Showing Posts For peter.9024:

How to fight the skullcrack build

in Warrior

Posted by: peter.9024

peter.9024

Thanks for some of the great feedback, and not thanks to those who want to insult players so you feel better about yourself.

Our biggest problem with this guy in our group vs. 1 was that we were not able to pin him down before he could get to his keep when things were on cooldown b/c all kinds of CC were 100% useless. I also had trouble as a D/D ele b/c his attacks (whirlwind, rush, shield bash) moved him around quite a bit so lining up my relatively telegraphed hits was hard.

While he wasn’t able to kill us in that situation, his build got WAY stronger in a small skirmish of uncoordinated players because its hard to stay focused on a skull-crack when other things are going on. When there are a couple of warriors in an area constantly stunning+100B-ing, you are gonna eat some tough damage.

Also, I am not sure that bursting him while he in 100B is a great idea as it has quite the aoe. Rotating people isn’t viable when the fight grows into a skirmish (6v6 or so). I suppose the best option is to force him to blow his stunbreaks and then coordinating one long burst (this build is VERY tanky). Alternatively, just have everyone kite him from range (although D/D ele is locked into close-range). It would have been much more reasonable had we had access to poison as well.

Oh it’s in front of a keep….

Yeah it’s not gonna happen against a good warrior. We have notoriously good short timed utilities such as endure pain, balanced stance, berserker stance etc. you’re not gonna stop us entering a keep again unless we overstay. That’s not just the skull crack build. Any competent warrior will walk into that keep either way you want. The only hope is that you might be able to strip his stability boon and then stun him.l, but that doesn’t happen unless in big zergs.

Skullclamp

WvW playes thoughts on this build please

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Posted by: peter.9024

peter.9024

Build looks acceptable, you definitely lack mobility

Skullclamp

Tactic's Tree 5/15/25 remakes.

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Posted by: peter.9024

peter.9024

Daecollo thread = some trait with protection

Skullclamp

My tPvP hammer / mace+shield build

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Posted by: peter.9024

peter.9024

Yeah that’s pretty much the standard build you can go. A couple options to explore would be changing warrior sprint for destruction of empowered for a stronger burst start esp against boon heavy classes. However with the amount of boon strip these days I’m not quite sure if that would be that great either. Also if you get lyssa corrupted too much, hoelbrak or melandru are also good rune options.

Skullclamp

Is Longbow just bad?

in Warrior

Posted by: peter.9024

peter.9024

I’m think longbow shines in zergs. Arching + combustible shot do a lot of damage, make a fire field and can stack a bit of might. This is especially good in a power setup.

Playing around with the longbow roaming is different. It just really lacks defense. You have 1 blind and 1 (kind of long imob) with a horrendous CD. When roaming you kind of rely on pin down to land for anything to work. If you miss it as they dodge, blind cleanse, you’re kinda out of luck. The one thing that’s slightly beneficial is that the longbow is the only weapon where you are guaranteed condition cleanse from cleaning ire on burst.

On the roaming side a condition setup is probably stronger on longbow then power because you can spec more toughness to make up for the lack of defensive options on the bow.

Skullclamp

How does everyone duel?

in WvW

Posted by: peter.9024

peter.9024

I think a gaming mouse with a couple additional buttons can help a lot. I have heal and autoattack bonded to the mouse. Also I’d suggest moving some of the utilities to q e r just because they are easier to access then 789.

Skullclamp

BP/SBI/Ebay

in Match-ups

Posted by: peter.9024

peter.9024

Words have consequences. BS took your claims at face value. When I said see you on the battlefield, I meant immediately. This screenshot is ENTIRELY due to this post

I feel like I can look up past match up threads, and every BP bragging screen will be posted after SBI all goes to bed. It happens all the time.

What time do you guys go to bed? This was at like 8pm PST last night.

I think yesterday was PvE night, didn’t you get the memo?

Skullclamp

warrior is a coward!!

in Warrior

Posted by: peter.9024

peter.9024

It’s ok, these days just use the cow finisher!

