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"We want the Warrior to have a sturdy body"

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zone.1073

Or some sort of buff that can’t be corrupted by a Necro.

I believe it’s important to restrict the heightened personal defense to boons, because it allows for counter gameplay. We want Rampage to have that “super soldier” feel without being over the top. Even if a Necro were to corrupt the boons of the Warrior’s elite, he would still benefit from the instant % HP heal which also scales based on the amount of danger the Warrior is in.

"We want the Warrior to have a sturdy body"

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zone.1073

Yeah well all I’m saying is Rampage would have to be renamed and reworked for something concerning “Tenacity.”

The current name Rampage is appropriate for what it is intended to do. Much like Irelia’s passive from League of Legends , the goal is to encourage the Warrior to make aggressive plays. Because the personal defense would scale with the amount of opponents nearby, it motivates the Warrior to continue to stay in a team fight and perform his role. This is what it means to be a “super soldier” in PvP. We don’t need a flashy new set of abilities like the current Rampage. Warriors simply need the tools necessary to perform as a melee fighter in a team fight.

(edited by zone.1073)

"We want the Warrior to have a sturdy body"

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zone.1073

^
Erm….. Battle Standard already takes care of Stability and Regeneration. Battle Standard’s 2 cool down is mostly used for stability stomps though. The cool down on 2 is different per person.

Rampage would have to be reworked to something else other than boons..

You missed the point… Battle Standard is a team-oriented elite with an atrocious 4 minute cooldown. It revives teammates, gives teeny tiny boons like 3 second stability in an AoE, etc. It’s supposed to turn the tide of a team fight.

The Rampage redesign I am referring to is more personal. The current Rampage as envisioned by ArenaNet was supposed to turn the Warrior into a super soldier, and I am simply redefining what it means to be a “super soldier” in competitive PvP. It’s the personal heal and boons like stability, regeneration, and protection (which will scale based on the amount of enemy players nearby, like Irelia’s passive in League of Legends) that will keep a Warrior going in a team fight.

I just realized this, but essentially the new Rampage will transform the Warrior into an Elementalist in terms of survivability temporarily. Clearly the Elementalist’s design works beautifully in melee team fights; ArenaNet should learn from that and apply a similar philosophy to Warriors.

(edited by zone.1073)

"We want the Warrior to have a sturdy body"

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zone.1073

I’ve already said Rampage should work like Rampage as one with the same cool down as it.

… Warriors don’t need yet another source of damage steroids. It’s the in-the-fray survivability that Warriors are really lacking. They are inherently designed to be exposed to danger constantly, since they are required to go into melee range to do their role in team fights.

Just look at Elementalists, for example. In comparison to Warriors, Elementalists are ultimately the true melee fighters in PvP right now, simply because they have all of the tools necessary for sustained combat. They have multiple auras that protect them. They have access to constant regeneration, condition removals, and protection boon. Their damage is not dependent on critical % chance since many of their skills automatically crit, so they don’t need to build glassy with a berserker’s amulet to do good damage – they can go with tanky things like soldier’s and valkyrie’s amulet and output significant damage still. They are designed with the potential to go into melee range fearlessly and fight an enemy team. Warriors, on the other hand, don’t even have that potential. It’s not even there. It’s non-existent, at the moment.

The current Rampage elite was intended to make the Warrior into a super soldier. With the stability and multiple crowd control skill set, Rampage was theoretically supposed to make the Warrior be super strong in an enemy team fight temporarily. Unfortunately, that is not the reality.

I would gladly have Rampage be changed like this: Make Rampage be the OPPOSITE of Signet of Rage, and make it a defensive skill. Upon use, Rampage will heal the Warrior back up to a certain % HP and grant X seconds of stability, regeneration, and protection that scales with the amount of opponents nearby (Think: Irelia from League of Legends and her Ionian Fervor passive). The more dangerous the situation is, the more Rampage will heal and keep the Warrior safe so that he can continue his role in the team fight. The Warrior will still keep his current skill set; the elite will just amplify his survivability temporarily so that he may continue to make aggressive plays (since it scales, it would encourage more aggressive gameplay from the Warrior).

(edited by zone.1073)

The Warrior is designed to fail?

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New Greatsword adrenaline skill in-game.

