(edited by wildfang.9670)
Traits are a mixed bag. Last blaze is a pretty solid trait over all especially for condition users except it builds onto the flaw of excessive rage skills making you easy to take down. Savage instinct is just barely able to be considered decent and only because it makes berserk into a stun break. A 15 seconds cd stun break, but the condition removal is a joke. Unless you’re a very lucky person that one condition that gets removed will likely not be the one to kill you. Even cripple and chill both are very easy to reapply so the cleanse becomes a band aid. It does hold merit in that berserk can replace outrage saving you a UTL slot for more cleanse
Smash brawler is a decent trait, but only because it shaves five seconds off of berserkers recharge. The CD reduction on primal are to be frank pointless. Shaving time off of a 5 second cool down that can only be used a few times before berserk goes back on CD is really not noteworthy at all.
Always angry is a great albeit a uncreative trait. The damage spectrum is covered on both sides and this makes always angry viable in every build a berserker will be made into. It’s pretty reliable because it is self-induced with no real perquisites such as breaking a stun. No complaints on this trait I’m moving on.
Dead or alive is a ok trait. The heal will save you in some situations but truthfully it’s pretty poor when not in a vacuum. Chances are if you’re in zerk and you die that 5k health is not going to save you it may help though. This could be potentially handy for close hard fought battles but it is by no means a game changer. AED heals probably over 70% of your health if you die in a time frame it’s activated. Dead or alive probably less than 25%. Blood reaction is an ok trait. The crit damage is good for both conditions and power users but let’s face it. This is a power based trait. This bring me to heat of the soul. Yah, I hate this trait… a lot. In all honesty I’m not a big fan of weapon required traits, and this trait has no uses outside of torch yet is the only condition damage boost in the berserker line. Fatal frenzy very ok trait. The boons last only a short time so I’m not in love but this is a minor trait so it’s pretty good. The three grandmaster traits are all pretty sweet although I have not used as of now the new bloody roar. ( was in beta so i do know bloody roar is different)
(edited by wildfang.9670)
Then we have sundering leap not going to lie this is a very meh skill. You can now jump around giving the warrior a bit more mobility and the conditions are a nice touch its aoe too. These are all nice touches but that is not going to save this skill. It is a 25 second cd of a sundering leap with 10 stacks of vuln for 8 seconds. The skill is also slow basically the same speed of earth shaker. The skill is thus easily avoided and frankly the payoff is in my humble opinion pretty bland and very lacking. I will admit and point out that this particular skill energizes well with torch, but a skill should not become poor for lacking a special weapon.
Finally covering 3 very related things
Defense lines rousing resilience, and berserker lines outrage and headbut. I’m just going to start out strong and say I HATE rousing resilience. It is situational and while you can use headbut and outrage to inflict that self-stun rousing resistances is going to be up for less than half time unless you are able to stun break or use balance stance. This becomes a problem because the only effective reliable non UTL related trait that removes conditions is in that same trait line and same tier. This is the difference between ire and resistance. Ire cleanses reliably as long as you have adrenaline although you may have to waste it. Resistance require headbut and a stunbreaks (outrage or bersker when traited are the best), and thus the trait suffers horribly by association. Also, condition cleanse for a warrior or berserker is more paramount if you enemy is avoiding you easily by kiting your not doing damage unless you go into a ranged weapon. Only a minor issue with warrior due to fast hands, but potentially fatal for berserker.
Outrage I love this skill so very much. It is a 10 seconds stun break and is very reliable. The adrenaline is a great bonus as well. wow that was short lets get onto headbut, once again this is a very good skill but quickly drops to meh territory for the same reason as and because of rousing resistance.
(edited by wildfang.9670)
Oh boy! talk about late. Due to college i’ve been away for a while and haven’t had chance to get HPs to get berserker.
i got berserker two nights ago and spent some time in sPVP, I found the rage skills kind of interesting it almost feels as if the utility bar becomes a third weapon set this is an idea is rather liked but there is a problem. …. sustain and conditions. To be quite frank, the warrior is easily one of the worst classes in virtually all aspects in GW2. Low DPS only survivable in very specific builds (shoutbow axe/bow) most importantly. This was a problem i was well aware of and to be frank having played sPVP for a good while and rather enjoy it i didn’t the differences to much after all it was fun.
However, the berserker is by no means fun. if you use more than 2 rage skills then your chances of becoming hyper offensive becomes a big issue. You will struggle to bring enough cleanse to be effective at condition cleanse which is as everyone should kind of common in all areas of this game PVP is no different. This is particularly troubling as you need some form of mobility outside of your simple leaps. Otherwise, expect to get kited and killed. This is the in a ironic way sort of perfect the what is hurting the warrior (high cast time for Damage) is KILLING the berserker. Bloody reckoning is virtually worthless heal since you have that chance to not crit and thus no damage. Essentially the problem is extraordinary simple mediocre power dps does not make for a good heal when divided by 3. Compound this problem by the fact that Berserker has good access to burn but your burns don’t heal you. So unless you do large sums of damage maybe a berserker set of armor your healing is likely to be mediocre. Secondly, if your in full berserker you now are ultra-fragile and are going to just get squashed, and god help you if poison is on you during the six seconds this trait is active your screwed.
