uhh.. him going to heart of the mists or not isnt going to stop him from contesting your keep.
since there is no fee for armor repairs anymore, there is absolutely no difference between him dying and porting out.
he’s not ‘getting away’ with anything
Getting blinded just as you cast the burst is called good counterplay. Bugs are bugs and should be fixed (that said, I’ve never had my burst skill go on cooldown without actually going off. Your statement is the first I’ve ever heard of it).
You have another one, it happens to me all the time, with Combustive shot happening the most.
it happens with combustive shot because the initial projectile that lays down the fire field is a projectile, and can be destroyed/reflected/blocked. you just have to aim it at the ground instead of a player.
cele isnt op on its own, the runes that facilitate might stacking makes it so. primarily strength and hoelbrak
yes other amulets can also use those runes, but they are missing 1/3 of the total stats of celestial.
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wait… so if you lose adrenalin even on missing burst skills, then that means combustive shot is STILL the only burst skill that guarantees 3 bar condi cleanse with cleansing ire. how can that be a good thing for build variety?
this just means that every warrior in pvp will still be using longbow.
the final strike is not changed, so the change is under 5%
Actually it’s not. Each of the hits before the final strike is taking a 5% nerf. At least that’s how I understood it when watching the vod on twitch.
So it’s more like a 35% damage nerf outside of the final hit. If what I said is true, and I believe it is until I’m told otherwise.
What math are you doing? Are you joking?
Well if each hit is reduced by 5% then that’s not simply a 5% nerf. As I said in my previous post his wording remains ambiguous.
Knocking 5% off of each of the initial hits is a lot different than knocking 5% off all of them together.
Unless there is some clarification somewhere on what he means specifically then I will always see the worst case scenario as the likely option.
This is what he said, exactly: Hundred blades has been reduced by 5% for the initial strikes.
uhh… 0.05*(100+100+100+100+100) = 0.05*(500)
how to math?
I play warhorn build on spirit watch, pretty good. I’m not a big fan of warhorn 5, it says fumble, but pretty much useless even though I always spam it right before I swap weapons.
If you ask me they should replace fumble with a fear or a daze, duration is higher closer you are to it too. Preferably fear.
are you really saying a long duration weakness is underpowered ? holy kitten
wh5 is probably the strongest off hand 5 skill a warrior has out of ALL their weapons.
after the buffs in the next patch, rangers might be viable as a snipe role in gvgs, however i suspect they will have similar issues as d/d eles when they are playing a snipe role.
rangers wont have anyway to avoid focus fire from enemy snipe like thieves and mesmers can via stealth, rangers can’t chain stealth. rangers also traditionally have very weak condi clearing abilities. you will get shut down by a perplex pistol thief, should the other team decide to run one.
also any sort of long lasting chill will ruin rangers as well. for example a necro decides to jump into the snipe fight for a couple seconds.
with all these potential weaknesses, you might as well just put in another thief or mesmer, both are more survivable, and both haev higher burst.
if you dont play a ranger as snipe, then you might as well add a staff ele or guardian, both these classes contribute more damage, more aoe cc, and more healing/support that what a ranger can bring.
the real question is, sure a good guild might be able to make a ranger work, but whats the point? they don’t bring anything new, it’s a similar situation as an engi atm, i’ve seen some guilds use engies, but whats the point?
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there are 7 npcs you have to talk to if you are soloing. however the number increases if you do it with more people. that might be why people are missing it.
You gotta CC him at about 40% also or he’ll run to the zone entrance and despawn.
that isnt the problem, what you’re talking about is scripted, it’s supposed to happen.
the bug happens when you first engage. it literally vanishes into the terrain.
this has to be a joke right, traited warhorn with shouts and soldier runes is like the most op build against any condi build.
the asura that spawns next to the manuals is insanely buggy, more often than not, it would withdraw into the wall or under the ground and disappear completely.
ok , i guess anet fixed it, i’m no longer having this problem.
welp, the bug is back, i guess it never left, i wonder why it fixed itself for a few days, i literally changed nothing.
that ones alot better, but not something i’d use.
as for sigils, i’d use doom, , geomancy on sword, and hydromancy, intelligence on axe.
theres also no point in going celestial, you might as well just go full dire with sword instead of axe.
your power is way too low in celestial to mean anything. the fact that you’re not using str runes means you wont be able to get enough might stacks to make up for the low power.
you’re also not using vigor on stance trait, you’re going to get kitten on without some sort of vigor uptime.
to make this comparison even worth considering, you’d have to compare all the skills the warrior and other classes have that provide the condi thats boosted by the trait, as well as how often the class can apply other conditions.
ok , i guess anet fixed it, i’m no longer having this problem.
You’re way off base there.