Skullclamp

BP/SBI/Ebay

in Match-ups

Posted by: peter.9024

peter.9024

Guys, the cow finisher is amazing!

Skullclamp

The guys that say war is OP are describing:

in Warrior

Posted by: peter.9024

peter.9024

I’m also pretty sure that guardian can do all of those except for cripple and fear.

Add a sigil of hydromancy and charr racial, guards only can’t fear!

Skullclamp

(Lack of) cooldowns for warrior

in Warrior

Posted by: peter.9024

peter.9024

Whirlwind, rush and leap?

Skullclamp

Mace/shield GS build = Overpowered

in Warrior

Posted by: peter.9024

peter.9024

Also, everyone that says 400hp/s is op, please remember we give up our healing skill for it. If you take any other class they have similar healing healing stats if you just divide your heal and might be even more when you consider healing % of total health / second.

Skullclamp

I need some feedback into a build

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Posted by: peter.9024

peter.9024

Hum… Thanks for the tips i wasnt really into the idea of putting all 30 points on the defense three, but as all the minor (5) traits doesnt quite fite into the build, the last stand would be the better choice as i think cleasing ire would be a little overkill with the condition removal.

But what do you think about the gear runes and sigils selection?

Since you are running shouts, I’d say get soldier runes as you also lack a bit of condition removal. For gear id suggest mixing knights and berserker. Really up to you how much toughness you feel comfortable with.

Skullclamp

BP/SBI/Ebay

in Match-ups

Posted by: peter.9024

peter.9024

I will fight you Skull, then you will come back to BP.

Good fight, but better luck next time!

Skullclamp

I need some feedback into a build

in Warrior

Posted by: peter.9024

peter.9024

I wouldn’t go dual mace, as they share CD, maybe run axe or sword instead of one main hand. As you are running dual mace, moving offhand mastery to unsuspecting foe might be a big increase in damage. I’d move versatile rage into defense for last stand, endure pain or cleansing ire. That’s because you don’t run fast hands, so you won’t gain that much adrenaline from that trait.

Skullclamp

I'm sorry, but Please Learn to Play.

in Warrior

Posted by: peter.9024

peter.9024

Ok, i’ve tested in in sPvP, Mesmer runes doesn’t affect stuns at all.

Skullclamp

I'm sorry, but Please Learn to Play.

in Warrior

Posted by: peter.9024

peter.9024

no, I think it’s actually 5 seconds with rune of the mesmer..

Nope, they don’t stack

Oh ok, good to know!

Skullclamp

I'm sorry, but Please Learn to Play.

in Warrior

Posted by: peter.9024

peter.9024

no, I think it’s actually 5 seconds with rune of the mesmer..

Skullclamp

Why solo roam on anything besides a thief?

in WvW

Posted by: peter.9024

peter.9024

I’ll race you on my Thief against your maximum mobility Warrior. I’m willing to wager 200 gold that there’s no way in hell Warrior has better mobility than Thief.

There are some speed warriors that are ridiculously fast and in a sprint I find it hard to believe they can be easily caught. Even if you can catch that that tiger, the thief will be spent. CHAR group from Ebay runs at least one warrior that has incredible speed.

NS has some Rangers that are unconventionally fast. I chased one from QL through Dane across our spawn point, behind Bravost, past Umber and finally got him before Ogres. He would stop, use a skill or pet to put me in combat/fear and take off again. Had a teammate cut him off with a stun he would have gotten away.

Also our D/D ele is probably the fastest player on our team. Blows through his skills, drops that fire sword and then rotates skills again. It can be really hard to catch a perma-swift with a dozen surge skills.

Hey that’s me! But yeah, I just chain whirlwind, rush and bullsrush most of the time..

Skullclamp

BP/SBI/Ebay

in Match-ups

Posted by: peter.9024

peter.9024

Good luck everyone! We should have some FCs this week!

Skullclamp

Protection for Warriors.

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Posted by: peter.9024

peter.9024

It’s the weekly Daecollo Protection thread!!

