind the boons.. but i primary (most people i think) run lyssa for its condition wipe.. i think 3 conditions is just to low in this condition meta..
i don’t think lyssa is viable after that.
thank you
(nvm, i made a different topic for this :-)
(edited by nicknamenick.2437)
Dunno much about other classes, but besides Healing signet there are still allot of other builds from other classes that can very easy outplay warriors.
So not sure if its “ok” to nerf healing signet and don’t do something about these builds also..The problem here is that healing signet is not a full build, it’s just a skill shared by almost any warrior build, some of them being better, or more annoying at least, than others.
Have you fought against a Healing/Toughness/Condition banner regen condi warrior? You probably would find it as much, if not even more, desperating as the TU Ranger.
Yes i know condi bunker warr is also very annoying and heals a ton also..
But its because of those builds like condi bunker warrior we see so much QQ post about HS (HS is part of it) and so other berserker warrior builds will get the nerfs also soon… but those other berserker build issnt the OPness of warr but i do like it to be viable in this game..
But al i see is Condi bunker this, bunker that, condi condi condi condi. why cant they deal with that OPness?? is Anet that blind to see the OPness in condi bunkers? stacking just toughness/healingpower/condi power is just insane?? healing a Ton.. and still do insane damage..
The more i play this game and duel the more i am starting to hate the balance in this game..
Wanna play your build? sure but you suck against every meta build.
Wanna play meta build? no, ok get lost and deal with it.
that’s Guildwars… it sucks
More like you never died.
Your are fighting a build that sacrifices absolutely everything for survival. It would be strange if you could kill him alone.
?
except he can still kill me also with just 1 stat: condition power
But that’s just the way it is.. i have to deal with that?
the rock/scissor/paper idea? that how its supposed to be?
Troll Unguent is stupid, fighting that build makes you want to rip your head off. In spvp i did full zerk guardian hammer GS, i could not dps it enough while it only STANDS and activates heals (no evading).
But almost all classes have really silly solo builds, nothing new about that.
Sticking to party pvp gw2, things much better in that.
Hmm ok, well I put it on NoNo list for duels…
-Condi bunker ranger
-Mesmers (I just hate them)
-good thiefs (I do like the challenge, but some are very good :-P)
-some good necro’s are insane in duels (out of stunbreaker/stability.. that’s the point I just smash my head against the screen when I get another fear and see my health bar drops to zero so fast)
-zerker Ele (I like the challenge, but man some can just land an insane burst and there are almost all instant)
-some good dps guardians.. insane damage :-P (well atleast good guardians can outplay warriors.. most of them don’t)
Well atleast it seems I am doing fine against engi :-P
Dunno much about other classes, but besides Healing signet there are still allot of other builds from other classes that can very easy outplay warriors.
So not sure if its “ok” to nerf healing signet and don’t do something about these builds also..
You can interrupt troll ungent.
good point, but not easy when they have many ways to get you on 1 place also (roots) or let your pet knockback your opponent so you can heal.
And interrupting issnt doing that much.. only for a few seconds and its back..
Yes I see you have to invest for it (healing power)
But if you go condi bunker like they do, and also have protection they are just warriors + insane amount of evades + HS + enough condi pressure to get you down..
It issnt a fast fight.. but he will win.
Its ok to have the amount of healing, but the evade spam + the condi pressure they have also?? because they can also keep adding poison..
Ok just did a duel against a ranger…. well he just NEVER died!!
Just stack:
condi power
toughness
healing power
And get troll unguent
He did 1000+ healing per second for 10sec.. on 25sec cooldown.
Ok he invest into it.. yeah I get that..
But I go full zerker and he just evade around (ALL THE TIME!! and stacking conditions), when I get him at 50% health he just heals back to full and repeat..
Well yeah I can pop berserker stance or endure pain or shield stance.. but after awhile that all on cooldown.. so after that we cant use evade skills all the time, we just eat it.. and he just keep evading around doing almost nothing but stacking condi and heal.
Warriors are OP, but that’s balance? ….
Necro: Second health bar + fears and protection > creates time for next healing
second health bar? Please it melts in any situation other than small group (and not focused) or in Solo, melts the moment it is focused. No healing inside DS either, no invul like most other classes have.
