WvW night on tonight. Get in game and support No. 1 Oceanic fashion guild.
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just fix the animation/cast lag, before and after, the skills. Ever tried to pick something up after a hammer skill?
Reset day get in to some wvw xp action with Blackgate
Come on guys/gals help take us out of the dark ages into a more versatile class
Might is now a passive buff. Active gives 5 unblockable hits.
In wvw, keep 10(i)/0/30(ii,iii,ix)/30(ii,v,xi)/0. Run pvt, hammer/1hs/wh with healing sig, balanced stance, one of the banners, endure pain. Just go ii,iii,ix in tactics if you want to run solo.
Axe is more burst and vulnerability. If anything for axe just buff F1 out to 600 range.
Swords is for conditions.
So no.
dont forget about the master cannon site he hovered over
Come join in our wvw night tonight! Plenty of laughs to be had as we head into the fight with beer goggles on
PATCH DAY! Guild missions!!
Thanks for discussing the topic. Does this suffice your op’ness?
“Longbow F3: adamantium arrow – 1200 range, ignore all toughness added after base, protection, aegis, deals same damage scaling as Eviscerate. @stage 3, 33% chance to cancel invul (no damage dealt when invul canceled). Put a telegraph on it and if you get hit then it’s your own fault.”
Yes, that guys post was epic lol
I really like these ideas. Changing up the roles of the weapons so no weapon is concrete dps, or condi. Maybe add some sort of self buff or passive on one of the F2 or F3 skills?
You mean like a guardian has? We have signets and banners for that kind of thing
Guess you could bring in an F4 for that kind of thing?
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Why not give warrior more versatility? look no further then ele
Why not give warrior protection, guardians have it on a 15s cooldown?
We are not stealing invul. Why not let us be a counter to invul since we don’t have it.
Just looking for way for us to get more diversity. Some people have suggested 3 weapons instead of 2. I am suggesting 2 more skills even the possibility of 3 more.
They could make it every 1h weapon has F1/2/3. Only F1/2 from the main hand is shown. F2/3 are used when the weapon is equip offhand as F3/4. 2h melee could have a generic F4 and ranged could do the same or they could have their own F1/2/3/4
Maybe cooldowns could be as follows.
Cooldowns: F2 skills have 22s and F3 have 30s base cooldown
(edited by silkysoft.6749)
WvW night on tonight, come on for some seriously casual PvP! Might get into some champ farming before hand.
Hey mate, if you are into pvp check out Blackgate. We also have a massive pve movement on our server too.
Nocturnal is a casual AU/NZ guild. Focused on WvW, we run guild mission and achievement farming events too.
https://forum-en.gw2archive.eu/forum/guilds/recruitment/NOC-Nocturnal-Blackgate-PvX-AU-NZ/first#post2276527
Reset day get into some wvw!! If you are not on Blackgate transfer we can get you over! We have had lots of transfers lately that have successfully got into blackgate!
Thanks for reading.
“First of all we should get out there that we want change. Then we can work out skill cast times, cooldown and how sexy we want the animation to be.”
So I never stated that these would be on a 10s base cooldown.
Yeop my bad, should state that those numbers are based off the same scaling as Eviscerate from axe.
Since we successfully got torment on offhand sword, some healing increases and other alterations. We have had a new lease of life to make it difficult for other professions to think we are a free kill.
Now it’s time to put us more inline with the top tier of classes and improve the Burst Skill lineup with versatility. Moving our profession on from the meatshield out back to the position of glory and complexity that the front line deserves. There needs to be defensive, offensive and support mixed in to keep competitive.
—
Baseing these off the use of adrenaline levels. They depend on what you have in your offhand if it is a single hand weapon.
AXE
Axe F2: armor shatter – remove 2/3/4 buffs from target 5 stacks plus for each buff removed is +5 stacks of vulnerability for 3/5/7s. randomly remove. unblockable
Axe F3: axe of fury – same as blade trail from gs except grant yourself and allies 2/3/4s fury per hit. whirl finisher
MACE
Mace F2: rapple – throw mace or mace head comes off and chain extended pulls target to play position knocking over foe on return path. range 600/900/1200. projectile finisher.
Mace F3: dazing fury – same animation as axe 2. daze targets around for 1/2/3s. whirl finisher
SWORD
Sword F2: torment tornado – like gs4 but insted of dealing damage it deals 2 torment stack(s) 5/7/9s in its path. whirl finisher
Sword F3: tormenting strikes – next 2/3/4 hits deal 1 torment 5s.