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zone.1073

Soo bullrush/frenzy/hb/swordtech/hb (while being able to move)…. uhm no ty that would be overpowered as hell.

You could do that… but you don’t need another 100B to kill your target after you’ve frenzied. If you do, you’re not doing it right.

Rather, when Swordtech refreshes the greatsword’s cooldowns, it allows the Warrior a bit of flexibility for maneuvering through a team fight and re-position. It slightly helps their survivability in team fights, basically, at the cost of doing low damage (but being mobile). There are so many situations where many Warrior players would gladly make that trade-off.

(edited by zone.1073)

New Greatsword adrenaline skill in-game.

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zone.1073

How about: SWORD TECH.

Greatsword’s new adrenaline skill has been replaced with [Sword Tech].

Upon use, the cooldowns on all greatsword abilities are refreshed. The Warrior temporarily shifts sword stances and gains the ability to use Hundred Blades while moving, at the expense of lowered damage during the channel.

(Inspired by Cyan’s “Bushido/Swordtech” special skill from Final Fantasy VI)

(edited by zone.1073)

Bleed without being Bleed Warr?

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zone.1073

The percentages do not stack, but you can proc bleeds from multiple different sources (so yes, you have a 60% chance to proc bleed from sigil, and you also have a separate 33% chance to proc the trait bleed).

The bleeds are varied in damage depending on the source, too. Earth sigil bleeds are short and tick for lower damage than a 1-hand sword’s bleeds, for example. Also, the sigil has a 2 second internal cooldown.

"We want the Warrior to have a sturdy body"

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zone.1073

A thief’s survivability is largely built into the approach. Stealth breaks target and prevents further targeting, and teleports eliminate the need for positioning and spacing.

A warrior does neither of these things. So it is apparent that what warriors require is raw damage mitigation. The question is how can this be added without it feeling like it was tacked on like an afterthought?

One of my ideas was to have a trait that gives protection for every blocked attack. This would give skills like “Counterblow” and “Riposte” much more utility, and skills like “Shield Stance” longevity beyond the duration.

I do look forward to the day when I can live longer and not just survive.

This is 100% right on the money. I don’t believe Warriors were ever intended to fully escape fights. Once a Warrior commits to a fight, as long as he wants to be useful, he is irreversibly committed to being in danger, so damage mitigation is of extreme importance. This is why I listed the “possible fixes” as I did – notice the theme is mostly about sustainability and mitigation for IN-THE-FRAY survivability, not so much total escaping mechanisms.

It is the Warrior that is forced to go baIIs deep into an enemy team fight to accomplish anything, so it just makes sense that a Warrior should have the proper tools to be able to do his job without getting exploded. An Elementalist is arguably more of a melee fighter than a Warrior could ever be, in a way, just because Warriors lack those same kinds of tools and potential for IN-THE-FRAY survivability.

Notice how the Warrior in the video can “survive” more or less, by running his a’ss off out of the fight completely, going out of combat to heal back up, then finally returning to the fight. He does this again and again and again because he needs to. While an Elementalist can essentially sit in the middle of an enemy team and /dance all day, Warriors lack the necessary tools to accomplish their role in team fights.

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How to deal with thiefs in w3?

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zone.1073

It can be surprisingly difficult for a Warrior to take down a Thief just because the Thief has so many ways to shadowstep away from the Warrior’s combos. Even if you manage to perfectly lock down the Thief with well-timed CCs, they can still slip away.

My advice is to simply not blow your cooldowns as a Warrior right away. Save your utility skills until the most opportune moment (when you know the Thief has used a stun breaker already or has burned their dodges).

This is a backstab Thief. Though this is one of the most effective Thief builds in tourneys, it actually doesn’t do so well vs Warriors if the Warrior actually has a clue of what’s going on (AKA, not using the “Please kill me now” frenzy button right away).

This Thief makes good use of Black Powder to perma-blind the Warrior. This is probably the most difficult Thief build for a Warrior to duel against, but it’s an uncommon Thief build in tournaments.

"We want the Warrior to have a sturdy body"

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zone.1073

https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012/first#post999247

Class balance philosophies

Warrior

We want the Warrior to be capable of good melee damage in a sturdy body.

…Warrior? Sturdy body? Is that really what ArenaNet believes in? Newsflash: Warriors are extremely discriminated against in tournament PvP. There is a stigma against allowing Warriors on teams because they are so glassy, and yet they must be built glassy in order to accomplish anything. That is the dilemma.