Next let’s talk about wild blow. At best in a zerg you can knock some people back but it’s very close range so I guess the main point is more damage, but it is not worth it. Its damage is ok at beast but it’s range is very lacking. The control effect seems pretty poor. The ability to send a group of people in a zerg flying neat, but you have to survive long enough to get into the zerg thus the skill becomes lack luster at control and only ok at damage in my experience. will say that I think this skill is kinda viable on a power zerker build it does have a good base damage and always crits, but that is still not enough to be effective in high end pvp. Because you’re going to die to quickly a lot of the time or you’re going to need to be in melee range of a large group of people.
Now shattering blow, this is a good condition skill no doubt about it. Over all this skill has no major problems about it other than the reflect is outright useless it doesn’t last long enough to be effective, but if you consider the reflect a bonus and the fact that shattering blow has a 15 second CD it is easily one of the high lights of the entire skill line.
Finally this is just my opinion. I’ve seen a lot of people posting questions regarding is rev OP, and frankly i want to mention what I’ve noticed out of the profession.
this is added on to the rev high damage output with it’s sword which is rather devastating. for instances, Rift Slash the 3rd skill has a base damage of 293 and a power coefficient of 9, and on top of Rift Slashes high damage it lays a rift that does even more damage. by comparison a lvl 3 adrenaline warrior eviscerate will do a 1000 base damage with only 1/3 of the coefficient. this may not seem like much but remember that this is the revs auto attack , and while auto attacks do usually add more to single moves. Jade wind means that your opponent really can be rendered helpless for large parts of the fight. unless they build to hard counter.
so why is this a problem am i complaining the rev is op. yes, but their is more to this then just a simple whining thread. the rev was originally intended as a 1 weapon profession like Elementalist. this would had created something of a balance with the rev forced to pick either range or melee and allow it to specialize more into that general area. this did not work out because their are times you need to be able to be range or melee. we now stand at a point where the rev has extremely high damage and extremely high control. sadly, i do see that as things continue to settle this may cause a problem latter down the line.
Before we begin, i want to make clear i love the rev. i’m planning on making it my second main. i love the idea of energy; however, that does not change a few issues i have noticed.
I’ve noticed that the Shiro legend and sword rev is either extremley op or outright broken. Firstly, i’ll lay out the facts rev energy regen is 5 energy ever second. this means that the elites take 10 seconds to recharge assuming you use no skills other then auto.
Jade Wind allows for a massive 3 second to 4 second stun depending on if your running sigil of paralysis. Furthermore, this skill has a radius of 600. making this skill broken for pve and in some situation in pvp.
in pve you can use 1 jade wind and stun all the mobs around you potentially setting off the break bar of any boss inflicting 25 stacks of vuln. this level of control should never be added into the game.
In pvp the problem is simple 1 rev can use jade winds and stun the entire other team for around 30 to 40 percent of the time, and insult to injury be recharging it’s energy while the other team is stunned.
Legends
Jarlis
-Soothing Stone-Pretty solid heal and the condi-clear is a nice touch, only real complaint I have is I would prefer the retaliation duration to maybe be increased a little bit since I usually don’t have conditions to actually clear. That’s probably just a PvE thing though
-Inspiring Reinforcement-This is really the only Jarlis skill I have no problems with, I use it alot, very solid and fun to use
-Forced Engagement-This is where I get into major problem territory…This skill is just…mediocre for it’s whopping 50 energy cost, either increase the taunt and slow to maybe 4 seconds(?) or better yet lower the energy cost to 25-35ish, would definitely make this skill alot more useful
-Vengeful Hammers-This skill is just outright useless, I get that it doesn’t drain your energy very fast but it also prevents energy from recharging and what do you get? an unblockable 300ish damage that maybe hits every second or so… This skill needs to have a major buff added to it, maybe increase the energy cost and have it pulse retaliation or protection while it’s active? Would be on theme with the whole “tank” angle Jarlis has going
-Rite of the Great Dwarf- Ok the effect is fine in it’s current state, 50 energy for that damage reduction isn’t my problem, my problem comes with the 2.75 second channeling time, I get that it’s supposed to prevent spamming it but the 50 energy cost stops that quite nicely, the skill is fine but make the channel time more like 1 second, what’s worse is if it’s interrupted the 50 energy is lost, UNLIKE Shiro’s jade winds which doesn’t use the energy until AFTER the skill has been cast.
