This is a good Ideia. I hope they do it. Its a counter to shadow refuge / stealth ress.
And what about those engineer changes? They dont need buffs.
SilntNight warrior how are mesmers OP the main 2 builds used now are PU and Shatter, the shatter relies on Power to have any effectiveness and relies on a quick gimmick of BF and shattering which effective mostly to squishy classes and PU which is effective if the opponent doesn’t run cleanses. Before April 15th Mesmer were on part with majority of classes now they are one of the weakest out there.
A well played mesmer is always a pain to deal. Thats why when you played you saw that conversation about mesmer being OP in the chat. (assuming that they were talking about you) When a class have stealth/clone/ports/phantasms and the player know how to use them right, the frustation among other players rise.
I said that mesmer is very good (AoE or Single target boon removal, portal, veil, mass invisibility for instance for a team), but on their own the can became OP when 1v1 on point (AI ranged damage and control, ranged instacasts dazes/stuns, stealth, clones).
The mesmer was never weak in the hands of a good player and today is the same.
What mesmer needs its a role.
LOL are you talking about the 6/6/6/6/6 mesmer build? Instant dazes (hah instant stuns too apparently!)
They can also have veil portal and that instant daze/stun plus instant cast stealth on their tool bar at once!A well played mesmer is a pain to deal with… The same way that fly buzzing around your head annoying you is a pain to deal with. It’s not really gonna hurt you… it’s just a pain in the neck….
Pain to deal with=/=OP.
Warriors are OP
Il give you one advice. Read again
Edit: Another hint: Those were two builds (team/solo)
Another hint: Signet of Domination for the stun / Power Lock for the daze
Another hint: You got stealth on weapons
(edited by silentnight warrior.2714)
Well if you dont use CI and Adrenal Health then you dont have much management to do unless you keep adrenaline for the extra damage/crit traits.
But i dont see any viable build working whitout CI. Or maybe you are talking about PvE?
But if it is PvP you can post your viable build here so we can discuss it.
Edit: I´m assuming for what you said that you are not using a single trait that gives adrenalise/lower the cost of burst skills)
(edited by silentnight warrior.2714)
SilntNight warrior how are mesmers OP the main 2 builds used now are PU and Shatter, the shatter relies on Power to have any effectiveness and relies on a quick gimmick of BF and shattering which effective mostly to squishy classes and PU which is effective if the opponent doesn’t run cleanses. Before April 15th Mesmer were on part with majority of classes now they are one of the weakest out there.
A well played mesmer is always a pain to deal. Thats why when you played you saw that conversation about mesmer being OP in the chat. (assuming that they were talking about you) When a class have stealth/clone/ports/phantasms and the player know how to use them right, the frustation among other players rise.
I said that mesmer is very good (AoE or Single target boon removal, portal, veil, mass invisibility for instance for a team), but on their own the can became OP when 1v1 on point (AI ranged damage and control, ranged instacasts dazes/stuns, stealth, clones, ports).
The mesmer was never weak in the hands of a good player and today is the same.
What mesmer needs its a role.
(edited by silentnight warrior.2714)
Here’s the way I see thing happening if Cleansing Ire gets an ICD on cleanse:
1. Warriors become less popular for a while as people whine about how they have no cleansing options.
2. Some people adapt, realizing that they do, in fact, have cleansing options.
3. Several months later, the new “meta” builds incorporate some alternative cleansing options or admit to having a weakness to conditions.
4. People realize that actual weaknesses should exist in every build. If they don’t have actual weaknesses, they shouldn’t have actual strengths either.
Granted, step 4 will never happen with the vast majority, because they always want their own build to not have weaknesses.
But, given that the following exist for Warrior condition cleansing, but are never used because CI makes them unnecessary, saying “no other options” is flat-out false.