Protection? from ONE skill on a 60second cool down and another for 5 seconds n a 45second cool down….yeah amazing so much better than condition and damage immunity…
Not as if you can make yourself immune to fear through i dunno a boon called stability maybe? or removed through stun breakers…
Yeah lol i pop stability stance and you just rip my boon, what you can do with a weapon skill.. Thats a 40sec cooldown skill for a warrior
While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)
So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.
Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…
All evade skills come with some sort of aftercast or moment of vulnerability or some other type of disadvantage that offsets the strength of the skill.
Warriors can kite just as easily or even more easily than most other classes, because LB allows great condi removal and doesn’t do bad damage either and Rifle is just an absolutely murderous weapon. Heck, if you wanted to just kite, you could run a LB+Rifle build and all of your problems would be solved.
Protection always comes in small quantities and/or has a significant CD. Stone Spirit is a small exception to this (though it’s only any good in Spirit builds anyways), but even that has an ICD, if I remember correctly. On the other hand, warriors will always have a 7% damage reduction buff over rangers, and they don’t even have to build for that. Not to mention- because armor is not characterized by the protection boon, you can have heavy armor and have protection applied to you. Rangers don’t get that same kind of benefit.
There are many reasons why warriors don’t have stealth, but the primary balance reasons revolve around Eviscerate and Kill Shot. Even a level 2 Eviscerate deals more damage than a backsided BS, and Kill Shot would be an absolutely devastating skill- it deals more than 150% of BS’s damage from a 1500 range at level 3.
Those 3 “stances” (“Shield Stance” isn’t actually a stance…) have a combined base duration of 15s, which can be brought up to 18s with Sure-Footed. Heavy armor and the 18k base health both reduce the amount of damage you take anyways, and Adrenal Health, combined with Cleansing Ire, seals the deal. You have absolutely nothing to complain about (especially since nobody has “perma-protection” anyways… Jeez, man…).
Warriors and protection?! How? You mean runes i think that gives a protection boon for 10 sec with long icd below 50% health i think.. Lol that sucks, also runes issnt part of the class.
Btw i dont complain now because warriors have a solid healing and are finally good..
I do complain if they just nerf the healing.
Healing signet ignores or devalues every single healing counter available in the game.
With no cast time, it can’t be interrupted.
Due to its passive nature, you can’t preemptively CC your target when they’re low and DPS them down before they can break the CC and heal.
Due to its passive nature, it’s ticking at all times – when you’re blocking, when endure pain is up, when you’re attacking, when you’re running away, when your target is CC’d….
It’s highly resistant to poison – since the healing is spread over time, the only heals more effective against poison are those that cleanse poison before the heal is applied.
The base healing is very high at 0 Healing power.
Then there’s all the other little things that contribute to how powerful HS is.
Cleansing ire makes it very hard for a non-condition based spec to get poison to actually stick to a warrior for any reasonable amount of time.
Berserkers stance used after a CI that removes poison can guarantee 8-10s of full, unstoppable healing.
AH helps bolster the already great healing of HS.
Endure pain, defy pain, adequate access to blocks, great access to hard CC and the highest base health pool in the game all generate more time for healing.
With all that in mind, I wouldn’t claim that it’s crazy OP – but it’s not well balanced either. It definitely warrants looking into by the balance team, it has way too many strengths and almost no weaknesses, and likely needs to be shaved. The passive should probably be shaved (25-75HPS), the active slightly increased, and the Healing Power contribution increased – High HPS is fine for a warrior when they invest into healing power.
Thief: Evade spamming going into stealth > creates time for next healing
Ranger: Evade spamming + stealth + superior ranged kiting > creates time for next healing
Necro: Second health bar + fears and protection > creates time for next healing
Guardian: ALLOT of extra healing from weapon skills + traits + virtue etc..
Mesmer: they have so many ways to kite around with stealth and teleport so they can create allot of time to get there heal back from cooldown
Engi: allot of stuns/dazes/knockback/2x shield blocking etc etc.. so many skills + also healing from bombs or get allot of boons from kit swapping.. so many skills, enough to create time to kite around for there healing skill..