Skullclamp

Skull Cracker V 3.0 - The Counter Meta

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Posted by: peter.9024

peter.9024

Hey, nice work on this, tested it out on spvp and it was pretty good. I was wondering since I like WvW a lot, how would you apply this build to WvW roaming? Would you go soldier’s gear with hoelbrak runes + zerk trinks?

I run this with hoelbrak + zerk armour and a mix of zerk + cav trinkets. I like to keep my crit chance around 50% as I’m running warrior sprint

Skullclamp

Hate the direction warriors going for

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Posted by: peter.9024

peter.9024

Yeah oozi is correct, the mace stun increase wasn’t the only reason for this new build. A couple key changes that happened:

- axe nerf making axe/shield fall out of favor for roaming
- move of berserker power / heightened focus to grand master ( this change IMHO made warriors having to rethink their build hard. This also means that there is less incentive to sit on adrenaline)
- burst cd reduction! That’s the big one! Before you could stun with mace every 12s or so. This was too long and allowed a lot of breathing room for the opponent. Now with a cd of 7-8s it puts a lot more pressure
- cleaning ire and condition meta. Being able to clean 2 condis ever 7-8 s is probably one of our best defences against condi spam
- (cleaned up animations – not sure about this point)

Skullclamp

Why solo roam on anything besides a thief?

in WvW

Posted by: peter.9024

peter.9024

A Warrior wielding greatsword and sword and using the mobile strike trait and the Bull Rush skill is arguably more faster/has better mobility than any Thief build

Um… what? Surely you can’t be serious. I’ll race you on my Thief against your maximum mobility Warrior. I’m willing to wager 200 gold that there’s no way in hell Warrior has better mobility than Thief.

Over a long distance, a warrior with sword / war horn (cd reduction), GS (cd reduction), bullscharge (+cd reduction) might win against a short bow thief over a longer distance, just due to perma swiftness and high uptime of movement skills

Skullclamp

Certain build of war OP in pvp

in Warrior

Posted by: peter.9024

peter.9024

With sigil of paralyzation the stun is 4s, and if you chain bulls charge you get another 2 for around 6s of stun.

The build is a good build and it’s a huuuugee L2P issue for most players. As you can tell from OP he has no clue about warrior. He doesn’t know the animation of skull crack as he can barely identify the weapon sets. Since he got downed on the first stun means that he either doesn’t run stun breakers or doesn’t know how to use them at the right time. In the end this probably comes from the fact that a lot of warriors used to be free kills and at least with this build most can put up a fight as long as they can land skull crack.

The really heavy counters to this build is positioning, keep range, and most importantly know how to dodge. Since most classes outside of warrior (and necro) have good access to vigor and dodge boosting abilities, knowing when to dodge every 7s is the key to beating this build. So good luck and get better at the game!

Skullclamp

Skull Cracker V 3.0 - The Counter Meta

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Posted by: peter.9024

peter.9024

So I did the math on Healing signet and 392 health every 3 seconds amounts to 2613 over 20 seconds. So the active heal of 3275 + 2613 = 5888 over 20 seconds. Mending heals for 5240 on a 20 sec cooldown with faster cast time and 3 conditions removed. I feel like healing signet isn’t worth it. The passive healing is lost once you use your heal, so in a close fight you’re going to get much more mileage out of mending. Am I missing something here?

It’s a typo.. It’s 392 every second

Skullclamp

Someone's Gonna Die Build

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Posted by: peter.9024

peter.9024

How does your character survive going into melee in pvp?

It doesn’t.

You would be surprised lol

of how fast it goes down

Skullclamp

Group "On My Mark!" Improvements!

in Warrior

Posted by: peter.9024

peter.9024

I think it should give protection and heal the warrior /s

Skullclamp

Kill-shot should be instant cast.

in Warrior

Posted by: peter.9024

peter.9024

Better not…in WvW, some warriors could just stand somewhere safe (say, in a tower lord room) sniping everyone passing by or trying to attack said tower without any chance to get hit back.

In this range he will need gain adrenaline to use kill shot, the use frequenci are low.
This could be better used in group combat against a fleeing foe. When the foe run to back line, kill shot will be unable to hit because range long cast time. With 3000 range he hits.