Charge: removes Cripple, Chill, and Immobilize
Mending (3 conditions removed, 20 second cooldown)
Signet of Stamina (all conditions removed, 45 second cooldown, useful passive to let you avoid applications more often)
“Shake it Off!” (1 condition removed AoE, stunbreak, 20 second cooldown, will remove Fear+1 condition)
Restorative Strength (activating a heal skill removes cripple, chill, immobilize, and weakness, applies before healing skill’s effects, so Mending removes those 4 plus 3 others)
Shrug it Off (automatic “Shake it Off!” when affected by 2 or more conditions)
Quick Breathing (Warhorn skills convert a condition to a boon)If you’re that worried about conditions, you have options aplenty. Heck, 2 points in the Power line + Mending gives you a potential 7 condition cleanse on a 20 second cooldown. That’s insanely efficient.
This is a big no.
Before CI and HS we had all of that and we saw warriors being the worst class in PvP.
Depends on how people quantify mobility.
Warriors have the highest in-combat mobility in the game over time from weapon skills, while thieves do through utility options.
Ultimately, low-cooldown landspeed clearance is dominated by the warrior, however the thief unquestionably has the highest access to burst gap closing in the game due to utilities such as shadowstep -> infil signet -> steal for a 3000-3600 range instant-cast/uninterruptable teleport chain. Consequently, the warrior skills do not require a target, whereas the thief teleports all do.
Ultimately I find the warrior an overall more mobile class, especially since it can trait into allowing for movement skills to break immobilize, with easier access to extended-duration swiftness.
In combat mobility is thief (sword 2).
I tried to play warrior without longbow and even with CI traited, against good oponents you can forget your CI to get conditions off because the blind/dodge/evade spam in this game is so high that without longbow in near impossible to use CI when you need it.
CI is good only in some situations. Very far for being OP.
Mesmers are very good and a bit OP on their own, they are very far from the weakest class in PvP. The problem is mesmer dont have a good role in TPvP and so people dont take mesmers, not because they are weak.
Its simple OP.
Because they are only imune like other professions when they use the three stances together. In that time (5 sec max) Warrior should not contest points to put them equal to other professions.
Other than that there is no reason for a single stance or even two at the same time not alowing warriors to contest points.
People can argue what they want but warriors are only imune like other professions when they use all stances together (and they sacrifice a lot more than other professions to have that imunity).
Its fine as it is with the exception that when the 3 stances are up they should not contest points.
Edit:
Actualy they should only not contest points with the 3 stances up if the Stability could not be removed from Balanced stance, because other classes cannot be controled/damaged while invulnerable.
(edited by silentnight warrior.2714)
I’m just going to ask you one single question: “Does adrenaline counters warrior’s own traits/mechanic?”
I’m asking you this question for a specific reason, it’s related to another profession that I play often.
Yes it does, on certain build, traits, skills.
For example:
Berserker’s Power gives damage at higher adrenaline, this prevents burst from ever being used in PvE.Healing Surge, adrenaline need to be stage 3 in order for the heal to be respectable, once again prevents burst from being used.
Any passive bonus on adrenaline is a counter to warrior’s own skills,
Now you can argue that passive bonus are bonus, but keep in mind, warrior’s actually need these bonus to do ok. DPS wise warrior is mediocre even with Berserker’s Power. Healing Surge is a joke without high adrenaline. It’s ok with full adrenaline. There is a reason why warriors were bottom of the barrel before the healing signet buff.
Healing surge refills your adrenaline(try playing it.instead of HS), I use healing surge, eviscerate combo all the time
As for healing surge, stage 2 is a good heal stage 3 is a great heal
What healing sig does is give wars good sustain food against condi damage were surge is best against spike damage.
Yes Healing Surge refills your adrenaline bars. But if you use Healing Surge to refill your adrenaline then you wasted a heal (a low heal because you must be without adrenaline to use the heal for that = pitty heal) and you are vulnerable to all sorce of damage for 30 sec (sustented damage or burst damage) or you heal a good amount but then you dont gain any adrenaline because you have already full adrenaline.
Healing Surge works against the warrior.
Well, my Warrior can regenerate adrenaline in 6 seconds on just one target, on 2 or more targets its around 3-4s to regain full bar, in 80% cases i have to wait around 2-3s for my Burst skill to go of cd to use that adrenaline.
btw, i have my burst on 7s cd, it shows how much i have to “rely” on adernaline =.="
All the arguments that Anet shoves up in our faces looks good on paper and in theory but doesn’t hold true in practice.
