yeah MM necros do bring a lot of clutter to the field.
but to be honest 2 wars / 1 guard / 1 mesmer , against 3 MM necros with a war , should be more then doable.
- The aoe alone from longbow/hammer warriors and guard can kill those minion in around 10 secs => 3 useless necros ( without any screen clutter )
- Mesmer has moa morpf => USE it on the MM necro = byebye minions
You guys had so many ways to counter those MM necros, that i have to say the better players/team won.
Sure they used a build thats lame , but hey so are most warrior builds to atmWasnt that why you switched from ele to warrior in the first place? You saw 3 necros and all of a sudden you wanted to play warrior ( the hard counter of most necro builds ). To bad it failed
Hope you learned your lesson , do not switch to warrior for whatever reason .
cheerz
We have switched to that team comp just to counter them somehow.
Yes, we used the AoE from longbow and hammer, just to get wiped right after from Death Nova on that loads of minion dying. You can do the math from youself about how much damage you get from minions of at least 2 MM (they were 3 btw) dying all in a tiny time window from AoE, not to say the perma-poison it generates.
From that point on, we stopped using AoE and tried to focus on single necromancers, which didn’t worked too since we didn’t had enough time to kill one before minions killed one of us too.
The fight went with them winning all the nodefights they engaged with no issue whatsoever.
I assure you that they were ranging from r10-30 and none of them were that good, as I can clearly see on how they moved during the fight, how they barely dodged and how they used DS right before dying from full bar.
I’m not saying we are the best team ever, but I’m sure that the build made the difference and outplayed us, not the enemy players.
And yes, if we were better, we would have probably won that match, but that’s not the point anyway.
If I used Elementalist instead of Warrior, I’m sure the situation would have been much worse.
Fact is that these lame and imbalanced builds, relying only on the overabundance of a single spec, requires a whole lot of efforts to be played against while the other team can just enjoy relaxed the vision of enemy players downed on the ground one after another, while the minions do the work and generate a massive clutter on the screen, making the life of players who rely on timed dodges and situation awareness to win extremely hard.
Hell, I wasn’t even able to count how many they were on a node to inform the rest of the team and I’m pretty sure that no one at first glance is able to do so.
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a warrior complaining about a necro. l2p dude.
Dude, pls.
I don’t really give a kitten if a random guy on the forum thinks I have no right to complain. Get off your I’m better than you attitude or simply don’t post.
I really didn’t want to play warrior as I usually don’t, as you can clearly see on the champ progression. But when you see a team of 3 necros and 1 warrior on the enemy side as an elementalist, your team is gonna say “man. Get your elemental kitten on warrior or you’re going to be roflstomped”.
But don’t worry random dude, I’m sure you’re good and you would have done better than me.
(edited by sorrow.2364)
Long time has passed, but now we can say that Guild Wars 2 is an e-sport!
Pic related.
I’m pretty sure that they are very skilled player, that’s because they won.
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It used to be a big deal, but by now most experienced players have gotten used to asura.
By “have gotten used to asura” you mean that everyone has rolled asura already and nobody give a kitten about animations anymore?
If Fear becomes a control effect, say goodbye to to the condition duration bonuses.
Also, why on the hell would you make fear a control effect instead of rightfully remove condition immunities from the game?
Because Asuras are small.
That means that animations are small and they vanish in the clutter of the fight, making it harder to even target them.
Take an Asura minion master, for instance. Most the time you can’t to see it because it is among all of those big minions, so you can’t really tell when a fear mark or a dagger immobilize is coming.
The more clutter there is in a fight, the bigger is the Asura advantage.
They have an unfair and obvious advantage and anyone denying it has no clue whatsoever.
Well but thats not so true if you do stuff correctly, as condimancer doesnt rely on utilities for dmg he can take all utilities for survibility, so from my experience i dont remember any case where i die in 1v1 and can survive 1v2 and run away from 1vMore.
On average i die maybe 1-2 times per game and in most cases that is if all my other teammates are down or if some thief get me w/o cooldowns.