A shot with 10k+ dmg every 10 secs (or less) and with a 3000 Range is to strong and to powerful. This would only more destroy the “balance” and make GW2 from a MMORPG to a MMOTPS full of riflewarriors.

I don’t think.
10k dmg requires full adrenaline, and the warrior stay static while cast that long casting.
To daing adrenaline the warrior needs stay in range of everyone, hiting.

I need 6 till 8 sec to reach full adrenaline, otherwise I can also use Signet of Fury or Healing Surge.

BTW every warrior, should the burstskill miss, dont lose their adrenalin.
Every other class whose Class-Skill missed, get the full CD (which is much longer) and/or lose their requirement.

You clearly haven’t used signet of fury, healing surge or berserker stance

Of course you would still have to wait the cooldown time…

Between those 3 you can practically chain 5 kill shots before you hit cd on your skills. Start with fury (1 shot), then berserker (2 shots), then healing surge (1 shot) then back to fury (1 shot)

I mean he said 6-8 seconds to build adrenaline, kill shot has a cooldown equally long. You would still have to wait that much time to use it again.

Well that brings it back to the topic, do you think that a kill shot every 7 seconds from 2k – 3k range is good for balance purposes? I don’t think so..

Skullclamp

Kill-shot should be instant cast.

in Warrior

Posted by: peter.9024

peter.9024

Better not…in WvW, some warriors could just stand somewhere safe (say, in a tower lord room) sniping everyone passing by or trying to attack said tower without any chance to get hit back.

In this range he will need gain adrenaline to use kill shot, the use frequenci are low.
This could be better used in group combat against a fleeing foe. When the foe run to back line, kill shot will be unable to hit because range long cast time. With 3000 range he hits.

A shot with 10k+ dmg every 10 secs (or less) and with a 3000 Range is to strong and to powerful. This would only more destroy the “balance” and make GW2 from a MMORPG to a MMOTPS full of riflewarriors.

I don’t think.
10k dmg requires full adrenaline, and the warrior stay static while cast that long casting.
To daing adrenaline the warrior needs stay in range of everyone, hiting.

I need 6 till 8 sec to reach full adrenaline, otherwise I can also use Signet of Fury or Healing Surge.

BTW every warrior, should the burstskill miss, dont lose their adrenalin.
Every other class whose Class-Skill missed, get the full CD (which is much longer) and/or lose their requirement.

You clearly haven’t used signet of fury, healing surge or berserker stance

Of course you would still have to wait the cooldown time…

Between those 3 you can practically chain 5 kill shots before you hit cd on your skills. Start with fury (1 shot), then berserker (2 shots), then healing surge (1 shot) then back to fury (1 shot)

Skullclamp

Kill-shot should be instant cast.

in Warrior

Posted by: peter.9024

peter.9024

Better not…in WvW, some warriors could just stand somewhere safe (say, in a tower lord room) sniping everyone passing by or trying to attack said tower without any chance to get hit back.

In this range he will need gain adrenaline to use kill shot, the use frequenci are low.
This could be better used in group combat against a fleeing foe. When the foe run to back line, kill shot will be unable to hit because range long cast time. With 3000 range he hits.

A shot with 10k+ dmg every 10 secs (or less) and with a 3000 Range is to strong and to powerful. This would only more destroy the “balance” and make GW2 from a MMORPG to a MMOTPS full of riflewarriors.

I don’t think.
10k dmg requires full adrenaline, and the warrior stay static while cast that long casting.
To daing adrenaline the warrior needs stay in range of everyone, hiting.

I need 6 till 8 sec to reach full adrenaline, otherwise I can also use Signet of Fury or Healing Surge.

BTW every warrior, should the burstskill miss, dont lose their adrenalin.
Every other class whose Class-Skill missed, get the full CD (which is much longer) and/or lose their requirement.

You clearly haven’t used signet of fury, healing surge or berserker stance

Skullclamp

Shield Stance's Cooldown.