Overall: Jarlis is definitely my favorite legend thematically, mechanically though I do think some of his skills need some major buffing, especially his upkeep skill
Shiro
-Enchanted Daggers-Pretty solid and fun heal, the damage is nice and the healing isn’t bad my problem comes with the “1 second interval” maybe I’m just not attacking fast enough but I kept finding I couldn’t actually get all 6 dagger procs off pretty often and I can’t understand why the interval even exists, if it’s to prevent insane burst damage I don’t think the damage done by the daggers is that severe…so yeah remove the interval or at least nerf it down to maybe 1/2 a second? IDK maybe it’s just me not using it properly
-Riposting Shadows-No complaints here, I didn’t use it an awful lot but when it was useful it was REALLY useful
-Phase traversal-The shadowstep compliments Riposting Shadows perfectly and the extra bit of damage isn’t bad, the unblockable 2 attacks I don’t get being too useful since shiro is based around small damage but many attacks? To be fair though, I am a PvE’er and I’m going to guess this has more uses in PvP so overall not bad
-Impossible Odds-This skill is just…insane, I absolutely love using it, I don’t think it’s OP though considering how fast it drains your energy so another great one, no complaints
-Jade Winds-A very fun skill to use for sure, not too many complaints though I do think that the Jade effect could do a bit more to enemy break bars considering how much energy we are using
Overall: Shiro is definitely my favorite Legend mechanically speaking, no major complaints I have experienced
i feel like the auto attack may do a tad too much damage and i do think that impossible odds is pretty OP.
i think maybe taking a small amount of damage off of the 2nd attack in the chain maybe the 5 to 10% wouldn’t be a bad idea but no major compliants.
HOWEVER
impossible odds BIG complaints on my part. i think giving super speed and quickness so liberally is a big mistake. no profession has half as much access to either super speed or quickness i don’t think rev should get both.
i think to avoid wrecking the entire profession. maybe increase the energy start up cost by 5 and increase the energy drain rate ALSO by five would be a good idea to fix this.
while it’s true that it drains fast i’ve had Impossible odds up for nearly 10 seconds and energy regens so fast in combat i feel like something needs to be done.
hammer rev felt pretty good over all no major compliants.
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not been on in a really long time due to real life issues however it seems you hit every nail on the head. the only thing that kinda bothers me as well is that many classes have their f1 – f-4 skills related to doing condition power control defense. in some way or in another.
warriors in my humble opinion suffer from the idea that they need to be extremely simple which means your better off on a higher skill cap profession when you reach a certain skill lvl. personally I hate that about this class and truthfully I personally find the risk / reward to be off (in my personal opinion) esp if you don’t take one of the so called op traits / skills into combat.
i’ll bring up two builds of warriors and i’ll probably make a fool out of myself but hell it’s my opinion so i’ll express my thoughts.
warriors have to be in melee distance for their only condtion build in order to inflict bleeds (minus pindown since well it’s got a huge cd) but the rate we apply bleeds is only similar to that of other professions that can do that from range (necro engi theif ele) we get deep cuts which gives us a 50% duration but honestly while it is BETTER then the related trait of those 3 other classes those same classes have at least one major trick the warrior lacks that def makes them far better.
thieves can stealth easily necro has life force which is easy to generate and engi has 2x the number of skills as a warrior does giving it access to better conditions as well. does a slightly longer bleed really balance that truthfully I just don’t think so since a melee class is at much greater risk of being killed esp since many melee skills cleave and power our dps’s condition. now ik warrior is the highest tier for armor and health but the mitigation of other professions is just so much better then a big health bar and armor esp the light armor classes necro has life force which is better then a life bar still gets great skills along with it. Mesmer is the master of confusion (real world) when played right. ele can easily maintain 50% protection uptime just by swapping to earth which is where the condition damage is and heals through water.) protection will give a ele more armor then a warrior.
I am not saying that conditions need to out dps power but shouldn’t this be thought about a bit? that’s not the only area that warriors have obscured risk / reward but the one that just kinda bothers me the most. since truthfully as a condition warrior and experienced in 6 other professions they really just seem to do the job so much better in both departments mitigate damage due to active use of skill and better condition out put.
DPS wise I can barely bring myself to touch my warrior if i’m serious it’s just kinda bad if you want to be honest either your using the axe auto which is not really fun or your using 100 blades (dps loss to axe auto) which is a 3 second rootl and a large cast time to boot.
I just feel that the risk v reward for warrior is honestly off and that it hold it’s player back where a say ele can do all that but much better same for engi and pretty sure for guardian as well.
I guess the argument is that warrior is too simple but that not really a rebuttal as much as stating what would be the problem.
honestly if they didn’t improve adrenaline at all but instead opted to give us more variety in our burst skills (assuming the skills aren’t trash) i’d probably be happy about it.