The Warrior’s role in a team also overlaps with Thieves, and Thieves eclipse Warriors in every department: more reliable burst on single targets, more flexibility in utility options, and more survivability. Yes, Thieves have more survivability.

If a Thief makes one wrong move, they can shadowstep out / shadow return. Another wrong move and they can swap to shortbow, shadow shot up an impossible-to-reach ledge. A third wrong move and they can stealth and disengage. Thieves, like almost every class (EXCEPT WARRIORS) have several “oh-crap” panic buttons that they can fall back on in case shlt hits the fan and you need to reset the fight. What happens when a Warrior makes one wrong move? They simply die, because there is no option to disengage. There is no panic button. There’s a “Please kill me now” frenzy button, but there’s no survivability option.
———————————————————————————————————————————

Possible fixes?

Heal. ArenaNet likes to gloat about Warrior’s high maximum HP pool, but it doesn’t help if their heal recovers less than 1/4 of their HP on an absurdly long cooldown relative to other classes. It’s the Warrior that is forced to go baIIs deep into an enemy team fight to do something useful; they are the ones that need a strong, reliable heal…not the ranged classes that are safe as can be but have 60% HP pool heals on 15 second cooldowns. Decrease the cast time on the heal, make the heal signet actually useful, do something about the heal. SOMETHING.

Shield. This weapon is mandatory for Warriors because they must put themselves in constant, irreversible danger to accomplish anything in team fights. However, the block is rendered absolutely useless when a Necromancer uses Wail of Doom with warhorn (totally bypasses and cancels the shield). Many knockback launches like from Elementalist’s tornado will cancel the shield and blow the Warrior away still. Many ground-targeted skills like marks still go through the shield and damage the Warrior. Conditions applied before the shield stance will continue to tick and damage the Warrior when he blocks, and conditions applied via ground abilities from Necromancer still hurt the Warrior even WHEN he is currently blocking and they are applied.

Invulnerability. Warrior’s Endure Pain could be so useful if it reliably did its job, but it doesn’t. Conditions still tick and hurt the Warrior when he goes into invulnerability with Endure Pain. The Warrior is still susceptible to stuns, immobilizes, everything when invulnerable. It doesn’t help that Endure Pain has an absurdly long cooldown for its weak effect. Why does a Mesmer get to have a super invulnerability (evasion status) on a 6 second cooldown?

Defensive Rampage elite rework. The current Rampage was envisioned by ArenaNet to turn the Warrior into a super soldier. Unfortunately, this is not the reality. It makes the Warrior weaker. I want to redefine what it means to be a “super soldier” in competitive PvP. Re design Rampage so that it is essentially the opposite of Signet of Rage, so that it will provide personal defense. Upon use, Rampage will heal the Warrior back up to a certain % HP and grant X seconds of stability, regeneration, and protection that scales with the amount of opponents nearby (Think: Irelia from League of Legends and her Ionian Fervor passive). The more dangerous the situation is, the more Rampage will heal and keep the Warrior safe so that he can continue his role in the team fight. The Warrior will still keep his current skill set; the elite will just amplify his survivability temporarily so that he may continue to make aggressive plays (since it scales, it would encourage more aggressive gameplay from the Warrior).

ArenaNet, do you see the theme here? Warriors are completely r’aped in the bum bum in terms of survivability. The “sturdy body” you wanted Warriors to have is a dream. It’s a myth. For every buff that other classes get each patch (example: Mesmer shatters’ 25 stacks of Might), the problem with Warriors’ survivability grows more and more. Warriors are so messed up right now in the competitive scene, it’s not even funny. Thoughts?

(edited by zone.1073)

900 games played & won 1st 1v1 vs a Rogue

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zone.1073

due to how easily you die, one wrong move and you’re toast.

Hmm, more like: one wrong move and you can shadowstep out / shadow return. Another wrong move and you can swap to shortbow, shadow shot up a ledge. A third wrong move and you can stealth and disengage.

Thieves, like almost every class (EXCEPT WARRIORS) have several “oh-crap” panic buttons that they can fall back on in case shlt hits the fan and you need to reset the fight.

I’d say the philosophy of “one wrong move and you’re toast” is more applicable to Warriors.