Well you need to trait for that gain otherwise you cannot do that.
But you explained very well how often Warriors need adrenaline to be viable.
1) Warrior burst skills (f1) needs adrenaline to be used. Some powerfull and usefull skills are on warrior f1 skill.
2) Some traits are dependant on adrenaline to be usefull (like Cleansing Ire/ adrenal health, but there are more).
So without adrenaline warrior loses damage/control habilities and cannot clean conditions with cleansing ire.
Adrenaline is a must for warriors.
Edit: Even the warrior f1 skills have radius/damage increase with the adrenaline level.
Warrior was made to use adrenaline very often.
(edited by silentnight warrior.2714)
sounds like the problem is that so much of warrior survivability is predicated around CI
It is, which is why I think the most important healing skill that needs to be changed is Mending. With it being viable a whole bunch more options will hopefully open up.
Warriors should get increased condition clear in their heals when they give mesmers more condi removal in their healing skills. Because lets face it mesmers are the most struggling class in any pvp mode aside from maybe ranger.
#1: If you don’t have anything productive to say, why are you even responding in this thread aside from general crying.
#2: What relevance do Mesmers have in this thread please explain this to me?
#3: These are just suggestions to improve Warrior healing skills. Nobody denies Mesmers or any other classes need improvements to some of there mechanics and traits. If you are so upset go cry in another thread or make your own.
#4: Condis are not what keeps Mesmers out of the meta.
#5: Mending Purity gives Ether Feast which is already one of the best HPS skills a 2 condi removal for just 10 points in inspiration. It also gives the healing mantra 4 condi removals on a a very short CD and Mimic gives 2 on a 15 second CD. Mesmers have other issues we all know this but condition management isn’t one of them. The options are there.
However this is me pointing out that if warriors get anything changed. It should happen AFTER Anet looks at other classes especially in the terms of buffs.
In the way of nerfs warriors should be looked at first.
Do i need to say it again this is a thread suggesting changes to Warrior heals and has nothing to do with what you just said. If you want other classes to be buffed first great go explain that to the world in another thread. Just because a class is in a good spot right now doesn’t mean things can’t be addressed.
ANet has already looked at Warrior Nerfs and a few specific things got nerfed pretty hard. So you know ANet is already looking into more nerfs you don’t even need to be worried about that they nerfed Warriors the last 2-3 patches and another one is probably coming soon.
Simply put this is wrong ^. First of all, this is in the [bold]PROFESSION BALANCE[/bold] forum, not the warrior forum. Second, every single balance change has effects on every other class on the game because if one class gets better you can effectively say every other class got worse in comparison. Every change that is made in this game effects every class in this game. Asking for buffs to warrior skills when other classes are barely viable in most of the game 2/3 of the game is ridiculous:
Mesmers are tw, viel and portal bots in wvw, tw bots in pve, and barely viable with shatter builds, where those shatter builds are much much harder to play then any warrior biuld, in pvp.
Rangers have a broken mechanic in WvW, and fill absolutely no role. In PVE they are viable because of frost spirit, spotter, and vulnerability stacking. In PVP they are only being kept alive by spirits group buffs.
These two classes are in terrible spots and your asking for buffs to a class which:
Is one of if not the very easiest to play in all game modes with passive effects. Warriors have unique group buffs in PVE with banners and good easy to reach damage. Warriors have the best aoe stuns with hammer while being extremely tanky and having absurd mobility with greatsword, and can similarly fulfill many roles in PVP. They also have easily the best build diversity, capable of being extremely tanky, having very direct dps, having very good cc, and having very good condition builds.
Having said that you should understand why someone is aggravated that people continuously ask for buffs for warriors when other classes are barely viable in this game and have awful or no build diversity. Furthermore, the warrior players have been bringing it into the Profession Balance subforum, which is blasphemous considering how strong the class is.
Yes this is the Profession Balance Forum but its impossible to just one topic to talk about everything wrong in the game. Thats why Topics have a title. And this one its explicit with the profession and is issues.