Warrior: endure pain/berserker stance on both 60sec cooldown.. after that we can use a shield stance or try to run around..
If you run hammer you can try also to create time to get some stuns.. with offhand sword you have a 2sec block but mostly you don’t run a shield also..
So as you can see warriors get so much damage between there skills, that’s why we need a solid healing.
While we have different class mechanics, the largest raw healing numbers over a period of about 120 seconds I can get on ranger would be with Heal as One. Comparing the two, on my current ranger with an ascended cleric greatsword, 3 ascended cleric trinkets and about another 75 healing power from my other trinket slots, and a FULL 25 stacks of healing (+250 healing) power my Heal as One only hits about 7.3-7.5k (not sure which) which is with no added perks individually on a 20 second cooldown timer, and easily interrupted and susceptible to poison reductions. (Especially for many ranger builds in how limited we are on controlled condi removal.)
So, if Healing Signet really is topping 8k every 20 seconds as many are saying it does with no healing power coupled with by default larger damage reduction from armor type further augmented by easy access to many, many damage reduction functions via traits and skills.. then yes, healing signet may just be a little bit too high at least in comparison to what my class deals with. To be fair you can entertain the “well rangers have a lot of evades argument” but warriors have easily enough damage reduction by nature in every single warrior build(And high damage to survivability ratios) too easily outdo any evade spam.
Wanna compare the rest also?
Yeah warriors have also more health and armor.. but you can also use allot of evade skills + kite around way more compared to warriors + you have protection etc..
I would be happy to get some evade skills on my sword and some protection + stealth also you have to trade for that Healing signet..
When a warrior is out of its endure pain/berserker stance and maby shield stance.. after that we eat almost ALL damage we get.. where you can go stealth or use you evade skills also.. + you also have endure pain like skill + almost perma protection where you get way less damage compared to heavy armor warrior…
What about thick skin..
thick skin gives you a -4% damage reduction on 1 maby 2 hits.
Nice..
Mod deleted my posting, cause I should post something more “concise” and not so “derailing” cough … ok, so here again in concise, when my postign was clearly not derailing, it was about the topic, but I guess this was meant, because that other thread was all about Healign Signet only, so here an own thread for what I’ve posted now in concise :
- Slow Warriors Down, reduce their ranges of Rush/Leap Skills or make their Cooldowns longer, they absolutely should be able to outrun everybody, especially not Thieves in much lighter medium Leather Armors, while they are packed full of heavy Metal Armors. Just makes common sense!
? sword without leap cant do anything..
Btw every class have some.. guardian sword doesn’t have leap but its an instant teleport. other classes have teleports.. stealth + shadowsteb etc etc..- Reduce Hundred Blade Damage or link its current Power to a Grand Master Trait needed to equip, so that Warriors have to lose something different for such insane Damage via Great Swords as a Counter Balance.
LOL! you still get hit by this??
- Add to their Adrenaline System a new Condition of Exhaustion that temporarely disables Warriors to receive new adrenaline, after using an Adrenaline Skills, therefore can become Adrenalien SKills slightly more powerful/impactful. Exhaustion can be removed by Condition Cleaners, but this means Warriors would have to waste their Condition Cleaner for getting quicker again new Adrenaline.
You also add this to other classes? this is just a weird suggestion
- Make their other Weapons more iunteresting, because currently 90% of all Warriors just run around with Great Swords only,because its the only real useful Weapon for them, that is also powerful due to its high insane DPS you can get with Hundred Blades, which is just out of reach for all thre other Weapons which can’t even get to half of the DPS, that you can get with Hundred Blades and that for cheap 8 seconds of colldown time, which makes this skill totally overpowered.
Hundred Blades should get moved to SKill Number 5 with like 20 seconds of Recharge Time and GS #2 should become a new Skill, like some kind of Thrust Attack with that you can hit multiple foes in a line and launch them back or like some kind of Jump Attack similar like the Guardians Leap of Faith, but just with a different effect and remove theirfore the Rush Skill and replace it with some kind of defensive Counter Attack Skill with that you can block an attack to counter it with some kind of Whirlwind Slash that could suck nearby foes in that could deal also a condition like bleedign or torment.