Hope still rises with the dawn
sweet pic lae
basically I want us thinking of things that would diversify the warrior in builds and such.
frankly I don’t want to live in a shell because someone wants to whine and complain warriors are OP when quite frankly ik their not.
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should replied LONG ago sorry about that.
yah I figured in their current form most of these were on the OP side. regaurdless wanted to try come up with some ideas that would encourage more diversity in the profession.
the disc trait is only 5% regaurdless of how much might as long as you would have one. the stances really I don’t think that a 13% dps bonus would be that bad considering you would have to blow all your stances. wasteful in spvp and honestly we could use more dps in pve. just my personal opinion in that regaurd though.
sharp blades was mainly to serve multiple points.
flurry now has a point to actually finish and is deadly.
honestly speaking swords not that great of a condition weapon which sucks as it is nearly mandatory to have at least one to be a condition warrior. so was hoping that something like that would encourage more condition specialist.
while it may be a good and I was not saying it wasn’t viable the thought was along the lines of it could diversify warrior builds. power builds would likely not take a trait that inflicts conditions.
the stance one.
personally speaking 13% dps isn’t that much overall (esp considering you wasted all your utls. ) but with that said it was a night mare to figure one out for that particular line.
As far as disc goes I doubt hambow would be too ultra keen to take it. ESP considering their is only 3 skills (sig of the doly blanace stance) (rampage grants it but no burst skill so trait is useless) meaning only 2 reliable sources of stable in the warriors kitten nal at least that comes to mind atm.
truthfully I thought the disc one may be a tad up.
I guess the argument could be but such profession lets say guard grants aoe stable that would encourage team work could make spvp more interesting personally.
anyway go one and make a few suggestions your self
lets talk ascended k k. first these are not easy sets to genuinely get nor are they cheap for the avg player. they combine time gating and grinding in order to get stats you want and can easily take months to get for a single character.
the big issue isn’t about the grinding one could even argue it’s not entirely about new sets being introduced.
the issue bottomline is that when a change happens we are stuck with what we have and while this was not worth mentioning during the exotic times it is now. the fact is that when combat or stats are changed and they have been quite drastic ones players are at times stuck with quite sub par stats / sets. back with exoitics it was a simple day maybe a week get your gold buy a new set with ascended it can set you back MONTHS.
this is ….crushing. now we have new sets of armor stat wise being introduced that would had likely enticed player prior but now we must either make a brand new set in order to get those sets or just well deal with it. this can be a BIG problem or a MINOR problem depending on how much work you’ve already put in and how many alts you have.
honestly is it about time to either make it so ascended weapons are a buyable or b give us a option to swap our stats for ascended at the cost of gems or bloody hell give us a salvage kit tha will let us get the mats used to make said weapon. not a chance but for certain.
why am I saying this simple sinister armor put me in a awkward spot. back when I was origionally starting condtion warrior knowing how hybrid the warrior sword and bow were I wanted the set that is now known as sinister.
grinding to get my ascended armor was not fun.. in fact to be blunt it is probably one of the most boring tedious and monotonous things I’ve done.
sigh I hate grinding but I understand that their needs to be content for people to do but time gating is just as bad as a ludicriously stupidly high requirement that takes absurd amounts of time and effort to get. while it’s not as kittenome mmo’s it’s definitely way to much.
argument can be made exoitic is perfectly viable in pve this is correct you cn finsh content insanely quick in pve although it’s not impossible that future updates will change this as the content must be reasonably challenging for the best sets making it harder on lower sets as well. so that is quite possible to change as the game ages.
the issue i’m trying to point out is it quite sucks to be on the end of a update that makes you feel like your hard work adds up to nil. ill be blunt their is no reason ascended armor / weapons should not be buyable on the tp. will it cause legends to crash yes likely it will. but why is that a bad thing? if you quip a legend (most who make them do) you can’t sell it the fact is only thing not allowing asc to be sold is keeping legend artififically high and that kinda of ironic that the end game ish content is buyable the not quite as good tier isn’t.
gems swapping asc I doubt would likely replace legendries swap stats. since 1 costs either a ton of gold or irl money! and the other does not. if your worried that it would then implement a wait period that would give another edge to legends who can swap out of combat by making us use the same stat combo for lets say 24 hours. that’s semi reasonable will improve the legendary prospects and still fix this problem.
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sigh butif you have multiple alts it’s not funny when armor comes out then you’ve wanted for so long but said armor feels like it prevents you from moving to making a new set of armor for a new toon.
i’d love a option in the gem store that would swap your ascended armor’s stats. it would help SO MUCH.
oh one more thing yes we have a good amount of lets say not so good traits now -.- sigh but I was talking about purely new traits in the event the do decide to eventually add more.