So the question comes to minionmancer. If condimancer is better at every thing beside node protecting, is MM better at node protecting than bunker ranger/guard/engi? If not then imo it could be max A tier, never S
You can’t take all utilities for survivability, not to say that the utilities for survivability are meh.
You are supposed to take at least Corrupt Boon and, perhaps, Signet of Spite as a conditionmancer. Even if you take Spectral Walk, Spectral Armor and Spectral Wall, you can’t match the innate survivability of minion masters due to higher health pool (so higher LF pool), higher toughness, better sustain and better life force generation. There is also the visual clutter factor, when Asuras blend so nicely among big minions, making it hard to target or even read the animations.
Conditionmancers are quite easy to kill even in 1vs1 if you know what you’re doing. The trick is to chain stun, bursting them down before they have a chance to build up conditions on you. Most of them don’t even have enough LF to go Death Shroud anyway.
I dont get it how so many people can put condi necro in not top tier, and minionmancer above condimancer.
Maybe im just biased cause condimancer is my main but tbh i feel its most powerful prof/spec there is for overall dmg/support dmg.
Conditionmancer is fairly easy to manage, you can easily burst one down alone.
Minion master, on the other hand, is extremely tough to kill thanks also to the good life force generation coming from power weapon sets, while dealing massive damage through minions and having ridiculous sustain.
They aren’t as good in teamfights as conditionmancers are, but they are far more valuable to the team as node defenders even if played by a completely braindead player.
Here’s my list based on my experience playing mostly Elementalist, Necromancer and Warrior.
S Tier (extremely strong)
- S/S + LBow Condition Warrior: extremely high 1vs1 potential, almost impossible to win against him in small scale engagements
- Hammer + LBow Warrior: still extremely high amount of sustain and way to survive even with zerker amulet. One of the toughest engagement, even when played by not-so-experienced players.
- Nodefighter Bomb/Grenade Engineer: when they are on a node, you know that you’re going to lose that fight. Insane amount of conditions and survivability.
- Minion Necromancer: an extremely easy and extremely effective build in small scale fights. The only proper counter is killing minions, but you’re probably going to die while killing them. Asura Necromancer make it even more annoying to fight.
- Bunker Guardian: still a must have in any team because of the crazy survivability and team support. There is really no valid alternative to it.
A Tier (strong)
- Condition Necromancer: probably a tough encounter against a good one, but easy to outplay by CC chains or team focus.
- Condition Phantasm Mesmer: solid build with good 1vs1 and small scale fights potential. I can often manage to win an encounter against them, but the downed state phantasm is just insane.
- Berserker Warrior (Axe/Rifle/GS): way more survivable compared to other berserker professions, but at least they die sometimes. Extremely dangerous if not taken care of.
- Trickery D/P-S/P thief: luckily, there aren’t that much around, but they are extremely dangerous if well played.
- Spirit Ranger: halfway between S and A tier. Way more reasonable right now then before, but still extremely effective. Stupid easy and boring to play, pretty much because of the shortbow design.
- Beastmaster Bunker Ranger: plagued by the same issue of Spirit Ranger (as they are quite similiar builds): shortbow. Other than that, strong build but with less team fight potential compared to Spirit Ranger.
- S/D evade thief: still a strong build, nothing to say here. Haven’t found that much of them lately, though.
- Power Guardian: good damage and good survivability, making them good in small scale fights but not useless in team fights. Sad thing is that people usually see Guardian as the bunker and there aren’t that much around.
- Shatter Mesmer: high damage with decent survivability. Good in both small scale and team fights.
- Berserker Engi: extremely glassy with extremely high damage and burst. The animations are quite obvious and the burst is manageable. Seems fair to me.
B Tier (mediocre)
- D/D or S/D Fresh Air Elementalist: solild build, but it really lacks survivability to have a solid spot in the current metagame. The gameplay is similiar to a Thief (in’n’out style of play), but it lacks the escape options of the Thief, making it extremely hard to survive with.