So if people want to talk about the issues other professions have they just need to create a new topic and give them a title so people dont go there and write things out of topic like hapenned in this one.
For people who dont enjoy PvE (in PvP) it would be good to have one option to not alow AI builds in custom arenas (only).
Those who enjoy can play. Those who do not enjoy would have a option to not face such builds/classes.
My mesmer has a role in WvW.
I usualy play with staff/GS glamour mesmer. Blind and confusion on glamours skills (veil, null field and feedback). You can use null field and after staff 5 to control/damage and to alow your guild members to CC the enemy.
I can mitigate a lot of damage for me and my team by blinding the enemy with a well played null field, feedback or veil.
In my opinion only the confusion should be a little stronger because its only a problem when you have 3+ mesmers spaming glamours on the enemy.
The thing is i dont feel a veil boot when i play my mesmer because i do much more than that.
Didn’t the top 2 teams in the NA tournament of legends each have 2 warriors on them?
N o. They had 2 hambows. Hambow by this point is worth considering an entire different profession to warrior.
NA ToL teams didn´t changed their team classes after the patch unlike the EU ToL teams.
In EU ToL one team played with two warriors and lose.
NA sooner or later will do the same.
Ignore the trolls. OP is right. I have noticed this also anytime anyone brings up any thing negative about warrior there are a bunch of trolls around here that disregard any points that are contrary.
I only want to adress the OPs points. Warrior have a lot of other issues besides the ones that the OP mentioned. Lets not start adding things like traits that work fine to try to argue the OP and ignore what they are saying.
Warhorns I don’t think they are underrated, I just think that weakness is not as useful as blocking. De buffing someones attack damage vs blocking their attack damage.. I think its pretty clear that blocking is better. Swiftness is just that it is what it is. We can make the argument that with all of warriors mobility, that the swiftness is not necessary for warriors with ultra mobile builds.
I think the main complain with warhorns Is for them to be really decent they require a 20 point investment into a traitline that is not very helpful for a warrior. Because of 2 things basically warrior doesn’t need the vitality and the minor traits in that traitline are not very useful. That sort of adds to the points that I made earlyer that warhorns are underwhelming then when you add that you need to waste 20 points basically to make them useful it sort of makes them worst in my eyes.
Off hand mace is not too bad. my only complaint about it is I feel like the travel time of the mace knockdown is kinda too slow. And the cool down of the mace knock down seems to be too long compared to the hammer knock down cool down. The AA chain on mace seems too slow.
The endurace nerf wasn’t needed, since I didn’t see it as too strong 15% is not very helpful considering what you have to do to obtain it. which is build adrenaline use a burst skill which sounds simple enough but building adrenaline and landing a skill isnt always so simple, So it makes it a lot of work with a low reward. The reward doesn’t seem to justify the work.
I have every single classes lv80 for more than a year, yet I still use warrior for most of the dungeons and hard contents because it’s just too helpful to the team. (Perma 25 stack might, banners, empower ally, fgj, etc)
Warhorn is also really helpful in WVW, PVE outdoor, and even skipping mobs in Dgn.
Your “issue” is only for pvp, yet the top team of tournament still use 2 Warriors, showing it’s too OP before.
Only in the NA ToL the teams used two warriors. EU ToL teams already changed their meta. The winning team only used one Warrior and it was not a HamBow.
- They should not alow 2 or more of each class in each team.
- Classes with AI Builds should not enter PvP.
- Asuras not alowed.
With those 3 points PvP should be much better.
Unlike the EU teams it seems that the NA teams dont wasted time to practise other team composition to play this tournment.
What they need to do is to buff the brain of the players who condition burst the warrior when they have BS on.
8/10 seconds of only condition immunity in not much when you can be damaged and CC.
If they use all stances together they have just 5 sec immunity with the cost af all utilities.
I was running GS/LB before the patch. Now i dont even care about that build because you have almost no defenses with it. Two of our ACTIVE defenses were nerfed in the last patch.
1-Building Momentum
2-Pin down.