Defense
Solider’s Training. deal more damage when under the effects of a stance 20% (it’s hard to come up with a effective defense stance trait since endure pain and defiant reduce power damage to 0. I kinda struggled with this one.
Healing Warhorn
warhorn skill heals 1 condition from a ally warriors can help support their allies just a bit better theirs synergy with quick breathing and allows for specialization into support in different areas which warriors can’t really do. it is limited by only 2 war horn skills but both with quite short cd’s (esp when traited
Disc
Martial Master. grand master
burst skills gain a bonus effect based on buff’s to warrior.
might 5% damage
swiftness inflict blind 2 seconds
protection remove 1 condition
furry 5 vuln 4 seconds
regen heal allies with in 240 radius.
stable aoe knockdown 1 second
retaliation inflict 3 seconds of torment
lots of small weak effects combing into some thing a good bit stronger it would encourage getting as many buffs as you could to maximize the effect.
ok I struggled big time with some of these and ik some of them aren’t that good. but I did want to at least get some brain storming among the warrior community going as well as thinking about it myself.
note this is brain storming so it isn’t going to be perfect in terms of balance however feel free to do the same also this is also my opinion keep that in mind instead of bashing me or anyone else please k. Also these are new traits.
Strength. Strengh does a lot giving access to confusion improves our banners and granting us adrenaline. I wanted to come up with a trait that would encourage a more effective play style that would synergize well.
Great Force- this trait will make all physical skills unblockable physical skills do 50% more damage to blocking foes. this was a tricky one to avoid making it op but making it reasonably good. this synergizes well with distracting strikes making both traits potentially deadly. it encourages more skill play in predicting your opponent and landing one of your skills to interrupt them as well as punishing those who use exceedingly long channel skills. special note is that since distracting strikes and physical training can not be used to gether it is reasonably punishing to miss a single skill. as both bola and kick have the lowest cd at 20 seconds
Arms
oh arms how I love you but sadly as a condition warrior user I must now show some of my biast and explain why I have my opinion >=). condtion warriors have 1 adept trait and one minor trait that are useful. the traits are deep cuts 50% bleed duration and precise strikes 33% on crit to inflict a weak bleed. but that’s kinda it. this kinda upsets me because conditions are a D.O.T attack. allowing for some nice numbers but you have to survive to actually make good of the effect. no problem with condition warrior right well lets think about this. warrior currently have only 2 weapons that can inflict condition based damage with out a trait.
sword main hand ( off hand as well) and bow.
here is my personal pet peeve. swords are really not that great of a condition weapon when you think about it. infact i’d say their barely decent. they have lot of EXTREMELY short lived bleeds on flurry but said skill roots you to the ground and due to the nature of DOT you can easially receive as much or more damage while trying to get all the bleeds. it’s got a good immobilize ofc but the fact that most good warrior will cancel the skill and use another weapon is telling of just the shape flurry is in their is no point in finshing flurry.
impale got hit HARD in one of our recent patchs and holds the record of effecting my warrior more then any nerf. the fact I feel it was unfair as the skill’s projectile is rather slow with a reasonably obvious animation and only affected 1 person. it means that warrior now must rely mostly on their auto attack to inflict bleeds more so then prior to which is where we run into a few more problems. warrior auto attack inflictls 1 bleed for around 8 sec’s with no boost and can go up to 16 seconds.
the problem is how easy it is to be killed even with defensive gear in melee range I want to make clear that I am by NO NADA saying that condition warriors are not viable. I am saying that I feel the risk vs reward of being a DOT style combat in melee feels off to me esp on a class with limited damage mitigation as a SS/LB
so how do we fix this increase the bleed rate but do it reasonably.
Sharp Blade
preciste strikes increased proc chance while main hand sword is equipped (chance 100%) . it makes warrior’s able to stack bleeds up quite quickly but only while in 1 weapon set it gives flurry enough to be a genuine useful skill. over doubles the stated bleed rate making close range warrior’s quite deadly but still keeps it low enough to make you have to stay focused on survival. requiring quite heavy investment in arms as well.
cons it’s VERY limited only effecting the sword it would have to avoid be given to the longbow flurry will hurt a lot now but it’s still a easy enough skill to interrupt. synergizes quite well with the trait line. also as we are using precise strikes as a base line it needs to be noted at MOST you will get 6 second bleeds with it if you have 100% condition duration mind you (or bleed duration)
Reason #1 – Flurry
Flurry is the weakest warrior burst skill in terms of damage and/or utility. It literally does the same thing as hundred blades – you stun/immobilize the enemy while rooting yourself to do damage. Problem is, flurry is very weak. The only way I’ve found to make flurry do decent damage (still bad) is to reach 50% or 100% bleed duration.Options on how to improve flurry (Take your pick)
• Add better power scaling
• Add evasion
• Increase base bleed duration from 2s to 3sFlurry is excellent as a control skill, since you can stop the channeling and get a long immobilize on a short cooldown. As for your suggestions to improve it:
- Would make it too similar to Hundred Blades, Zealot’s Defense and Pistol Whip.