900 games played & won 1st 1v1 vs a Rogue

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zone.1073

It can be surprisingly difficult for a Warrior to take down a Thief just because the Thief has so many ways to shadowstep away from the Warrior’s combos. Even if you manage to perfectly lock down the Thief with well-timed CCs, they can still slip away.

My advice is to simply not blow your cooldowns as a Warrior right away. Save your utility skills until the most opportune moment (when you know the Thief has used a stun breaker already or has burned their dodges).

This is a backstab Thief. Though this is one of the most effective Thief builds in tourneys, it actually doesn’t do so well vs Warriors if the Warrior actually has a clue of what’s going on (AKA, not using the “Please kill me now” frenzy button right away).

This Thief makes good use of Black Powder to perma-blind the Warrior. This is probably the most difficult Thief build for a Warrior to duel against, but it’s an uncommon Thief build in tournaments.

(edited by zone.1073)

Warrior's Pride

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In my guild team, we have a guardian player that specifically does nothing but purge conditions from me, so that I can continue to do my job.

The symbiotic interactions between a Warrior and a support is an interesting dynamic.

Glass popgun?

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Ultimately, it all boils down to mastery of the mechanics. You could have the most theoretically amazing build in all of GW2 but it will do nothing for you without the necessary experience behind it.

Greatsword really not that great

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Although Hundred Blades has high damage when fully channeled, it’s not why I use greatsword. You seldom get to complete the full 100B channel in PvP anyways, so that’s not really what makes greatsword shine, contrary to popular belief.

Greatsword offers mobility, which Warriors are starved for. You need mobility to accomplish anything as a Warrior, and greatsword supplies that with two movement skills that also double up as strong damage attacks.

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Anyone notice the similarities to Tryndamere?

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Tryndamere wields his greatsword with one hand though. Jealousy ensues.

WTB> dual wield greatswords.

Warrior vengeance.

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Like many skills, Vengeance has an animation and a cast time. It’s about 1.5 seconds long.

The way of the Warrior in PvP:ugly and brutal

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Because Warriors are so one-dimensional and lacking in flexibility, I’ve tried many strategies on Battle of Kyhlo with my guild team to find out the best way to make use of a Warrior on that map.

Out of desperation, it turns out that Warriors are very decent as trebuchet user. Since they lack survivability whatsoever but have strong burst, the isolated environment of the trebuchet allows the Warrior to utilize their 1v1 potential the most. If no one can defeat the defending Warrior at the trebuchet, that means the Warrior will be supporting his team constantly with trebuchet fire. Because enemies are not destroying the trebuchet, that means less time is spent repairing it = more up-time on trebuchet fire.

I have to admit though that it’s kind of sad that a class intended for the roaming role must pigeon-hole himself to the trebuchet in order to desperately find viability in the tournament PvP scene.

IT IS NOT GLAMOROUS TO BE A WARRIOR IN TOURNAMENT PVP folks. That is the point I am trying to illustrate. There is a lot of discrimination vs Warriors in PvP.

Secret method that makes it so effective: Death from Above trait.

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The way of the Warrior in PvP:ugly and brutal

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This is a shout out to all of the Warrior players still out there, trying to perform in team PvP.

You’ve seen countless montages of Warriors frenzy hundred blading targets, blowing them up in one shot. Makes them look sleek and awesome, yeah? But really. No matter how much people try to glamorize Warriors in sPvP, the simple truth is that it’s not a glamorous role – especially in tournament PvP.

It’s a constantly struggling upward battle. Warriors are often the very first to be focused on in team fights, and yet Warriors are also expected to blow up opponents while surviving. It’s a huge responsibility. Warriors can’t just frenzy and hundred blades any time; it takes very precise timing and strategical set up. As a Warrior, you have to weave in and out of combat. Charge in, explode an opponent, then shield rush out of the fight. Heal to full, weave back into the fight and repeat.

I see so many Warriors blindly charge into an enemy group, pop everything, and pray that enemies die. That’s just not how it works in tournament PvP. In fact, doing that just makes the Warrior class as a whole look awful for team PvP. It spreads a misconception that Warriors are hopeless as a PvP class. My goal is to change that misconception. I encourage all Warrior players in sPvP to drop that habit of blowing all your cooldowns within the first couple seconds; it’s like seeing an Elementalist instantly mist form at the start of a fight – don’t!