- D/D cantrip elementalist: good team support, kinda viable, but not worth picking compared to other professions. The damage is mediocre and the support is nowhere near the one provided by other professions like Spirit Ranger or Bunker Guardian. Mediocre teamfight potential, good small scale fights capability, but still inferior to other builds. This build really struggles to find a place in a team composition.
- Power Necromancer: great damage and the survivability is now kinda ok, but the Condition Necromancer provides way more team fight and 1vs1 potential compared to Power Necros, while boasting a little bit more survivability.
C Tier (unviable)
- Power/Crit Ranger: still can’t find a reason to have them in a team. They aren’t survivable that much, the damage isn’t that high and they aren’t mobile.
- Staff Elementalist: there isn’t a good build to make staff work. It is good in teamfights, but it has no small scale fight potential whatsoever, making it a wasted team slot that can be easily filled by a much stronger engineer.
- P/P Thief: nothing to say here. Completely unviable with no reason to play it whatsoever.
- Condition/Venomshare Thief: a wasted slot in a team. Too much focused in 1vs1, while being greatly outperformed by other builds. No survivability while playing Venom share and the team support isn’t that much to consider it worth picking. Bad node defender due to stealth reliancy.
- Vampiric minion-less Necromancer: a build focused around sustain with no sustain. Enough said.
There are probably some things I’ve missed, like some unviable traitlines, but this is overall my vision of PvP right now. Hope it helps.
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Engineer is pretty much a tougher and more spammy version of Elementalist.
As a warr fighting another warr…I cannot sit there and stand still taking hits like you people pretend thats all a warr needs to do. Also i did not say warriors have no condition removal,I said you cannot have enough condi cleansers to cleans all te condi spamm going around if we would have no skill such as berserk ( The condi immunity got added for a reason you know ),Warriors Need the 8 sec immunity to be able to wreck some havoc and then go 52 sec without berserk…Every class has a condi immunity,yet people complain about the warriors one…its beyond absurd. People want to see warriors nerfed into the ground so they can roll over them again.
People are complaining about ANY condition immunity. Again, read the title of the topic.
It is just you that are going on defending only zerker stance and grasping at straws to justify its excessive effectiveness.
You absolutely can sit and taking hits as a warrior, unless you’re running zerker amulet.
Pretty much most warriors do that and they are still insanely hard to take down.
The condition immunity on Berserker Stance got added right into the same patch of Cleansing Ire, it’s not like they added Berserker Stance because Cleansing Ire was not enough. They also reduced the recharge of Meding and buffed the condition removal in the meantime. Warriors are pretty much gods against condition right now, which is as bad as being weak against them.
Every class has condition immunity? Please, stop this joke. Only 3 have condition immunity and 2 of them is not on demand.
People don’t want warrior to be nerfed to the ground, stop being childish. People just want warrior to be balanced.
My questions are do condi classes get too much spamable snaring? Are there too many options for warriors to beat snaring all together?
Condi classes get snaring as a form of defense. Without chills and cripples a Necromancer is a dead man walking when meeting a warrior. Not to say how hard is to survive a Warrior as Elementalist when he’s on full rampage with Berserker Stance and Stability.
Berserker Stance is just a whack-a-mole way to balance the inability of warriors to get through snares. It solves the problem, but on the other hand gives excessive power to warriors against soft conditions and wipes away any form of counterplay on the Necromancer part, while dumbing down the Warrior to oblivion.
It is pretty much Warrior pushing a button and throwing everything he has on the Necromancer freely.
It isn’t fair as much as Warriors having no chances to get into melee range against them.