SHIELD
Shield F2: adamantium armor – cleanse 2/3/4 conditions and gain protection for 5 seconds for each condition cleansed you get a heal. 33/66/100% of 400 + same scale as passive signet.
Shield F3: reflect all incoming damage back on target for 2/3/4 seconds. (does not include conditions already on before activated)
WARHORN
Warhorn F2: stand your ground – grant yourself and 5 allies stability and retaliation 3/4.5/6s. blast finisher.
Warhorn F3: last stand – grant yourself 5 seconds protection and to 5 allies. each ally granted heals you for 1/3/5% of your hp. blast finisher.
HAMMER
Hammer F2: Magnetic disruption (better name?) – create 240 raduis field that lasts for 5/7/9 seconds. stunning targets that enter. lightening field.
Hammer F3: Tectonic shatter – 900 range tremor (mace5), has same aoe cone as hammer shock. 1/2/3 second knockdown. blast finisher.
GREATSWORD
Greatsword F2: frozen blades – next kittens inflicts 2/3/4s chill.
Greatsword F3: frost armor – charge 600 range at target knocking them down. gain frost armor 3/4/5 seconds. if skill blocked 50% duration bonus to frost armor. whirl finisher.
LONGBOW
Longbow F2: fire storm – 1200 range, same as ranger barrage but with flaming arrows, 1/2/3s burning. fire field.
Longbow F3: adamantium arrow – 1200 range, ignore all toughness added after base, protection, aegis, deals same damage scaling as Eviscerate. @stage 3, 33% chance to cancel invul (no damage dealt when invul canceled). Put a telegraph on it and if you get hit then it’s your own fault.
RIFLE
Rifle F2: Concusion rounds – 33% chance on crit cause daze for 1s. buff lasts 5/8/11s.
Rifle F3: Tripod – unable to move while in stance. range increased by 150/300/450. rof increased by 5/10/20%. Uses endurance, 8 seconds before traited/food/signets/sigils/runes/skills/vigor.
—
First of all we should get out there that we want change. Then we can work out skill cast times, cooldown and how sexy we want the animation to be.
Please give a thumbs up if you agree and if you have anything to add please post constructively.
Just to clarify these are not based on a 10s base cooldown
—
Cooldowns: F2 skills have 22s and F3 have 30s base cooldown?
- Changed Shield F2 to cleanse 3/4/5 as not to make cleansing ire obsolete
- Clarified Long Bow F3
- Clarified these are not base 10s cooldown
- Reduce some skills by 1s or 1 effect due to stop warriors turning into dragons
- Cooldowns
- Changed longbow F3 to ignore all toughness after base
(edited by silkysoft.6749)
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Been thinking and came up with while doing flurry have a trait that give fury for 4 seconds at 10% chance on crit with 60 second cooldown. Sort of like thieves have.
Great reset day yesturday! Dragonwagon promoted this week should be some great small scale fights during this matchup. Awesome 5v5 we had late last night.
The bleeds need to be changed into something more like torment to be viable, as it last cleansed. There is no amount of immobilize that is going to make up for eviscerate or 100b doing 10k crits if other classes have so much cleansing and stun breakers.
Warriors need something like conditions that bypasses armor rating altogether to deal their damage. With all these ‘armor skills/boons’ that mitigate damage we need a counter. Even go as far as natural boon removal as a trait, chance at skill interrupts and breaking channel skills.
Anet want to respond to this or any warrior forum topic that’s not a bug. I thought you guys watched the ++ posts? We would just like to know what direction you are taking that isn’t vague.
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you just have to blind the source of the damage to not get hit by it. lazy code
Thanks for trying to help this topic jetwing. But your first post is what I already have posted way back when I first posted this topic. Your second post does not add anything constructive, new information or even correct information.
Maybe all warrior bleeds can be changed to torment? Or rework the condition damage from the sword tree as more direct damage. Even get a trait for poison or torment instead of bleed.
Anyone else got some suggestions of what could be improve specifically for sword/sword warrior builds?
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Nocturnal has skilled, experienced WvW commanders that can guide you around the battlefield. Also we like to run guild missions and achievement hunting to satisfy your pve needs.
- Looking at the other sword skills, 10-12s sounds about right.
- Oh, didn’t know about that. Still don’t see the point of adding a stun to it, though. Not to mention that Stuns don’t stack anyway.