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Posted by: peter.9024

peter.9024

Oh engis have a skill called utility googles: 10s immunity to blind, 10s fury, stunbreaks, 40s cd. I wish warriors had that skill..

Skullclamp

Is it brain dead as people make it out?

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Posted by: peter.9024

peter.9024

People covered most of the PvE thoughts.

In PvP you really have to know other classes abilities on order to determine which skills to dodge and which skills to take. Other classes have more “tricks” and they make their life easier in Spvp. This also means that at a same skill level other classes usually can outperform a warrior.

Skullclamp

Skull Cracker V 3.0 - The Counter Meta

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Posted by: peter.9024

peter.9024

I love this build as well. This build puts a lot of stun pressure on the opponent. In Your initial couple stuns you don’t care if you can get off the combo or not, it’s just to bait out the dodges and stun breaks. I would say basically stun irrationally or chain stuns. Once they are out of dodges and stun breaks it’s easy pickings. That Usually happens after 1-2 weapon rotations.

This build is extremely potent in a 1v1 even against condition builds because with berserker stance you get essentially 8 free seconds / 2 mace stun options before they even start fighting. Also cleaning ire / hoelbrak helps with condition management.

In a team fight I would say the goal is to watch enemy movement, sweep in and Down people that are low on stunsbreaks and dodges. You still won’t be able to fight too long on a point, but you have enough defensive utilities to take a couple seconds of focus fire.

Skullclamp

(edited by peter.9024)

Defektive's "How To": 1v1 a (good) Thief

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Posted by: peter.9024

peter.9024

I haven’t seen it, but another tip is to blind skullcrack inside shadow refuge. You have a pretty good chance to hitting the thief if you are somewhat good at guessing. If it hits (adrenaline drains) you can immediatly follow up with 100b/ other weapon skills.

Not sure. You might land it, but the Thief will still be stealthed for the full duration of SR and he will also heal like crazy if he’s specced into SA, so you won’t be able to kill him in those 3+ seconds.

I find that it’s better to wiggle around and try to facetank a Backstab for reduced damage. Either that or just Leap away and keep running until the stealth comes off, sometimes it works.

Well if you land skull crack and they don’t stun break they’ll eat 2-3k (skull crack) + 12-15k (100b damage). Most thiefs will down and you can always tell if a thief is downed because your attack animation keeps continuing on the same spot.

If he stun breaks it’s also good because they wasted 2 utilities (stun break + shadow refuge) and potentially get revealed if they run out of the refuge.

So it’s not a bad idea of at least trying because skull crack will come off CD most of the time before the thief reveals himself again.

Skullclamp

Defektive's "How To": 1v1 a (good) Thief

in Warrior

Posted by: peter.9024

peter.9024

I haven’t seen it, but another tip is to blind skullcrack inside shadow refuge. You have a pretty good chance to hitting the thief if you are somewhat good at guessing. If it hits (adrenaline drains) you can immediatly follow up with 100b/ other weapon skills.

Skullclamp

New Warrior Elite: Squire

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Posted by: peter.9024

peter.9024

Can it be more complicated? Thanks!

Skullclamp

Can we change Adrenal Health's function?

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Posted by: peter.9024

peter.9024

Daecollo doesn’t understand balance or making choices on the warrior. He feels that whatever way he plays he should have access to everything and anything.

Harper is right. The devs have these options for us and allow us to make the choice on how we play rather than already having predetermined cookie cutter builds. The only thing that doesn’t make sense is Heightened Focus in the Burst tree when it’s obviously a sustained damage ability and would be much better suited in the Arms tree. Swap Last Chance and Heightened Focus is my personal opinion. Adrenal Health is fine as is and Cleansing Ire is fine as well, though, I do wish Cleansing Ire cleansed 1 condition per adrenaline bar and would only work if we gained that adrenaline through dealing or receiving direct damage. That would negate the abilities that give us insta full adrenaline or swapping weapons or inspiring shouts.

I like the direction they are going and a few more slight changes would be great and maybe some traits in the right trees making more sense but the devs have their own idea of what they want.