People don’t go for Longbow because of Pin Down. They go for Longbow because of Cleansing Ire. Combustive Shot allows you to trigger Cleansing Ire without having a target, or while blinded.
this, the only kitten 5 skill warriors have is axe5
as a matter of fact, pindown is now really easy to dodge, you just have to watch for the obvious animation they added in. it was definitely a bit op before, but i think it’s in a good place now.
any build that uses gs, but doesn’t use either berserkers power or heightened focus is a bad build.
therefore you never use arcing slice.
yes
IMO the burst skills should have at most a 15 second GLOBAL (across all burst abilities) cooldown on them. It’s enough time to where a miss is punishing, but not long enough for it to be completely unfair to them.
that would be acceptable if you make all burst skills instant cast, like steal. otherwise warriors would be the only class without a class mechanic.
Argument doesn’t fly because Rangers can be without their class mechanic for 40 seconds at a time, Thieves for 30 seconds, etc.
you misunderstood, i meant that unlike steal, which you can’t actively dodge, everyone would be able to dodge a warrior burst skill, since they are all extremely easy to dodge.
so lets see, people want rush to be ONLY a gap closer, that does no damage, and is affected by cripple chill and immob, on a weapon set that already has only 1 skill that can reliably hit someone outside of the weak autoattack.
so you want gs to be a pve only weapon, got it.
IMO the burst skills should have at most a 15 second GLOBAL (across all burst abilities) cooldown on them. It’s enough time to where a miss is punishing, but not long enough for it to be completely unfair to them.
that would be acceptable if you make all burst skills instant cast, like steal. otherwise warriors would be the only class without a class mechanic.
- What game client are you using? (Windows / Mac) windows
- What are your current graphics settings? lowest possible
- Are you playing in full screen or windowed mode? windowed mode
- Is your inventory full or maxed out? never full or maxed
- Do you play with bags displayed or hidden? hidden bags
my inventory gets shrunk by 1 column without fail every time i log into any one of my characters, each characters have different sized bags, but the same thing happens.
changing maps or zones won’t make the bug happen, only logging in the first time, i only have to adjust its size once, then it wont happen again until i close the game.
it doesn’t keep shrinking like the original bug, but defaults to one size which happen to be 1 column less than what i want it to be.
(edited by wads.5730)
Care to give us a break down on each greatsword skill and why each, individually is so hard to land in comparison to other weapons skills? How much time do you have on each of the other professions that you are such an expert in “ease of landing” on each of those weapon skills in comparison to the other professions weapon skills?
most worthless burst skill, weak autoattack, 100b will never hit anyone for more than 1-2 hits, whirlwind often only hits 1-2 times, unless you spin against a wall (lol pve). bladetrail can be side stepped like most projectiles, you dont even have to dodge it. rush is the most inconsistent skill in the game as far as making contact goes.
endure/defy pain should have a clearer animation. stances are instant cast, so you can’t be interrupted anyways.
+ condi duration is capped at 100%
i think he was pretty clear, it would last half the duration of the applied burn.
he probably does, but why showcase fights you lose? its no fun to watch.
That is odd. Blink is 900 range on a 30s CD and requires a utility slot and a targeting effort. Rush is 1200 range, requires no targeting of any kind, is on a 20s CD, requires not utility slot, and does damage.
You certainly have an irregular definition of “better”.
i would take blink over rush for in combat mobility, the reasoning is pretty simple, you can see rush coming from a mile away, and dodge it easily. blink is instant. which would you rather do? rush -> eviscerate, or blink next to the guy and eviscerate? the choice is simple.
and the verdict as far as land speed goes iirc, thieves barely edge out warriors for ooc speed
Exactly, thieves do not have the armor, health or mobility of, for example, that warrior. I am glad you pointed that out. Thanks.
they dont have the armor or health, but they certainly do have the mobility, both in combat and out of combat. they also have stealth, so you can’t perfectly evade their attacks like you can a warrior.
infact thieves and mesmers have better in combat mobility than warriors by far, since blinks are far superior than what warriors have.
WTH is a blind going to do to a warrior in that build who can out run anyone and is not required to fight? Using it in this context makes no sense.
the point was you blind the warrior if he decides to fight, and condi him to death, without using lb or a shout build you will die to any condi build that’s played by an equal skill player. if he just runs, who cares? note that if you run lb, you give up your mobility completely. and if you use a shout build to deal with conditions, you give up melandrus and stances.
this same argument has been made about perma stealth d/p thieves already, yeah you’ll never catch or kill a good one, but who cares if they just run?
hey guyz i can do this too,
mesmers are the REAL op class, perma protection, aegis, regen, phantasms that hit for 4k each, 8 condi’s cleansed every 15 seconds, chaining up to 15 seconds of invuln at a time, AND on top of that they can easily get 10+ stacks of bleed, torment, confusion easily. oh and almost perma stealth too.
how op is that kitten? nerf mesmers.