(edited by sorrow.2364)
Thats 8sec from wich you know you should back off and disengage.Its the same as tornado form..what do you do when they pop it and you ran out of stability ? you back off..take distance..or when a necro pops that blind spamming form,you back off and take distance,kite..,its the same when a warr pops berserk.If i see a warrior pops berserk..playing as my own warrior,condi – bunker..I wait 8 sec,and just autoattack while evading him..After that i blast away and he still goes down.its about how you play,berserk is needed for warriors because without the 8sec cond immunity they would have absolutely no chance vs the constant condi spamming going around,even if you would roll a complete condi cleansing build.I also use berserk,and some people are smart enough to wait while berserk has ended..a warrior without berserk or stabi,with poison/torment on him to deal with his healsig,will go down.Its just about how you deal with it.
You are missing two main points.
First, both Tornado and Plague are elites.
Second, both the skills have counters. You can pop stability or you can just walk out of the AoE.
If a Warrior pop berserker, you can’t kite a kitten. You can try to throw any movement impairment skill, but the warrior will be immune while he can still cripple/immobilize you.
You are a warriors, so I understand that fighting other warriors is not a problem to you. If the enemy uses zerker stance, you just pop Stability or other immunities and just sit there taking all the hits.
Well, that doesn’t apply on other professions, whose defensive capabilities are mostly tied to conditions (like blindness for Thief, conditions and CCs on Necromancers, chills and CCs on Elementalist and so on).
Warriors have no condition removal so they need Zerker Stance? LOL
A Warrior with Cleansing Ire alone has better condition removal that any Thief, Mesmer or Ranger can only dream of. That’s at least 2 conditions removed every 10s, even less if you run with two weapon sets. If you play bunker with Warhorn, it is even more ridiculous.
They do ask for warrs to be easy mode if you read the Entire forum.They want healsig to be nerfed,hammer to be nerfed ( again ),stuns removed from hammer,mobility builds to be nerfed,berserk to be nerfed,bow to be nerfed. I cant even understand how anet is able to take this forum serious.Also,there is more then enough counterplay vs warriors….If,Again,youre able to wait with blasting your high hitting skills,condis After the boons have worn off.
That 8s of condition immunity means that the warrior cannot be kited and on some professions it is the only way to survive a warrior.
Against D/P thief, D/D or S/D ele and Necromancer it is gamebreaking.
Also, read the forums.
Most of people only wants healing signet to heal less base and scale more with healing power and berserker stance not to grant full condition immunity and nothing else.
Then there are some people which see that the warriors have also some other OP things, but that’s another story.
Of course if you go into the whole forum and read 10 different opinions on how balance warrior and sum them up as a single unanimous opinion coming from the whole forum it looks like that people wants Warrior nerfed to the ground, but fact is that different people have proposed different ways to balance warrior.
I;m not pretending anything,im saying it how it is,learn to read if youre able to,i gave you a nice explanation as to how it does require skill.A skilless warrior vs a warrior that plays for a year,in your opinion shouldnt mean a thing right ? Because warr does not require skill to play,it would mean the new warr would be able to beat the 1 y playing warr ..This is your train of thought,and you couldnt be more kitten wrong.Every class requires Some skills to play,why would it be diff for warr ? because we have berserk and a healsig ? Man stop fooling yourself already.
No, the point is that the profession is completely shallow.
You don’t need to learn the profession, you just jump in knowing only the game basics and you kill other profession much easier as you do with any other profession in the game.
Of course Warrior vs Warrior is a fair match, when only the one with better knowledge of the game mechanic wins (read better dodges, better kiting etc). But put a Warrior against any other profession and then you’ll notice that skill doesn’t matters at all.
They do require skill,stop telling yourself otherwise to make yourself feel better.The amount of warriors i see who i steamroll with my own warrior is stupid,most are copy paste builds who got no clue what theyre doing.Also warrior is anything but overpowered,and if so its only because you people arn’t able to handle berserk or healsig..wich means waiting 8 sec before blasting condis away or making sure you can do enough to outdmg 400hp/sec….But that requires a brain and not spamming all your skills away without having to look.
To be a bad warrior, you shouldn’t even know the foundamentals of the game.
Hell, each time I jump on warrior my leaderboard rating skyrockets to the stars and I don’t even have 70 matches won on it. Stop pretening Warrior requires skills to be played properly.