Rest assured, these example videos are not just montages of 2-second clips of Warriors one-shotting people. That’s not how it goes in tournament PvP. This is the reality:

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[Gear] Condi vs Direct Damage

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But you have to remember that condition removal is extremely limited compared to outputting conditions. That’s why my guild team sacrifices an entire player position just for cleansing conditions. That’s how crucial conditions are. They force teams to build accordingly.

In team fights, when multiple players are getting hit by conditions, there are only so many times you can cleanse them.

Also, the benefit of condition builds is that they tend to be more defense-oriented and have a bit more survivability, since their stats aren’t completely invested in upfront burst. It means condition classes are more stable and won’t pop so easily like a backstab thief would.

Warrior on trebuchet: Super effective!

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Perhaps the best way to look at it isn’t through black and white “this class is better than this class at treb.” Rather, the individual skill of the player is what matters most. In my opinion, it shouldn’t always default to “MESMER ON TREB 24/7.”

In my opinion, the player on the team that is most comfortable with 1v1s, and is very confident and has a high win ratio in 1v1 duels, should be on the treb. The fight at trebuchet really influences the outcome of the entire match, because if no one succeeds at killing the defending Warrior, then that means the trebuchet will always be up and firing.

Warrior's Death from Above: Scary in PvP

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The beauty of having a warrior protecting the treb is that everything boils down to the 1 v 1 duel. If no one can beat the Warrior straight up, then that has severe consequences for the rest of the match: it means the trebuchet will always be up and firing away. In essence, the 1 v 1 duel at trebuchet influences the outcome of the entire match.

That being said, enemy Warriors make for some good trebuchet competition!

So, a question in regards to Axe/Shield dps

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The shield’s stun sets up the target perfectly for an eviscerate. If anything, shield increases your overall damage by allowing you to reliably land your axe abilities on the target.

Warrior adjustments for team utility

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I find warriors very efficient at what they were designed to do.

Support builds could be buffed, though.

No Names or Class Shown Before Match

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This is not the best solution, because people can still switch character classes mid match.

Better solution: make queuing CHARACTER-SPECIFIC. Instead of PvP queuing being account-wide, it should be restricted to the actual character being used to queue originally. This way, characters are locked in tournament matches, too.

"Block" What does it mean?

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Guardian’s binding blade is the one exception to dodges, evasions, blocks, etc. Once you get hit with binding blade, you cannot escape the pull no matter what.

PvP is extremely discouraging

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zone.1073

The best way to have fun in PvP is to join a guild. Find a group of people you can regularly PvP with, and just work together and synergize. Building a sense of community is the fun part of PvP.

Glory earning.

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In my opinion, it’s easier to gain glory and rank if you don’t try to farm it. If you find something you genuinely enjoy doing in PvP, and keep doing it, the glory and ranks will come naturally before you even realize it.

My goal is to practice, synergize, and perfect my guild team in tournament PvP. I rarely do hot join. And I’m now rank 40. I didn’t even try to gain ranks. They just naturally flowed in while I did what I thought was fun.

[Gear] Condi vs Direct Damage

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I find conditions to be extremely deadly if left unchecked. For example, my guild team has a guardian dedicated to cleansing conditions and nothing else.

I get hit with 17+ stacks of bleeding frequently in this video, and time and time again, guardian is a life saver.

Holy ranger

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Rangers are great. The buff to their downed state revive was immense. Extremely fast self-revive now.

My guild team frequently runs with 2 rangers in tournament PvP.

Warrior's Death from Above: Scary in PvP

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This is probably the only time when this trait is useful in PvP.

Death From Above trait: damage and launch foes when you take falling damage. My Death from Above hits for 6.5k damage in tournament PvP…ouch!

New Greatsword adrenaline skill in-game.

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+20% critical chance, +15 Might stacks and 525 Condition Damage for 10 seconds at maximum adrenaline.

See for yourself! Read the skill description in-game for the greatsword burst skill.

Fast Hands bug has been........??

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I’ve been running tournaments and so far, ZERO occurrences of the dreaded 10-second weapon swap cooldown!

If I could smother ArenaNet with kisses and hugs and leg humps, I would!

Fast Hands bug has been........??

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Fast Hands: Fixed an issue where the trait did not affect the first weapon swap.