Do you even PVP??? GS the most usefull weapon for warriors? WHAT?
Maby its just me but they can be VERY bursty and still heal allot..
they can burst me down in 2sec without having troubles landing it..
Dunno don’t play Ele but i see allot good Ele’s walking around bursting people down and can still heal back to full health every rotation they do.. between the burst and the healing they have allot of skills to not get hit and this gives them time to do there next burst.
Maby some balancing so we can see more different builds for Ele’s, atleast they have 1 good build i think.
WARRIOR CHANGES
Longbow skills
[Arcing Arrow]
- Recharge increased from 10 to 12 seconds
- Added a minimum range: 180
That minimum range is just stupid, longbow is a weapon good in close combat due its slow Arrows from AA and arcing arrow, most of the time you have to use pin down to even land a arcing arrow.. but giving it a minimum range is just a HARD counter to this weapon.. do you give every ranged weapon a minimum range also?? rifles? pistols? shortbows/longbows scepters? even axe or something that does range damage??
All you have to do is stick on them and they cant do anything… right good suggestion![Pin Down]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 25 seconds
- Fire a piercing arrow that bleeds and immobilizes your target.
- Damage: 141 (0.4)
- Bleeding (6): 12 seconds
- Immobilized: 3 seconds
- Range: 1500
- Movement interrupts cast-time; uses the same activation animation as [Kill Shot].
1sec casttime + can interrupts on movement and kneel down.. you call this balance? why not remove the skill and just leave it blanco??
also 1500 range? there issnt a single skill on longbow that also have 1500 range, cool… you just did a 1500 immob but you cant hit him with arcing arrow because it would never make it that far.. even if could make it the immob would already be gone due to the slow arrowHammer skills
[Fierce Blow]
- Cast-time increased from ¾ second to 1 second.
Why? 3/4 issnt long enough? you have connection latency maby?
[Backbreaker]
- Cast-time increased from 1 second to 1¼ second.
1,25sec.. + some delay ofc making it 1,5sec casttime… cool now i will never get hit by hammer warriors :-)
Shield skills
[Shield Stance]
- Duration lowered from 3 to 2 seconds.
WHAT?? a 30sec cooldown skill that gives only 3 sec block.. and you want it a 2sec block? even sword can block longer with 15sec cooldown.. you even play warrior??
[Shield Slam]
- Cast-time: ½ second
- Slam the ground with your shield and blind adjacent foes with the resulting dust cloud.
- Damage: 134 (0.5)
- Blind: 5 seconds
- Radius: 180
- Combo Finisher: Blast
- Using this skill preemptively ends the [Shield Stance] block channel.
its just a 1sec stun that helps allot for a interrupt or doing a burst after.. and you make it a blind.. why? because you hate stuns?? because you don’t run with stability? your necro? Why chance this skill when its already a very balanced.. a 1sec stun on 25sec cooldown.. i don’t see ANY problem with this..
Utility skills
[Endure Pain]
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 50 seconds
- Stance. While in this stance, you gain 1500 vitality.
- Duration: 5 seconds
- Breaks stun.
WHY?? endure pain is in a good spot.. why do we need 1500 vitality? this doesn’t make any sense..
(edited by nicknamenick.2437)
another issue with melandru/hoelbrak:
Lets say you can remove the conditions you get 7 out of the 10 times you get it.
So lets say opponent does 10 times of bleeding for 10sec
+40% from food
+25% from trait/sigil/runes
Making it a 16,5 sec bleeding x10
You removed the bleeding 7times with your burst or skill.
So you still get 3x bleeding for 16,5sec – 6,5 sec(-65%food/runes) = 10sec
So you get a total of 30sec bleeding (lets say its 30000 damage :-)
With lyssa you can remove 8 of the 10
So you still get 2x bleeding for 16,5 – 4sec(-40%food) = 12,5sec
So you get a total of 24,5 sec bleeding (lets say its 24500 damage )
What i try to say is, you will always try to remove your conditions using your burst attack.. if you do that there is almost no point for using -% condition duration runes.. because you will remove them if possible.. and if not possible you get less duration but i think it would be better to remove it in those panic situations compared to let it bleed for just slighty less duration..