That doesn’t make sense…Also for gods sake,just learn to Look at Stances or Boons and wait for them to wear out before you engage…Its not that hard :/ You people want ffing easy mode all over.
Yeah, because Warriors usually blow up their cooldowns before you engage.
Please, nobody is asking for Warriors being easymode, we are asking to have some counterplay that isn’t “just leave the fight”.
(edited by sorrow.2364)
By 4 secs of complete immunity I meant having both endure pain AND berserker stance activated. Work on your reading comprehension.
Yeah, and birds fly.
How that matters to the topic?
The issue is the 8s of condition immunity, not warriors blowing up Endure Pain and Berserker Stance, in case you didn’t realized it yet.
Also, read the title of the topic. Nobody here is saying that Endure Pain is OP.
And yes its 6 secs from Protect Me and 6 secs from Signet of Stone IF traited for rangers, total 12 s.
So how that matters Signet of Stone and Protect Me? Read the title of the topic for once.
(edited by sorrow.2364)
Four second of total immunity every 60 seconds, how amazing is that? It’s not like other classes can do the same thing or something.
The only profession which can achieve the same amount of invulnerability while keep attacking is the Elementalist with Obsidian Flesh, but to get that amount of invulnerability you have to pick Focus which is an orrible weapon overall and Elementalists are nowhere near the same amount of Health/HP of Warriors anyway.
But who cares, nobody has complained about 4s of invulnerability given to the profession with the max amount of both armor and HP in the game. People are actually complaining about the whole 8-10s of condition immunity, in case you’ve missed.
so, sacrificing 2 utility slots with very long recharge for 4 sec complete immunity is OP?
rangers can do that for 12 secs for the same recharge if traited.Sure, protect me has no point contribution but still..
You get 8s of complete condition immunity and 4s of damage immunity untraited, not 4s of complete immunity only with the cost of two utilities which is a lot different.
Also, read the title of the topic. Nobody here is saying that Endure Pain is OP.
Ranger have to take a kittening Grandmaster trait to gain only the damage immunity. Also, 12s? LOL
But yep, go on making up facts to defend your toy.
(edited by sorrow.2364)
toughness quardrupled. No, you don’t take a lot of damage and continously keeping the attacker blinded anyway
You don’t keep the attacker blinded if they step away from the AoE.
It is only a fancy way to keep you alive from a couple more of seconds, not enough at all to stop the focus of multiple people, neither it is any good when the fight is still even when you better stay out of plague and actually do something useful.
The point is that if you pop zerker stance + endure pain, you are a complete unstoppable force while still having access to all of your skills, including the healing.
so 8 seconds immunity to conditions is as OP as lets say plaque form which for 20 secs is applying random conditions while also having Power doubled, base Toughness quadrupled, and base Vitality tripled?
No, because while you are in plague you have only 3 skills and you can still take any form of damage.
And what gives insight on game balance for you? Bunch of matches in one game mode with few select classes?
Also, hotjoin and WvW is a complete different thing compared to competitive PvP.
You don’t need to play any profession, you just need to jump on warrior once to realize how crazy OP it is.
It feels like playing easy mode when picking up warrior after playing another profession.
(edited by sorrow.2364)
Except that you sacrifice utility slots for those kits and the ele gets 4 skills slots just by equipping a weapon. As for the rest of your post, in my personal experience I have all that on my ele and not enough of it on my engineer.
Like you said, the grass is greener on the other side…but that goes for the other side as well.
Actually, the utility slots you’re losing because of picking a kit is compensated by the Toolkit skills.
Berserker stance must be buffed with condition wipe on activation and become available for all classes. Condition spammers are worst thing in current meta.
Actually, warriors are the worst thing in the current meta.
They pretty much counter everything except warriors.
If enemy burns important defensive CD, then it’s time to pop some of yours or disengage for few sec, no? Or you want to ignore long enemy cooldowns and just pew-pew because you want to pew-pew?