HAAAAALLELUJAH

(edited by zone.1073)

I've tried every race and every class but....

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All 8 of my characters are Norn. Armor just looks more beautiful on a large model.

Norn female is too pretty. Yeah, you read it right !

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The Norn female faces have perfect complexion without any wrinkles or scarring, but they look a lot more mature and older than human faces.

Warrior on trebuchet: Super effective!

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Well…. If you win every fight then sure. If you lose, your treb is down and so are you. Mesmer, if he wins, he wins slower sure. If hes about to lose, he can just leave, throw down portal as they finish it and have the treb repaired back way, way faster, forcing the other team to spend a guy at you’re treb much longer than they would like.

Good points, and of course Mesmers have more flexibility with options (there’s a reason why 95% of tourney teams stick a Mesmer on their treb. It’s just simpler). The downside that Mesmers have is that because they lack the same kind of burst, they are susceptible to being ignored by enemy players who can just push through and attack the trebuchet. Elementalists are quite notorious for this (ignoring the player and just chipping down the treb).

Warriors, because of the threat of their burst, force enemy players to deal with the Warrior first or else they’ll outright die before touching the trebuchet. This limits enemy players’ options at the trebuchet. They can’t just ignore the Warrior like they could if it was a Mesmer “defending” it. I like to think of it as Jarvan’s ult in League of Legends, forcing opponents into dealing with the player or else they’ll just die.

(edited by zone.1073)

Warrior on trebuchet: Super effective!

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Most people think Mesmers are the supreme trebuchet users due to their ability to instantly repair, but I disagree:

High burst classes are great for using the trebuchet because they can effectively defend the trebuchet. They can kill enemy players before they can even touch the trebuchet. Less time spent repairing = more up-time on trebuchet, so you can support your team with trebuchet shots more frequently.

It just so happens that Warriors are very 1v1-oriented, so the class fits quite perfectly with the role of trebuchet user. So, don’t always follow the traditional “Mesmer must use treb!” mentality. I encourage everyone to think outside of the box. Try it out. Be creative.

Feel free to discuss, ask questions, comments, etc.

In tournament PvP, this is basically what I do all day on Battle of Kyhlo:

Warrior on trebuchet: Unfair, too effective

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Most people think Mesmers are the supreme trebuchet users due to their ability to instantly repair, but I disagree:

High burst classes are great for using the trebuchet because they can effectively defend the trebuchet. They can kill enemy players before they can even touch the trebuchet. Less time spent repairing = more up-time on trebuchet, so you can support your team with trebuchet shots more frequently.

It just so happens that Warriors are very 1v1-oriented, so the class fits quite perfectly with the role of trebuchet user.

Feel free to discuss, ask questions, comments, etc.

In tournament PvP, this is basically what I do all day on Battle of Kyhlo:

New warrior exploit.

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Flurry (1-hand sword F skill) is a 4 second immobilize. Warriors can hit you with the beginning animation of Flurry just to immobilize you, then interrupt themselves and swap to something else and continue pummeling away.

Throw Bolas is quite trash due to how easily it is to botch the projectile. It is not a reliable immobilize, which is why most players don’t bother using it. If a Warrior does manage to land the Bolas on you, that Warrior deserves an applause for achieving such a feat.

(edited by zone.1073)

The Warrior and the ranger....

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Agreed that warriors need more condition removal, more development in support builds, and more versatility in damage builds (even if it requires a tone-down on great sword in order for other weapons to be buffed up).

However, certain ranger builds need a serious tone down before buffs are even considered. Right now, the tanky ranger with 24/7 protection boon is unbelievably effective. Why more people do not run this build is beyond me. Maybe it’s just lack of education. Maybe people aren’t aware of it.

SPVP and the short end of the stick

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zone.1073

PvP is very much about beauty. Beautiful PvP gear. Beautiful rank. Beautiful qualifying points. Beautiful (future) rating. Prestige and fame for being in a popular team.

Players A and B, like you even admitted, are ugly when they go into PvP. What happens to them? They get judged by other PvPers because of it. “Wtf you’re rank 2? Gtfo of this team” “LF1 more for paids, rank 40+.”

You have to look at what “end game” means for serious PvPers. Our end game is to find a good team that we can synergize with, participate in (future) monthly tournaments, and get the chance to compete in seasonal tournaments. This is our end game. PvE and WvW players are at a significant social disadvantage in the PvP community in this regard when they enter PvP.