- Would make it too similar to Zealot’s Defense.
- Would make it too strong. It would have a base damage of 1,530 bleeds, but up to 9700 with a condi spec.
Reason #2 – Hamstring (3rd sword auto attack chain)
On every other class/weapon, the 3rd part of the auto attack chain does better damage than the 1st and 2nd. On warrior main-hand sword? Less damage and a useless 1s cripple.Options on how to improve hamstring (Take your pick)
• Inflicts bleed and cripple
• Deals increased damage vs bleeding foesActually, Hamstring has just as much damage as Sever Artery and Gash. It also has a 0.25s channel instead of 0.5s. And the Cripple? Well, there was a short period where Leg Specialist did not have an ICD and it enabled people to permanently immobilize people with the sword autoattack chain.
Reason #3 – Pathetic Traits
Blademaster and dual-wielding traits. Blademaster is very useless and why are there 3 precision increasing traits in the same tier?Options on how to improve blademaster (Take your pick)
• Gain ferocity when wielding a sword
• Chance to block projectiles when wielding a sword (strider’s defense copy/pasta)Again, I don’t think that Blademaster is that weak. It has an obvious synergy with on-crit effects like Precise Strikes, Furious and Sigil of Earth. Also, the issue with changing Blademaster from crit% to Ferocity is that the latter does nothing for condi specs.
Personally, I think that your suggestions are a bit misguided. You’re clearly trying to make Sword a power weapon, something that it was never meant to be. If you ask me, one of the best things they could do for Sword would be:
- Sever Artery and Gash get 2 bleeds for 4 seconds each, instead of the current 1 bleed for 8s.
- Flurry gets 4/5/6 hits, each infliction 2 bleeds for 2.0/2.5/3.0 seconds.
Basically, I want Warrior to be able to put out more stacks of bleeds for a shorter duration. And for Flurry to be quicker and a bit stronger.
I like everything you said although I would like to see a condition warrior trait made instead of dual wield agility. maybe something like each hit gives 1 extra bleed when wielding a sword (3 sec) this would make flurry much more deadly and actually worth finshing the full channel
could even make it have to crit which means it would synergize better with blademaster. change it so that you can activate ripostes bleed attack instead of the current skill that gives a measley 3 strikes of adrenaline which is well lets be honest about kinda worthless and pointless.
the issue I take with sword is riposte which is under powered atm. flurry which is for a condtion warrior is not worth finshing the cast. savage leap is good the auto is good final thrust is good for power builds kinda wish it gave condtions instead. impale is good but the nerf was unwarranted. ripose is in need of a buff. ever block skill has at least a decent skill that take effect if you don’t block / another seq you can activate in stead. riposte does not. 3 strikes of adrenaline just isn’t enough.
(edited by wildfang.9670)
whats the traits used for the meditation Guard that used in small scale fights could someone please reply when they get the chance thank you.
meditation gaurds can do great in 1v1.
however it also depends on players skill both builds and other factors.
i think I used it some on my theif and seemed to work properly for me recently.
not entirely true you can see your war band in our home instance but it feels kinda hollow. it would be nice if you could genuinely interact with them in your home instance and I don’t mean get the same old lines over and over like for the legions.
i’d also like the ability to customize your home and I don’t mean in terms of how your do in you story. i hate to say it this way but it’s how i genuinely feel. the home instance is absolutely hollow ENTIRELY. it serves no point and customization is vritually non existant.
why not be able to accept random missions from you home instance that you and your war band would be involved in. why not allow players to on top of the story décor. be able to add and change things in rooms.
i think war band support showing your war band would be game breaking… in terms of immersion. just imagine how you would feel if two people used it and you had the same or very similar members.
I can see it now
next patch update anet removes warriors ability to wield hammers. X D lol jk ofc but it would be kinda sad / ironic.
one thing that can help a power mancer in spvp is to swap into death shroud pre engagement use ds 2 as it’s about finshed casting swap out of ds and you can hit your opponent for a few bleeds and chill them. more importantly however it acts as a small cd long range teleport to who you hit. easily avoided though.
60026 or 62006 are you staple power mancer set up depeind on preference.
with reaper might training of the master OR axe training and close to death being options out of the power line
2 in pre gives more crit chance (if you prefer) reaper’s precion gives life force on crit (youll crit a lot) but this is really VERY minor.
0
2 dagger mastery once again kinda minor as the only 2 skills that you’ll really see use of will be dark pact (a immobile) and life siphion. truthfully I think this is better then the other option. but the cd on both skills are still rather long in my personal opinion don’t expect to use them much in a fight and both are single target skills though they can be handy it’s hard to say if the cd reduction alone is worth it (personal opinion) really it just seems better then the pre trait unless you want to try get over 50% crit.