Those two skills could give you some surviability without the need of defensive stances and Cleansing Ire (i played that build with bolas, bulls charge and balanced stance, 0 points in defense), but i played with Healing Signet. That was the Heal Skill to go for me.
Those two skills could give you some damage when used at the right time (Reckless dodge could be used more often with the old building Momentum) and pin down to Immo target for hundred blades.
Right now if you predict a huge attack you cannot immo the target or you cannot immo the target outside the circle you are defending because when the arrow hit the target he is already inside (if it hits at all because he can just pass by you and the skill enters on CD).
Bolas is buggy as usual and miss +/- 50% of times when they are at range.
Bulls leaves me away from my target. (you can also use this utility as ACTIVE defense)
Rush is bugged too. (is more usefful to run away than to deal damage).
The only way to be sucessefull with that build was by playing smarter than your oponent, avoiding key bursts and trying to prepare yours.
ANet already nerferd that build and none of the changes in this post will make it stronger or more ACTIVE to play, only weaker.
About HamBow: The recent nerfs to HamBow (they were a few) made them a lot weaker even with the might runes.
Are HamBows passive?
The only thing passive on them its the healing, All other “defenses” dont triger by them self. That healing dont give them a Burst heal and right now all HamBows control skills have huge animations and are very slow to play. (not talking about movement speed).
A single stance is not a full “imunnity”
You only achieve that full “imunitiy” when you use them all together and only gives him 5 sec max of that with a 60 CD and the cost of all Utilities Slots. (So you really need your weapons to deal damage).
The Tournement of Legends showed that Hambows are not that strong anymore. There was one team i belive that played with two warriors and didn´t make it.
I would like warrior to have more ACTIVE play. But i dont see the solutions here.
The winning team had a mesmer, elementalist and played without hambow and spirit ranger.
Meta is changing.
All i see here is warrior nerfs.
You want a less passive warrior. Where are your changes to improve active defenses for warrior using hammer/longbow?
How would you improve active defense for warrior using GS/LB?
You want less passive but none of your changes put warrior with more active play. You are only nerfing the warrior.
Why does one of the of the tankiest base classes get a healing signet
because 5khp and 3,1 % less dmg with 200 armor isnt that great to facetank every dmg.
gimme invisible skill, ports, protection and aegis and you are allowed to complain about heal sig…..
srsly when i read dis " tankiest class" … its just redicilous because 200 armor are sooooo great and tanky even an berserk ele with protection is mor tanky than a soldier warriorIf 200 armor isnt great to you, then let’s remove it.
Healing Signet
Passive: +362 Heal per second, -200 Toughness
Active: samein b4 double standard
+200 Armor isnt that great.
-200 Armor is omg too much nerf.
No problem with that as long they give us protection…
The frenzy + healing signet joke should be away from gw2 and should never existed in gw1.
Healing signet works as the devs think it should work. Same as stealth, AI and condition spam in this game.
In my opinion HS should work as the mesmer signet. Gain health based on adrenaline level. Active part: refresh your weapon skills (only the one the warrior holds).
Warrior uses burst and loses passive healing (and warrior is always using burst skills).
Gs/bow full zerker warrior with Hs/bolas/bulls and balanced stance is working good to me against average players but i get totaly destroyed against good players. We have too many slow and obvious attacks. After the patch it will be even harder to be efective with warrior. But dont worry, we will still kill noobs and they will complain in the forums As usual.
Every one knows that thiefs have the best combat movement speed (instaports). Warrior and thief have both the best land speed but in combat warrior is weaker than thief in combat movement speed.
You got outplayed. Learn and move on.
The bigest issue with stuns is with mesmer and thief with the ranged instacast stun/daze. You can see warriors doing their moves and pin down will have a obvious cast so it will be harder to immo someone and after stun him. The problem is not the stuns, its the way some professions achieve their stuns/dazes/knockbacks. (Engenier is another case) When you can react there is no problem, there is a problem when you cannot see/react to a stun attack.
Lets wait to see what the incoming nerfs to hammer/longbow/HS and lyssa will do to the warrior and then we could see what needs adjustments.