- Well, on base, Flurry and Eviscerate have similar-ish damage. The numbers get in favor of Eviscerate when you consider things like Berserker’s Power, crits and high amounts of Vulnerability. That and the fact that monsters in PvE seem to have craptastic armor values.
- Well, the problem is that with triple adrenaline gain, Flurry becomes just as spammable as 100 blades. Flurry also has 12 hits rather than 9, not to mention benefitting from the +10% crit trait if you spec for it. I just don’t see any way how adding 100% chance to get might on crit would not make Swords deal ridiculous physical damage. Especially when you consider that Final Thrust is already pretty high damage. For example, I could totally see someone pulling off Savage Leap>Flurry>Final Thrust. That would cause some pretty serious damage, especially if you throw in Frenzy to speed up Flurry and Final Thrust.
I guess I see rip needing a control function that breaks their skill rotation and allows for the skill not to miss. Either a stun or a knockdown is the only way I can see. Adding cripple, chill or immobilize do not break up the rotation of the targets skills.
But isn’t that the whole point of where they want to take the warrior? The use of burst skills and with that the gain of adrenaline is going to be the main focus of the class. In theory we should be the anti guardian.
If you use gain might on each block and time it right or have multiple people attacking you. Achieving 25 stacks and having time to deal some serious damage is not uncommon. If there does become a problem with generating might, then a simple solution is to limit the amount you can generate per second just like they have done with lifesteal. For instance make it proc 3 stacks of might for 5 seconds with a 1 second cooldown.
Anet need to start bracketing where they want the class to end up when buffing/nerfing. Go forward 4 steps, back 2 step, forward 1 step. Balance.
The leap already travels up to 900 units. I don’t really see any reason to change that.
Thanks for the info will change it to say that it need to do damage out to 900. Maybe this is why I can rarely get it to hit.
Pretty sure the 15s cooldown is a remnant from Hamstring, which was in place due to the 8s Cripple. I could see the cooldown coming down a bit.
What do you think it should come down to?
I don’t quite get what you’re saying here. First you say a 1/4s stun, then you talk about some “non-cleanseable debuff, stackable” debuff. So which is it? A new debuff or a stun?
If you read up someone has posted that if 2 warriors currently do impale at the same target at the same time. It does not stack and only 1 warrior can do rip. So I am saying that this debuff to denote a target has impale needs to have a stack function.
Eviscerate has a base damage of 672/840/1008 depending on Adrenaline. Flurry has a base melee damage of 256, along with a base of 680/850/1,020 damage. As far as I can count, it looks like Flurry already has superior damage.
In all the testing I have done, I haven’t seen Flurry do the kind of damage eviscerate can do. But if people have tested it and say that it gets close then it doesn’t need to change does it. I don’t see why eviscerate has such a short range (300) for what is ment to be a powerful burst skill. Yet Greatsword gets 100b for stupid damage on low cooldown, rush (1200) and blade trail (900). But that is talk for another topic. This one is discussing changes to Sword/Sword. You can just break out of immobilize anyway.
I don’t like this. Firstly because it gives any MH weapon might on crits, making it pretty much mandatory, just like Forceful Greatsword. Secondly because Flurry with Furious results in pretty much gaining all of your adrenaline back and being a 12 hit attack. And unlike 100 blades, Flurry comes with an Immobilize.
I don’t see a problem with it giving might on crit, mighty defense is in the first tier of the discipline tree and it would give the same result. Also If you want to spec into triple adrenaline on crits so be it. That’s already a thing people can do. Furthermore Unless they change flurry to be able to channel on the move I don’t see a problem with it having immobilize on it. Ranged glasses don’t have to move to channel attacks and still get a hit. Why not give us that buffer and allow us a higher chance of landing something powerfull while our utilities are on cooldown.
I like the idea that Sword/Sword should be improved, but not like this.
Thanks for putting forward your opinion of changes to dual swords. I am hoping to get another build in the warrior lineup that doesn’t revolve around the mobility that greatsword currently provides.
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Add a pull to Sword #4 – almost like a chain attached – more CC for the warrior, great for single-target combat (which seems to be the point of sword offhand). 900 range pull, would be dynamic, effective, fun and set it apart from other weapons.
Impale stays the same, naturally.
Do like idea of a pull with a chain. But what would happen if the target blinked or leaped out of range? Whereas with a leap you can wait a bit and leap twice towards a fleeing target.