6 soul reaping just like power is bread and butter typically
you want vital persistence near to death deathly perception (50% chance to crit with ds skills i.e. life blast)
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snip .
while I don’t main a necro (main a warrior) I do play and enjoy necro. in pve ugh well not sure X D to be honest I just play what I want and tend to stick with friends so i’m not stuck with those kind of people too often (although I get furious when I am esp when they don’t know what their talking about sigh)
in pvp however necro’s can be rather fearsome epidemic for instance can be deadly stack pleny of condtions on one guy hit epidemic you just nailed the entire group HARD.
however I personally use the powermancer. oh boy… you’ll struggle in general with cc which at times regaurdlss of how good you are can at times make you utterly helpless (personal experience I was in battle of khylo got hit with a tred and knocked back go up before I could respond got cced then cced by a engi then treb again. you’ll lack stun breaks and have virtually NO access to stable exception being foot in the grave which gives around 50% time if you swap in to death shroud.
you’ll need to make proper use of death shroud learn it love it!. it helps by adding some tankiness to the necro and life blast can hurt. however if you do go melee you need to realize that if things go bad your out of luck. necros have very poor ability to disengage. however all 3 elites are rather useful. flesh golem acts as extra dps and a body bag with some cc. while your plague form can aid in support (indirectly) of your allies by spaming blind in a large aoe.
lich got nerfed and I don’t know how hard it got hit but the auto attack is DEVESTATING. although it is also slow and kinda predictable. (it’s actually hard to hit a running target at times lol)
simply playing a necro can be a Very fun experience in pvp but it can also be one hell of a frustrating one as well. I’ve had moment’s where I lolled at a warrior who saw his health vanishing freaking out using zerk stance to save himself against my … poor low dps necro <(stigma) and died laughing as his health just keeps vanishing. or as a group.
necros focus on preventing escape through their cripple chill. however fear can be funny and absolutely devastating if used at the right time in the right spot you can literally fear someone off a edge of a cliff instant kill. (won’t work on mobs)
if you want to main a necro your going to need to get some tough hide do your dungeons with friends consider joining a friendly mature pve guild but( ofc use power not condtions for pve.)
their is nothing wrong with using a necro in pve if you know what your doing and built properly. however some people will always be elitest and that’s not going to change. so you need to fight back persay by surrounding your self with friendly mature people so your fun isn’t ruined.
runes will work like this
the 1 2 3 4 5 6 shows how many types of runes on your armor of that type you have. for the 4 effect you need 4 runes on your armor your wearing.
if you have major runes do not add with superior but you can get the effects of both
2 major will give the 2 effect 4 superior would give 4. think that’s how it works.
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My blood fiend gets the crap kicked out of it rather a lot, and I can’t seem to find an option to heal it (and it doesn’t seem to have inate out-of-combat regen like everything else) Am I just stupid, or is there not a way to restore minion health?
you’ll have to give them regen transfusion (traited) or well of blood. yes it’s kinda stupid to not have your minions heal out of combat. if your really looking for a good heal consume condtions is nice. well of blood ugh well could be good in a group setting where all players stay inside your small aoe of heal. (yah it shouldn’t got nerfed)
for the regen you can swap your off hand dagger out for a focus skill 4 gives regen. bone minion probably my fav minion X D. are not worth healing … summon send them in blow them up (esp if their a fire field yay fre might)
what I say now I go off assuming your new.
dagger main hand is great for physical damage but you really NEED too rely on death shroud too. I helps give you more sustain and life blast can hurt… a lot. a necro should not run into melee more then he needs too. ofc this is harder to do in pve but that makes death shroud all the more important. it gives your more tankiness and gives good dps.
you’ll need to use some sort of lock down to do this. a few ways to do this will be.
option 1 bow gs. bow brings good dps and pindown will allow you to get off 100 blades. flaws however is that pindown will at LEAST have a 20 sec cd with a 25 sec cd untraited making it diffuclt to pull off a 100 blades if your opponent can cleanse mobility impair skills.
option 2 utility skill bola similar to pindown with a lower cd and no bleeds opens up your weapon slots. however projectile is slow and reasonably easy to avoid.
option 3 + 4
sword main hand. this give’s access to flurry which can give up to 4 seconds of immobile if you spend max adrenaline. you hit esc right after you land said skill swap to gs and bam. because this is your burst mechanic it takes only 10 seconds to recharge making it probably one of the better options to support gs in spvp. sword also is reasonably easy to pull off as you have a decent immobile and decent damage from final thrust. you should be able to pull off or nearly pull off a entire 100 blades with a max adrenaline flurry if you cancel flurry quick enough. the low cd means that assuming you gain adrenaline reliably enough through the fight you may be able to also over whelm some people if they rely on longer more potent cleanses or lack enough cleanse.