Totally agree. AI must be reworked in this game. The amount of AI in one match its too high. That and the amout of effects a battle have make my fps drop from 50 to 15 and lower and play with that confusion on the screen its not fun at all.
Besides, this should be PvP, not PvE.
(edited by silentnight warrior.2714)
And Thieves are supposed to use their Stealth to set up attacks, not to run away and hide like a scared child.
Is that what stealth is designed for? Do you have any proof of this or are you simply representing your opinion as fact? All I know is I linked dev quotes stating that it is a fact that thieves are intended to have more mobility then Warriors. Unless you have an actual dev quote or a fact, or even reasonable evidence, all your doing is spinning your wheels.
Honestly, this angle of “I have no actual facts or evidence, but your wrong cause I said so” argument just works against you, as well as removes your credibility in general.
I mean the facts and evidence are all there that make this entire “thief” angle of a warriors argument a bit laughable if you ask me. It is as if the warrior community would rather try to out smart common sense rather then offer a reasonable solution.
“Is that what stealth is designed for?”
Well if you gain stealth your nº1 skill gives you a special/powerfull attack. That says a lot.
“All I know is I linked dev quotes stating that it is a fact that thieves are intended to have more mobility then Warriors”.
They have. It is called combat movement speed. (instaports)
I believe the devs know that warriors need the sustain they have (lack of ways to have active sustain), but they feel that a bunker warrior does to much damage with that skill.
My biggest problem with that nerf is the damage i will do with my full zerker warrior with no sustain at all. After all the nerfs will i still do enough damage to kill? Dont forget that a full zerker warrior does not have the sustain that a full zerker thief or full zerker mesmer have and they still do bigger damage.I’m also worried because without sustain i could use pin down when i predict a very powerfull move im my direction. Now that wont be possible anymore. Warrior will be even more limited against good players.
So warriors are non-sustainable… Did you ever tried the new heal in a zerg fight? It’s hilarious.
yes i tried that. Its good in a good group. In a bad group you wont last the second wave.
The problem it will not be the bunker warrior damage. It will those zerker builds that relied on pin down and long bow 3 to deal damage. Those builds relied on damage and control provided by those skills. This change will promote more bunker / conditions builds.
I believe the devs know that warriors need the sustain they have (lack of ways to have active sustain), but they feel that a bunker warrior does to much damage with that skill.
My biggest problem with that nerf is the damage i will do with my full zerker warrior with no sustain at all. After all the nerfs will i still do enough damage to kill? Dont forget that a full zerker warrior does not have the sustain that a full zerker thief or full zerker mesmer have and they still do bigger damage.
I’m also worried because without sustain i could use pin down when i predict a very powerfull move im my direction. Now that wont be possible anymore. Warrior will be even more limited against good players.
Longbow 3 skill in a full zerker warrior against a full zerker thief or mesmer will it for 5k+damage. The warrior will have no defense so he must kill or be killed. Now we look at a sword/pistol zerker thief and to a zerker mesmer and we have many more surviability with those classes as zerkers and we can do the same damage or even more with some oftheir skills.
I agree. The damage nerf was uncalled.
For me the lyssa runes change its not a big deal. Instead of removing the conditions it will turn them to boons. With that change i will look for the conditions, press the elite button and after clean the remain conditions and keep the boons. It some ways lyssa could remain OP as now or even more.
The nerf to pin down is more severe. Now you can predict a move or attack and immo the target, after the patch pin down will be used only for damage proposes. Warrior as a class will loose with that change.
Stone Heart: Immune to crits.
Your move.
Immune to crits while in a useless attunment awesome.
Warrior= 100% crit chance on burst skills such as eviscerate killshot earthshaker and combustive shot. Now the warrior doesn’t even have to put points into precision and can spend them elsewhere lol.
And Stone Heart can nulify the warrior trait anytime. And its is a big counter to the initial thief burst. That trait is great.
The thing is lyssa will not remove the conditions but it will turn them into boons (and some boons are very good (protection, regen).