I wish I can burn my 8s condition immunity or 4s damage invulnerability too.
Time to roll warrior, I guess.
8/10 seconds in which warrior pretty much takes ur face off keyboard away.
Sounds its working as intented to prevent facerolling.
lolwut?
A warrior in berserker stance can’t be kited, can’t be blinded, can’t be poisoned and on some builds can’t be even damaged.
On some professions, the only way to stop a warrior faceroll with an hammer in his hand is through blindness or kiting. Good luck surviving against a warrior in zerker stance.
Please, explain me how it is a counter to faceroll.
It pretty much sounds like a an halfway godmode to me.
Yes, but we need that slot for other stuff.
And warhorn needs 20 points in tactics to be used that way, other than the fact it doesn’t give much utility for power builds.
However, try to play a GS berserker warrior. The problem with other weapons sets than hambow is that most of the time you can’t use all 3 slots for stances. Few warrs can afford endure pain other than hambow. And you are forced to stay melee, that means you’ll take even more damage. (GS burst needs Bull’s Charge and Frenzy, or Bolas if you want to play risky. Then you have to use stability for stomping/ressing. That leaves you with at most one slot)
And, you know, considering how things were some time ago, base stats don’t make the difference.
Of course you want that slot for other stuffs, as much as any elementalist want the 20 traitpoints invested into Arcana for protection uptime into other stuffs.
Wasn’t Leg Specialist into the Tactic traitline? I think it is quite an useful trait for power builds.
Not every power build runs GS. Actually, the most common power warrior these days are Axe MH + Longbow warriors.
It is nothing fancy going 30/0/0/20/20 Axe+WH/Longbow zerker and you can even have 3 free utility slots while retaining almost perma-vigor (about 80% uptime plus 10s when converting bleeding), perma-swiftness, good condition removal and about 60% AoE weakness uptime.
Warriors were bad time ago because they had no sustain or condition removal whatsoever in a condition meta, not because high HP pool or high toughness did not matter. Right now, warriors have more sustain than any other non-bunker profession and the best condition removal in the game.
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Remember: a character with protection and 2500 armor has the same damage reduction as one with 3750 armor. And I’ve seen eles with pretty high protection uptime. And they also have vigor. I don’t know about their hps, though.
So what? A character with 300 base extra armor and 8k base HP is still better.
That is the equivalent of 300 toughness and 800 vitality, which means only with Barbarian Amulet an Elementalist can match the baseline vitality of a Warrior, while still being far away compared to a Berserker Warrior in terms of overall devensive capability.
Protection uptime on Elementalist, also, is way lower that you might espect.
Elemental Attunement provides about 6.5s of protection with 30 in Arcana. Assuming you are popping in and out of Earth on cooldown, the protection uptime is about 50% of the time (including the attunement swap cooldown), that with at least 20 points of trait investment. In real time situations, the longer you stay in earth and the longer you don’t pop into earth while it is available, the lower is the uptime, bringing it to about 20-30% in real-time situations. That leads to the conclusion that having baseline higher damage resistance is better than having 20-30% uptime of protection, because as you weight down its benefits with the uptime, you realize that it isn’t that much.
Warriors have Vigor too, I don’t see the point. Warhorn alone, as far I know, provides condition cleansing along with perma-swiftness and perma-vigor. There is also Vigorous Focus, which provides quite an high uptime on stance warriors.
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Can we please give Arganthium personal 7% of damage reduction and 19k base hp, so he will finally become crazy godlike OP duel overlord and stop posting in this thread?
Actually, 7% extra base damage reduction and 19k base HP is a lot.
Take into consideration that an Elementalist with Soldier Amulet barely match the survivability of a Warrior with no amulet whatsoever.
That means that a Zerker warrior will be more survivable of a Soldier Elementalist.
That is without counting the 8s Condition Immunity, Cleansing Ire, Endure Pain, Shields, Healing Signet and any other goodies Warrior has access to.