Actually I think the intent of heightened focus to be in discipline tree is to allow trees other then arms to increase crit chance as well in order to increase build doversity

Skullclamp

Skull Cracker V 3.0 - The Counter Meta

in Warrior

Posted by: peter.9024

peter.9024

Cough Cough Worthless against good necromancers…

I will just leave this here.
https://forum-en.gw2archive.eu/forum/professions/necromancer/How-to-counter-stun-locking-warriors/first#post2458626

Thanks Daecollo! I would love to fight a minion necromancer in soldiers gear with melandru runes any day compared to the current FOTM builds. Please post on necro forums more!

Skullclamp

Skull Cracker V 3.0 - The Counter Meta

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Posted by: peter.9024

peter.9024

IMHO I prefer to put the 10ptd from burst mastery into arms for 10% g and furious

Skullclamp

sPvPers crying about Warrior CC..

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Posted by: peter.9024

peter.9024

Warrior is also the ultimate learning class. If you don’t know what to dodge, how to deal with blind, how to position, you’ll get stomped into the ground. Being melee you gotta learn to play on a much granular level then any other class out there.

Skullclamp

Is my Necromancer the cause of unbalance?

in PvP

Posted by: peter.9024

peter.9024

I don’t think you are the cause of the imbalance sorry.

Skullclamp

Why solo roam on anything besides a thief?

in WvW

Posted by: peter.9024

peter.9024

IMHO, with the healing signet change warriors are really nice to roam with.

Skullclamp

Can we change Adrenal Health's function?

in Warrior

Posted by: peter.9024

peter.9024

No, don’t make it heal on burst. It’s in a good state right now. This trait is a trade off trait, you can have more sustain or have burst. If every single skill of warriors are tied to a single burst they would be godkitten awful to play as a class.

Skullclamp

Guild Warriors- My dumb suggestions

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Posted by: peter.9024

peter.9024

Some are nice, but most are plain OP. for example thick skin, 5-45% reduction for a 5 pt trait. Also you are trying to add too much to each skill.

Skullclamp

My elegant solution to warrior sustain!

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Posted by: peter.9024

peter.9024

The solution for warrior sustain was the new healing signet..

Skullclamp

Shout builds: The new all around meta?

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Posted by: peter.9024

peter.9024

Imho, I’d say because of the scaling on healing signet, all other but bunker builds got much stronger.

Skullclamp

Rate my build please

in Warrior

Posted by: peter.9024

peter.9024

Lol, sorry couldn’t resit replying to the title literally.

I guess the main issue is that you are trying too much, especially in a PvP setting.
You are running Cleric Amulet, which means that your crit chance and crit damage is going to be very low, even if you try to stack a little bit of might. Axe is a DPS weapon and heavily relies on crit chance and crit damage. Otherwise Eviscerate hits like a wet noodle.

Since you are running shouts, you have no access to stability and also only 1 stun break. I would say you need to get last stand for cleansing ire or swap a shout for berserker/balanced stance.

Lastly, you miss a weapon sigil on one set and the choices for both are questionable. I would say you should ditch bloodlust and get paralization and I would potentially ditch sigil of battle for energy. The build isn’t high on damage and no amount of might is going to change that.

Skullclamp

Rate my build please

in Warrior

Posted by: peter.9024

peter.9024

seven out of ten

Skullclamp

Nail's Shockman V 1.0 for Zerg Warfare

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Posted by: peter.9024

peter.9024

The only thing I don’t get.. You have shout heals for 1 shout? I mean if you put it into disc for warrior sprint or arms for unsuspecting might pay off more.

2 shouts (Shack it off, Fear me). The heal isn’t that much and I’ve constantly debated over swapping it out with shout CD or shrug it off. Warrior sprint is a bad trait because it swiftness overwrites it and warriors always have permanent swiftness just by themselves.
Unsuspecting foe only works for stuns, not fear or anything else. I would get maybe 2 swings after I earthshaker.

Oh i didn’t see fear me. But considering the CD, I’d probl get shout cd reduction. Also unsuspecting foe is actually quite good, because your earthshaker will always crit! (as long as you have 50% crit chance before)

Skullclamp