I am still not convinced about melandru/hoelbrak with Food and Dogged March :-P
Is it that better compared to Lyssa?
With melandru/food/trait you get
-98% condition duration to cripple/immob/chill
-65% condition duration on others
With lyssa you can remove all conditions every 48sec.
And still get the -40% food
My problem is when figting against condition build class they WILL always run with +condition duration food and often +condition duration runes/traits/sigil.. because why not?? its easy to get so they will get also atleast +65% condition duration
So basically your melandru/food doesnt do anything against the base condition damage/duration.. makes the melandru/hoelbrak runes trash..
So where melandru/hoelbrak + food and dogged march can do good against cripple/chill/immob it wont do any good against the other conditions..
With lyssa you can still run with food (so undo the +condi food from your opponent)
And remove the conditions every 48sec.
opponent does 5stack of bleeding for 10sec
+40% from food
+25% from trait/sigil/runes
Making it a 16,5 sec bleeding
With melandru build:
-40% food
-25% runes
You still get a 10sec bleeding
With lyssa build:
-40% food
You get 12,5sec bleeding
But you can remove it every 48sec..
In both ways you wont let it bleed for 10sec ofc.. so you try to remove it due to using skill/burst+ire
But without burst ready, or used skill, you cant remove it, with lyssa you can in those panic situations.
So basically melandru/hoelbrak doesnt do that much.. can someone convincing me?
(edited by nicknamenick.2437)
still no post?
Cmon Anet :O
Not everbody lives in NA
This..
if u take a plain to US now u will wait less time!
No pls not… i have done my workday.. so aint going back in time to get another monday
Also it takes like 10+ hours to get there? so not sure if it would help :-P
What am i talking here..wake up Anet, eat your breakfast and postpostpost!! ^^
I hate those time differences >.<
Yes EU time should be preferred time :-P
Its already monday night here.. but yeah its morning there so i think we will see more in about 3hours..
See, Rascal, this is how warriors reply to the fact that their healing skill heals for at least 50 points more than every other classes’ best healing skill, and yet they still get heavy armor.
Lol your that guy saying Combustive shot is getting a buff..
After that you say: Increasing burning duration compensates the raw damage nerf.
Both are wrong answers.
(edited by Moderator)
Your kitten right! hell i am still using the sword/shield+longbow build almost every day with berserker amu…
But changes some traits:
0/30/20/0/20 furious works great with duel shot 2xcrit =4 adrenaline :-P
And i am not using blademaster but oppertunist (gain fury on immob > flurry/pindown..)
like in pvp..
All we get in pve is a stupid practice dummy, you cant crit them, you cant apply condition damage on them.
Why not at some test golems also?? now you cant test your builds anywhere, besides spamming some mobs in 80+ maps where they got zero or allot of armor. you don’t know it..
from point A to B without swiftness (or any other movement increasing) walking back its like 4sec.. with swiftness its still 4 sec, (and if it does work it should be 2,6sec you would see the difference)
If point A to B is 12sec and swiftness should work its 8 sec, that’s allot.
Maby you think, nah its just 4 sec.. but that’s allot in PVP when you often walk back or left/right when using a range weapon.
Why?
Why cant we walk faster when moving left or right? or even when we walk back?
Why does swiftness and any other increase movement speed only increase walking forward?
We (charr) don’t have that many heavy armor to use, so almost every heavy Charr you see is using Tier 3 and so do I, because its looks good.
But can you pls fix the shoulders and chest?
-Shoulders take very weird shapes (on female its even worse)
-And chest got some weird holes..
If you fix tis I would be very happy :-)
Not sure if its working.. Maby use the trait for gaining fury on immob.. I like it more
Hope we get something like this for Charrs.. looks epic!
Anet,
I am sort of OK with the warrior nerf, i do hope you dont nerf combustive shot more after this.
because it got 2 huge nerfs in short time.
But what i really like to see is a buff to longbow #1 autoattack speed.
its way to long!
pls reduce the aftercast and casttime
(edited by nicknamenick.2437)
They already compensate some things for other classes..