True, Elementalist has Protection, but the uptime and the overall effectiveness is nowhere near the higher baseline damage reduction of Warriors.
That compares to pretty much any other profession in the game (I took elementalist because it is the other side of the spectrum),
If you are a necro, you have no right to talk.
However, he wasn’t complaining about necros beating him, he just realized they are played.
So what?
Minionmancer are the most straightforward build to play.
I usually let noobs of my guild play it and then let them bunk close, so they can learning the mechanics without being completely useless for the team.
Also, what’s up with “If you are a necro, you have no right to talk.”?
That just made me lol.
Unless you know at which % HP people will heal at. I interrupt engis’ healing turret very often with sleight of hand trait for steal.
It’s a guess anyway.
You seriously have no way to determine exactly when your enemy is going to heal or if he’s going to pressure you instead of healing.
Players are not bots which heal exactly at a fixed threshold of health.
Guys nobody plays necros, class is so bad, everyone beats it
:( http://i.imgur.com/7iiQog4.jpg
Dude, switch to your bow and spam AoE and loot at minions dying.
Do I really have to teach Warriors how to faceroll?
Power Necro is actually good, but since it is an high-risk build, people prefer to stick with kittened AI or spamming conditions from afar.
Dat Life Blast and Life Transfer hit like a truck.
Healing Spring is totally interruptable. Just ask Vanish, he loooooved doing this to me.
Healing Spring is not interruptable along with the Engineer’s Turret healing unless predicted, which is a matter of luck anyway.
There is no way an human being have a reaction time of less than 1/4 of second, excluding the game latency.
what are you talking about? my warrior still gets destroyed by heavy burst damage (if i can’t dodge them) and massive conditions overload (if i can’t remove them) easily.
Perhaps, you should use some skills sometimes.
If you put this in that way, then yes, if you’re standing still doing nothing Healing Signet does not makes you win the encounter. We all base our statements on the assumption that even a complete noob use some skills sometimes, probably you aren’t on that level yet.
…no, because then those classes would be completely non-viable in tournament play. A warrior may be the easiest class to play but any skilled player is going to spank an average warrior. I’m sorry, but it’s true. Warriors only give a big advantage when two bads face off against eachother. They’re both trying to facetank damage and a warrior is going to come out way ahead in that scenario.
I think the biggest issue of all is how Spvp is designed. Capturing point that require you to stand inside a small circle for prolonged periods of time give a huge advantage to certain builds. They can spam you inside the circle and there is little you can really do outside of leaving the circle.
I sure wish they had more game modes…
Not true.
Warriors have multiple builds and sure not any of those build are faceroll.
If any build is faceroll, then there is a design problem for the profession.
A warrior is not simply giving an advantage when two bads meet each other. Try to fight a warriors as a shatter mesmer, an elementalist, a thief or any non-condition build.
Either you take a loooot of time to kill the warrior, way more as you are supposed to take to kill a baddie, or the warrior wins because of a random stun thrown at the right time.
You have to actively watch your enemy actions and a single mistake from your side will cost you the fight, while the warrior can simply spam his skills on cooldown and put you into an insanely difficult situation.
That’s not exactly what I call a fair matchup.
Is it a possible thing to consider in the future ?
E.g Having golem in HOTM that heals at random times and practice interrupting.
Interrupting healing skills was very popular in GW1.
Good luck trying to interrupt Healing Signet, Signet of The Ether, Shelter, Healing Turret and all the most popular healing in PvP.
The only ones you can really interrupt are Ether Renewal, Consume Conditions, perhaps Hide in Shadows when used and Ether Feast, but you don’t really need practice to interrupt them since they have insanely long casting time anyway.
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its ok really. sPvP needs an easy profession for casual players to play and warrior does best at that.
the more skilled players can play the other professions.
It’s ok when a complete noob can become some sort of threat to competent players thanks to warrior.
It’s not ok when mediocre players are a tough matchup to competent players of other professions because of warrior.