Maybe we could change 4.2 to a knockdown. So it would leap at the target and land on top of them style of move, while you stand over them and pull the sword out.
Thanks for the suggestions fellow third rate citizens of gw2 for helping us get 1 step closer to not being the red head step child. I have updated it with torment on impale, stack the impale condition with faster animation and more damage on flurry since its 2 swords hitting in a more efficient manner.
Also please keep this about dual sword weapon set only. Thank you
(edited by silkysoft.6749)
+1 Bring the map back. If you want to control the cannon bring some stability. If not go camp out at B. If there is a problem with a certain class being imba then the class should be looked at not the map. By taking this away you are just saying we’ll make the whole game the same. Might as well make jumping puzzles just jumping, no extra puzzle about them.
Blackgate back to #1 spot. Good job last week supporting the server! Au or NZ and looking for a new experience with some pvp? Head over to our site and put an app in to join the community
Finally a map warriors are awesome at and they nerf it because a few pve’ers don’t like there being a mechanic that makes them look like a bad player for standing still
- I have made some alterations with the popular suggestions. *
Dual swords not only make you look sexy but they have the prospect to become one of the most loved weapon sets for warriors.
Weapon skills:
Sword mainhand:
1 – Sever Artery + Gash + Hamstring:
Include the offhand sword in the animation.
2 – Savage Leap
Correctly deal damage and condition out to 900 range.
3 – Final Thrust
We all know how kitten the animation is on this, so that needs a change. With it’s current cooldown it should have 1/2 second cast time. Otherwise reduce it to 10 seconds and keep the 3/4s cast, 100b (gs2) 8s(6s traited) and whirlwind (gs3) gets to be 10 second(8 seconds traited) why shouldn’t this be lower?
Sword Off Hand:
4.1 – Impale
Increase the direct damage to 252 while inflicting 3 stacks of torment and changed to 15s not 12s.
4.2 – Rip
Change name to R.I.P. Skill is now a leap finisher gap closer with 900 range with a 1/4s stun. Make it a cool animation like take a couple of steps and then leap at the target. The debuff applied to denote a target has been impaled needs to have a stack function so that multiple warriors can execute the next skill in the chain.
5 – Riposte
Rename to Parry. Add if a projectile is blocked it reflects back to sender, if block non projectile ranged attack then it’s absorbed as adrenaline. Keep second skill same.
F1 – Flurry
Include the offhand sword in the animation. Increase damage maybe close to eviscerate due to being able to attack with more hits in the same amount of time. Think of 100b but a dual sword flurry.
Traits:
Arms:
Blade Master (VIII)
Gain might on critical hits when sword in offhand equip. Sword skills recharge 20% faster.
All skills stay the same unless changes are listed. Don’t forget to +1 this post
Edits:
Changed 4 skill set to 4.1/4.2.
Changed bleed on 4.1 to torment and fast animation needs to be used.
Highlighted that 4.1 needs to be stackable non cleansable debuff.
Skill F1 needs to have higher damage due to extra weapon being used.
Corrected a fix for skill 2
Clarified 4.2 skill
(edited by silkysoft.6749)
Nail biting finish to this weeks match! Want to get into some skirmishing tonight? Look for the NOC tag.
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You really need to fix bugs like fast hands that is traited, i can’t comment how many times i’ve died to that in wvw, no point in weapon swapping to be a total sitting duck for 10 seconds, just adds to all the other totally laggy skills warrior has, is it worth playing, in my opinion not any more.
I have retired mine once again till they fix it. Shame I like smashing face.
Thanks to all those that were in EB tonight, appreciate the effort. We came out to do the JP but ended up staying for the fun and SOR’s stuff.
(edited by silkysoft.6749)
So anet are you going to make your own thread for your own bugs?
Uncleansable/inescapable knockdown trait or passive for the class. Or a boon removal trait removing protection, stability first.
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swap weapons is laggy have to mash the key.
there is around 0.8 seconds before between the end of a cast bar move and the start of a burst move. Even when skills are cast to compensated for the 300ms lag from australia. Which maybe be fine for pve, but is totally unacceptable amount of nothing time in any kind of pvp.
Also there are times when use earthshaker and you have been inturpted in mid air an unable to do anything for a while just like stagger blow.
There are other random occasion where you have done a skill with a cast bar, been stunned, used shake it off and been stuck from doing any abilities for a short time.
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