Zero compensation for warriors.
“We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both”
Howered its fine to condition builds to have massive damage, tankiness and control in one build right? Lets face it, everything condition build needs is condition damage leaving them a room for 2 defensive stats. Power builds cannot affort that.
Im sure my post will be ignored, but fine.
^this.. power/crit builds get punished every time, yet condition builds keeps strong or even stronger.
I actually wonder why warrior keep getting nerfs to damage? Guardians actually outdps us yet they getting another buff while warrior getting his dps cut down.
…
+1 Scoobaniec
Allot of nerfs on warriors best weapons, but zero compensation.
@ Jon/Josh you ask for feedback, but I hardly see it taking serious..
WARRIOR
•Combustive Shot. To clarify this change, the damage is normalized to about 15% less physical damage than it used to do at all adrenaline levels, but that the damage per pulse is the same regardless of adrenaline level.
The nerf for combustive shot is to reduce its adrenaline gain from it.. that’s why you nerf it, but many have bring up some good idea’s to keep the same F1 skill but instead make it a non-adrenaline gain skill.. now you nerf it on 3 ways.
1: less adrenaline (fine)
2: less damage
3: more time between pulses (3sec) that’s allot!
Yes the damage per pulse is the same, yes the 15% is because you removed 1 pulse.
Its the increase of seconds between the pulses.. if you make a 10min between the pulses the F1 skill will still do the same damage, but it only takes you 40min..
So its more than just 15% in a real fight.
But what I mostly don’t get is that you nerf it only on its raw damage.. its a hybrid weapon. now you supporting 1 way and make it less hybrid.. you could also increase the raw damage per pulse ofc, but that’s not gonna happen I guess..
soon every warrior will run condition builds.. because your forcing us that way, its the easy way also.. (less stats needed.. just condition damage + vit/toughness)
Combustive shot
with 300 condition damage
Before:
4sec Level 1: 3x burning for 2sec = 2400 damage
6sec Level 2: 4x burning for 2sec = 3200 damage
8sec Level 3: 5x burning for 2sec = 4000 damage
After
3sec Level 1: 2x burning for 3sec = 2400 damage
6sec Level 2: 3x burning for 3sec = 3600 damage
9sec Level 3: 4x burning for 3sec = 4800 damage
So same or more condtion damage.. but it takes longer.. so that’s fair..
So that hardly a nerf.. only fools will stand a full 9 sec in the aoe :-)
But what I don’t get is Anet also reduced the raw damage of combustive shot..
By how many? pls tell me..
Yup.. i made some posts about this 1handed bug.. ZERO response on it.. also many got deleted because bumping it, but yeah they fixed it :-P
https://forum-en.gw2archive.eu/forum/support/bugs/Bug-Charr-Tiny-main-hand-weapons-FIXED
https://forum-en.gw2archive.eu/forum/support/bugs/Weapons-Resizing
https://forum-en.gw2archive.eu/forum/support/bugs/BUG-Main-hand-Off-hand-weapon-diff-size
https://forum-en.gw2archive.eu/forum/support/bugs/Charr-Mainhand-Weapon-Bug
Thanx Anet! didn’t read it in any patchnotes but it’s been fixed!
They are both the same and good size now!! thanx! :-)
Have seen the heavy on Charr.. and its kitten ugly..
Well, can’t argue about taste. I like them.
Show helm on Charr pls.. omg i think it looks terrible (again..)
There you go
Yes half of the face sticks out. It looks like it’s just sort of stuck on there. The shoulders are colored midnight ice because I was looking at different colors. The back, ugh more of my tail jutting out of the armor. The metal “bends” around my tail. Of course there is also the typical floating parts that don’t fit the body.
omg…. why Anet?? tjeeezz after sooo many posts about clipping they still make armor that doesnt fit a Charr.
Thanx for posting this pic!
Well, can’t argue about taste. I like them.
Show helm on Charr pls.. omg i think it looks terrible (again..)
Can anyone post a screenshot? at work.. i wonder how the heavy helm looks on a Charr.. i think its kitten ugly