oh wait.. i forgot mesmers don’t have 30 trait points to spend, and they can’t carry 4 sets of weapons.
are we really talking about low cd’s? thieves have no cd’s on their weapon skills, backstab is available every 4 seconds.
and yet dagger thieves aren’t op at all. point is you can’t compare skills from different classes in a vacuum.
another mesmer joins the dark side
im all for nerfing the kitten out of rush, as long as they fix the bugs with the skill. you literally don’t connect with a stationary target like half the time, its alot worse against a moving target.
i would LOVE to use rush as an offensive skill, but right now it literally almost never hits the target, forcing the skill to be used as an escape.
thats why you have gate trebs. they can’t be hit by ac’s even with zoom hacks if you place them correctly.
the agony sigil was an accidental click, i was just checking the other sigils, and didn’t revert back. it was supposed to be a geomancy sigil. but fast hands does make the build better.
9 s ICD on swap sigils means you are guaranteed to get the sigil proc on every weapon swap, since swapping and swapping back the fastest you can takes 10 seconds. you in essence get double the number of on swap procs you would otherwise get without it.
doom sigil only really punishes builds without really good condi cleanse, in which case they are already screwed regardless of being poison or not against this build.
edit: as far as deep strikes goes, you can only realistically have healing signet off cd all the time. signet of rage will be used on cd 100% of the time in combat, and situational signets will most likely have to be used as well. you’ll lose 4% crit chance at the most without deep strikes. the crit chance number that shows in the original build is inflated because it assumes all 4 signets are permanently unused.
geomancy also covers the lost bleed stacks you would have gotten with precise strikes, since its 3 stacks in aoe, with triple the duration of precise strike bleeds.
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is better, aside from the obvious trait changes, fast hands with energy, hydro, sigils are just better.
adrenal health isnt going to make the difference between dying and staying alive in dungeon or fractals. things are still going to one shot you.
adrenal health only gives you like an extra 100hp/sec regen. you might as well just use mango pies and keep meta traits.
arcing slice is garbage, never usei t.
Don’t play the issue with warriors smaller, than it actually really is, only because you believe, everything with warriors is fine.
I’m not the only person here, who says, that warriors need to get their mobility toned down – so in other words, get it nerfed to the point, where the mobility of the warriors feels in line, so that it becomes believeable for a HEAVY ARMOR CLASS and where the effects of the skills actually work also properly for what they are really intended for.
They are good in way too many things at the same time, without having actually any real hard weaknesses, unlike the guardian as a comparison as the other heavy armor class, which has for its good tank gameplay the weakness of being basically the slowest class with the most less mobility.However, please don’t missunderstand me.
I have said with no single word, that ANet should do all of those 4 suggestions at the same time together.
If ANet is thinking that its more appropriate for the overall game balance to use just only 1 of those 4 suggestions if thats already enough, then I’d be fine with that as well.A skill ,that is clearly defined as a gap closer, should work also only as that and not as a cheap flee skill to reset battles, only because people found out, that fleeing can be used for resetting a battle to regenerate in seconds back to full health.
Because the other way around to fix the problem would simply mean – nerf battle resetting, because then it would play no role instantly anymore, if you use rush as a cheap flee, or if you use it, how it was intented to be used, – as a gap closer to either engange quickly into melee combat, or to follow fast a moving/fleeing foe cause of movement playing a big role in GW2’s combat system.
Needless to say a class, with so much damage absorption, like the warrior, by far hasn’t so much need for mobility, because they simply can pop out at any given time when they need with 1 button press skills, which make them instantly immune TO ALL INCOMING DAMAGE.
The attacks get just poooof as if nothing happened and you just slash into the void. In the time where they cant use these skills, their superior health regen, condition removal and movement skills do the other half of the medal of survival as a warrior until the CD of your “god mode” damage absorption is over … in which you could theoretically eat millions of attacks and get no damage, no condition, no nothign at all.Enough time to flee so far away with GS, Sword/Warhorn combo with the help of Mobile Strikes that by the time, when the warriors god mode is finally over, they are already so far away, that basically only thieves or elementalists can be so lucky to catch them still.
——
This is how mobility should be from top to down1) Thief
2) Elementalist
3) Ranger
4) Engineer
5) Warrior
6) Necromancer
7) Mesmer
8) GuardianDont missunderstand mobility with speed.