Finishers - Unfair class advantages.

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Posted by: zone.1073

zone.1073

Invulnerability and stealth do not allow you to capture points. Why are they allowed to finish people?

Can we please balance Phase Retreat

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Posted by: zone.1073

zone.1073

It’s a 1200 range teleport on a 5 second cooldown when traited. It can be used while stunned. It can blink the mesmer up onto unreachable ledges.

Switch GS Charge and Arcing Slice Animations!

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Posted by: zone.1073

zone.1073

How about: Remove Arcing Slice. Give us a real F skill that is actually useful.

The more I try to play Warrior I...

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Posted by: zone.1073

zone.1073

Also, it takes a lot more skill to play a Warrior because of team expectations. You have so much more responsibility as a Warrior that it’s not even funny.

As a Guardian, all your team expects you to do is sit in a corner somewhere. “Go bunker the middle.” And that’s all. You just sit there and you’re 100% fulfilling your team duty.

As a Warrior, you’re expected to explode enemy targets while being focused by 3 or 4 enemy players. While killing, you’re expected to survive, too. You also need to assist multiple areas of the map. Every time a teammate calls for help, you’re expected to be there instantly and help secure the point. You’re expected to take objectives like Svanir/Chieftain, Guild Lord, Trebuchet, etc. As a Warrior, clearly you can see that there is a LOT more responsibility and risks. You see a lot more Warriors fail in general because Warriors are simply burdened by higher expectations from the team. You see a lot more Guardians “succeed” because their job is inherently easier.

Also, as a Warrior in PvP, be prepared to get blamed for everything. If your Guardian teammate dies at middle, it’s all the Warrior’s fault for not being there in time. If the team loses at Legacy of the Foefire, it’s because the Warrior did not take down the gate himself and solo the Guild Lord. If the Trebuchet gets instantly repaired by an enemy Mesmer and clocktower is getting rained on by trebuchet fire, it will always be the Warrior’s fault.

The next time you see a “pro” Warrior player, you should show them respect because you now know how unrealistically difficult it is to succeed as a Warrior.

(edited by zone.1073)

The more I try to play Warrior I...

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Posted by: zone.1073

zone.1073

The “pansy thief” thing is a joke. I realize they destroy things in PvP. But can they face-tank? No. That’s my problem. I hate being squishy. I like being able to plant myself there and not die.

@Schwahrheit, I’m intending to use the character for PvE, so I’ve been testing things out in PvP before hand to get a feel for it. My problem stems from what I’ve determined is just their passive healing having poor scaling. Other threads seem to think it’s bad or non-existent. My second problem is that their defensive cooldowns are too long of a cooldown for the shortness of the actual effect.

I feel like they are inherently designed to “live long enough to burst someone with 100B” and nothing more.

A strong offense is the best defense.

Pick your battles. Go in, explode someone, and then shield-rush out of the fight. Heal to full, weave back into the fight, explode someone, rush out of fight.

Don’t just run into an enemy group and sit there. You don’t have the luxury of twiddling your thumbs in that matter like a Guardian.

By the way, Guardian survivability is somewhat of an illusion. Most players have been conditioned to IGNORE focusing Guardians first. The current trend is to target any non-Guardian classes first like Necros and Warriors. So, because Guardians are not targeted first in group fights, they will naturally survive longer from that…on top of their already built-in survivability. Warrior’s circumstances are the complete opposite; Warriors are often the very first to be targeted by an enemy team, so the Warrior must be very strategic when it comes to bursting targets.

(edited by zone.1073)

Disdain towards GS w/ Frenzy in sPvP?

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Posted by: zone.1073

zone.1073

Not a chance that Frenzy (or Quickness in general) will be removed soon.

If it were to be removed, Warriors and Thieves would get buffed so astronomically to compensate that it would lead to more whining from the PvP newcomers.

I’d much rather have Warriors and Thieves get small windows of awesome moments every now and then, rather than them being godlike all the time.

Guildwars 2 pvp vs dragon nest pvp

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Posted by: zone.1073

zone.1073

Notice how there is no targeting in Dragon Nest. That’s right. Every skill you see in the videos is manually aimed. It’s very much like a first person shooter.