Easy to play professions are supposed to have lower maximum effectiveness compared to tougher professions, otherwise there is no point at all to play harder profession, unless you are a complete masochist and tryhard.
Wat.
That trait is trash and stupid.
2k damage and an elementalist with Barbarian Amulet is out of the Diamond Skin threshold. That’s about a life blast or a couple of autoattacks.
The only way to make it useful is to lower the threshold, but in that case it would become OP.
That trait should not have existed at all.
That’s probably because warriors usually roll they face on the keyboard at an higher fequency than you.
I know that rolling the face on the keyboard faster might hurt, so I suggest you to try to roll your face from right to left instead of left to right.
I assure you that it will leave the warrior surprised and harmless because they still have no idea on how to deal with the arabian facerolling.
And in TeamQ people don’t actually leave mid-match, which is nice.
Go play a condi guardian who can keep aoe burning up 100% even if you clear it, then come back and tell me how op burning is.
Yeah, but now check Necromancers, Rangers and Engineers and see burning ticking for 800 on top of bleed stacks, terror, confusion, poison and torment.
just remove critical hits while your at it. I mean really should a critical hit be able to 100-0 you? Actually no, just remove damage in general, all you should be able to do is dodge and heal. Then we will achieve true balance.
I guess you don’t play a low base HP pool profession, don’t you?
Because you wouldn’t say that when a random automated proc of unavoidable burning wipes away half of your HP pool automagically.
It would be also funny to try to remove that single burning when it is covered by loads of other conditions too.
(edited by sorrow.2364)
Get moaed? Press 5. #wow #woah you just countered someone’s 180 second cooldown.
I don’t even play mesmer at all. That kitten is just weak.
Right.
Just press 5 and leave the fight for 10s, so you either let your teammates fight outnumbered and eventually wipe or let the point you are defending free-capped so the mesmer can cap it.
Sure, you definitely countered Moa.
Oh, right. Mesmer is also weak now.
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Elemental Attunement and Evasive Arcana are in my opinion the worse trait.
Not because they aren’t good, but because they are so good and mandatory that any elementalist willing to survive has to pick them.
These traits are the definition of build variety killers.
make stun breakers break it! reduce the duration to 5sec in PvP. also reduce it’s CD.
fixed!
B-but how can mesmers get a freecap on bunkered nodes then?
Life Blast from a typical condi necro is only about 600. Even baseline ele health means DS is still active after one.
That’s not true at all.
Dhumbfire necros deal at lest 1-1.5k per life blast, or even more. Carrion Necros deal even more damage.
2k damage is 10% of 20k HP, but sadly no ele gets this health pool.
1.4k damage is enough to kick out of Diamond Skin a valkyrie ele, 1.8k to kick out a Soldier ele.
One life blast and you’re out of the Diamond Skin threshold.
The point is this thing is unbounded. You can be hit a bunch of times and it keeps stacking up the might. Maybe the duration is a bit low, but with no cooldown this is a good interesting trait.
I want to spend a few words on Siphoned Power.
It is a damage boosting trait which takes action in a situation in which most players tend to play defensively and its benefits ends right after you are out of danger, since 5s might will be most likely expired few seconds after you have healed and start playing offensively again.
To take advantage of this trait, you have to play offensively while under 25% HP, which is an horrible choice for any player.
Even when you are in Death Shroud and under 25% HP, you make an use of that trait if you are constantly getting hit and playing offensively at the same time. That means that your life force is going to drain fast and you’ll end up with ~10 stacks of might at best for a couple of seconds which expires right after you healed, assuming that you manage to heal.
That’s why I think it is completely worthless for an adept minor trait, which makes it a complete joke for a grandmaster minor trait.
To make this trait worth something, I suggest to increase the might duration to ~8s and make it kicks in when you have more than 90% HP instead of less then 25% hp.
This will encourage Necromancers to stay over 90% HP, giving more luster to the Blood Magic traitline and also quite a good synergy with Blood to Power.