Anet clearly describes Warriors as a speedful class, not as a mobile class !! And with speed is mean,t that they attack fast and not that they move around fast and nearly unstoppable like a rocketWarrior Description:
*Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive power—the longer warriors stay in a fight, the more dangerous they become. *
http://wiki.guildwars2.com/wiki/WarriorThere stands not, that Warriors rely themself on their mobility!! There stands speed and with that is meant that they attack fast, what is clearly the case with skills like Whirlwind Attack, Hundred Blades, Cyclone Axe/Whirling Axe, Earthshaker, Savage Leap and under water with skills like Tsunami Slash, Marriners Frenzy, or Repeating Shot
Mobility is NOT = Speed
again, any warrior using gs + sword/warhorn shouldn’t be able to kill anyone equally skilled. a weapon set like that trades basically all your damage for mobility.
if a warrior specs for mobility, as in takes sword/x and gs, then they shouldn’t be able to kill anyone that knows what they’re doing.
sure you can run away from anything, but how are you going to kill anyone? pray they sit in 100b?
its like asking to nerf perma stealth thieves, sure you cant kill them unless they kitten up, but they’ve given up alot of damage and utility to pull it off.
are you really saying raw base stats are making warriors op? you’ve got to be joking right? is that why guardians are tankier than warriors but has like 8k less base hp?
if anything, the only thing thats op about warriors is lb, specifically combustive shot’s synergy with cleansing ire.
I cant believe there are people who are actually saying warriors are balanced..
my warrior has
-24k hp
-2.9k armor
-2.3k power
-44% crit chance
-crazy mobility
-many -condi durations along with condi clears
-some crazy cc’s with variety weapon choices
-8 second condi immune / 4 seconds invincible mode + more if traited
-free 25% movement speed without traveler or speed runes that makes me use more powerful runes without sacrificing any movement speed that are essential for wvwand all those stats are without any kind of food buffs and all my items are full zerker.
still not op? show me which classess can have those stats + mobility and condi clears invicible and with FULL ZERKER GEAR????
I wouldnt cry about warrior having high hp/tough and attack but with crazy burst mobile too.. really? Warrior doesnt lack of anything they dont need sacrifice anything to have both offensive and defensive stats and they are easy to play as well lol still not op? at least warrior’s mobile should get nerfed
Ok this is WVW but ok:
So what you have 24k health?? these are just food buffs/wvw buffs
3k armor? maby you should remove 100 because its only 3k above 90% health.
And maby (i guess) remove another 200 for having dolyak signet..
so not that greatK you have crazy mobility? so you walk both GS and sword?
That means you dont have great condi clears.. or if you do walk with longbow you have average mobilty..4 seconds invincible ???? what? does warrrios also have stealth? cool..
btw you can still get condition damage/cc….+25% speed?? thats only for melee weapons.. so not when swapping back to longbow..
And having GREAT stats doesnt mean the class is OP compared to others
Do you know how to read?
i said those stats are without any kind of buffs and still 2800 armor without dolyak signet. and warrior’s mobility is already crazy with just gs + bulls charge and 4 second invincible is endure pain and dont forget cleansing ire and dogged march + berserker stance. Seems like u dont even know much about warrior lol
taking ep, bulls charge, and zerker stance with gs means you lose to condi engies, necros, and pu condi mesmers, and most thief builds.
so yes, its great against certain situations, and terrible vs others. sounds fine to me.
i mean feel free to link any warrior build, and ill tell you exactly what will destroy it.
I think a lot of people forget that unlike BG and JQ who have been in Tier 1 for quite some time, TC was in Tier 2 for a very long time and is “new” to Tier 1 in comparison to the other 2 servers. So we know what Tier 1 and 2 is like before the tragic mess Anet made with the new matchmaking system.
There is still a lot of GvG that goes down in tier one as well as PPT fights. We almost never have map Q’s on TC unless were talking about reset night (which there around 30 person wait timers on all maps) or if we are responding to one of JQ’s typical blob tactics.
I will say that I miss Tier 2 and would love to push my realm to lose on purpose if only to drop us back down for a week or two. If JQ wasn’t Tier 1 I would gladly stay and fight it out with BG, but JQ has made Tier 1 pretty unbearable.
Actually, TC was Tier 4 way back when. We just slowly and steadily fought our way up to the top through sheer persistence, rather than by buying lots of guilds or being a popular bandwagon server.
uhh… you become T1 by taking most of sor’s guilds. do people still think tiers mean anything other than population and coverage?
uhh… either swap all your gear to dire, and take deep cuts, or change your entire trait and weapon setup and go for a power build.
you can’t do what you’re doing now and not be gimping yourself.
its not CI thats op, no ones going to complain about a gs mace/shield warrior with CI, it’s the fact that combustive shot can’t be reliably stopped that’s what makes CI seem op.
fix cumbustive shot and CI would be fine.
well done, a build posted on warrior forums i didn’t want to vomit upon reading.
i think you’ve covered all your bases pretty well. i think the only changes i’d make is swap warriors sprint for DoTE. your signet covers most of your incombat swiftness anyways. the other option is to take vigorous focus, since you lack any sort of vigor uptime.
i’d also swap doom sigil or impact for hydromancy sigil instead.
you’re a little late, this has been the case since season 1.