If you change your build to a 20/20/0/30/0 you will have good sustain against conditions even with shatters.
-Mender’s Purity (IV)
-Shattered Conditions (XI)
You will lose some damage on shatter but you will have more sustain, will give more condition removal and sustain to your team and you will do more damage with phantasms.
Keep in mind,
Condition Mesmer with Torment on shatter + Perplexity
Condition Warrior with Mace and confusion on interrupt + Perplexity (9 stacks in 1 interrupt)
Condition Necro with Fear now being an interrupt
These are my main concerns however i’m sure people can list countless others.
Although I can see this would help bring more builds to PvP, 90% of these builds are some of the most overpowered in game.
Perplexity is still completely overpowered PLEASE do not put this into PvP. It has already killed a lot of peoples’ WvW experience don’t make it kill their PvP experience as well…
“Condition Mesmer with Torment on shatter + Perplexity” + Mantra of Distraction.
Totally OP
For your information.
- Impale (Sword 4) – right now it applies torment over 10s – made it so it applies torments over 4 seconds.
That’s a buff. Torment has become more bursty on warrior. The 5 stacks rack up faster.
The additional torment stacks past 5 stacks was nice but not essential.
With the addition of perplexity runes, condi warrior is going to become even more of a monster. The “shaves” to perplexity runes was actually a good change. Applying confusion when receiving hits is great for condi warrior, who’s supposed to act like a meat shield — even better than the previous effect.
Zone to the rescue!
Will the perplexity runes give us enough survivability? I have not seen the breakdown..
http://dulfy.net/wp-content/uploads/2014/03/gw2-pvp-build-UI-17.jpg
That runes will be extremely good on mesmers because of their instacast interrupts.
For your information.
- Impale (Sword 4) – right now it applies torment over 10s – made it so it applies torments over 4 seconds.
That’s a buff. Torment has become more bursty on warrior. The 5 stacks rack up faster.
The additional torment stacks past 5 stacks was nice but not essential.
With the addition of perplexity runes, condi warrior is going to become even more of a monster. The “shaves” to perplexity runes was actually a good change. Applying confusion when receiving hits is great for condi warrior, who’s supposed to act like a meat shield — even better than the previous effect.
With those changes, condition warriors will be stronger against not so good players imo, but against good players will be weaker.
With the new cast time of pin down this skill will be easely dodged and the ability to remove all torment stacks after 4 seconds will be a lot easier .
The issue with impale was not removing the torment, but the ability of impale to give torment again after they cleanse it. Good players complained about the counter play to impale and now they got it.
After the patch warrior will be weaker in high end PvP, but in hotjoins will be stronger.
That trait already have counterplay (stun break).
For your information.
Hambow Warrior
- Arcing Shot (Longbow 3) – hit too hard, reduced damage by 15%.
- Merciless Hammer – Right now you deal 25% to crowd-controlled enemies, we reduced that by 5% to 20%.
- Impale (Sword 4) – right now it applies torment over 10s – made it so it applies torments over 4 seconds.
- 8% healing Signet nerf
- Obvious Animation and 3/4 cast time to pin down.
Other nerfs not warrior exclusive:
- Runes of Lyssa: Now turns 5 conditions into boons.
I think i list them all.
So mesmer got problems with thiefs.
Solution:
Nerf ALL classesnot only with thief..i really have to ask you if you play this game :/
Yes and i’m playing with my mesmer at the moment.
So mesmer got problems with thiefs.
Solution:
Nerf ALL classes
There is going to be lots of changes with the rework of sigil/runes, ferocity implementation and some balance changes. They should see what is going to be stronger/weaker after all changes and after that they should balance around that.
do you seriously think that the evade is a bug which is in the game for 1,5 years? when stuff like fury on instinctual response gets patched after a short time? but yes they should update the description to include the 1,2s evade window.
If its a bug then they just need to fix it.
Building Momentum for warrior as been giving half endurance each time they use a burst skill since the beginning i believe so i’m not suprised to see other bugs in the game that time as well.
If its not a bug then they need to update the skill description and then balance it for what a single skill can do. As you said removing the stun could be the solution.