mace main hand
skull crack can be absolutely fearsome but will likely require the us of a para sig in order to get the entire 100 blades off. the mace is a VERY clunky weapon making it easy to get kited and can add to the difficulty of wining the fight againt a good player.
sword and mace also as only using main hand leave the option of your off hand completely open allowing for some more creativity when making your build.
however if you make use of the main hand weapon I specificed don’t count on using arching slice. if you want to use that your going to have to rely on something like bola pindown. the trick will be balancing the amount of lock down you want for landing 100 blades and what you’ll be willing to lose to get it.
good luck
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Hello, I was playing warrior in WvW for some time now and i decided to try condi warrior, but the only thing about condi warrior i know is that they use bow/s+s
So if you have any tested condi builds/guides please post them there
tips about condi warrior would be really appreciated.
the thing is there is no real variety with condtion warriors because the lack of condtion weapons we have.
your options.
ss/lb
swh/lb
ssh/lb
ofc you can mix and match the off hands or throw in one of our other weapons but it will likely come off just as a odd mis match.
ss for more offense via conditons
ssh for more survivability and with the option of more toughness.
swh for more mobility with the option of improved cleanse. (if your willing to sac for the trait)
it is sadly that simple.
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Warrior on the left, guardian to the right
my long lost daughter!!!!!!!!! lol noticed how similar our names were I really really couldn’t resist making some sort of remark
needs done regardless > rework the traits that are either sub par or blantantly in the case of some (thrill of the kill) borderline useless.
one or more of the lower
increase the effectiveness of all burst skills or make adrenaline much easier to aquire.
give a 5- 10 second breather before ad decays.
OR improve our weapon skills in general to compensate for the burst nerf.
I believe that traits should have different effects going from PvE to PvP. For example; while “Thrill of the Kill” is completely useless in PvP, it can be useful in PvE (I’m not saying it’s better than the other adept traits, but it can actually BE useful).
The only time it will ever come into play is if you are killing a bunch of trash mobs during events. You lose all your adrenaline almost instantly once the fight is over so unless you are fighting swarms it is useless. I would consider this trait garbage under the current adrenaline model.
I agree with you Julie but I don’t think he meant it’s good but that it’s not completely and totally broken in the respect that their is no circumstance that it won’t have a effect. for swarms and even for some smaller scale encounter’s he’s right. it can be used he didn’t mean it’s good.
I think both me and him quite frankly agree with you in general.
I think engies should get a small cd on their weapon kit skills. say something like 10 seconds. that’s about all that really bothers me with engi.
Why not put in a skill that provides detect for all professions instead of introducing that 4-second Reveal that breaks tempo? Like, I don’t play Thief but, good god A-net should be merciful to these cute shady angels!
…. I really don’t like how that sounds it’s late could be me but are you suggesting that a theif be able to restealth attack restealth and repeat. how would you defend against that. that would be just broken OP. I’m all for showing thieves love but no not like that.
I have a question, as I have uninstalled a week ago and can’t test.
Is it failing when your target is standing completely still or only if they moved/are moving?
I can say from firsthand experience when I was still playing that it would only fail when I used it from a distance on a target that was moving, or if the enemy had a large hitbox (i.e. Lupicus). I understand you’re likely only talking about PvP or WvW, but the concept is the same nonetheless.
… I once missed a burrow in hodgins room by a long shot with rush.
HERE WE GO BOIZ
NA ONLY
Again this is overall gameplay…….. Well rounded players come out on top… I will put a * next to the best dueler on the list
Warrior:
1.Wakkey
2.Rar
3.Tarcis*
4.HmanElementalist:
1.Phantaram*
2.Skovex
3.Thadeus
4.ZooseNecro:
1.Noscoc*Engineer:
1.Reevz
2.Backpack*
3.Toker
4.Five GaugeRangers: (Idk who is better at duels)
1. Vyndetta
2. TanyMesmers:
1. Supcutie
2. Kyra*
3. Ender
4. ZeromisThief: (Both Caed and Toker are good at duels, they play very differently)
1. Toker*
2. Caed*
3. MuffinzGuardian:
1. Kaypud*
just found out nos is ranked 1 been friends with him for ages…. k i’m going back under my rock now .
Chap might reply to this. I play a warrior (PVT Shout Heal) and to be honest and quite happy with the changes. He knows more than I about balance however so i will bring it up with him tomorrow morning.
Chris
“and to be honest and quite happy with the changes.”
I wonder if that’s how he really feels or what he has to say as a representative of Anet. I doubt they’d let him say on the forum, “well yeah, the adrenaline changes were harsh and we didn’t exactly think them through very far even though people brought these issues up weeks before the update was even released”.
And the decay is only a small part of it. What we really need addressed is the fact that quite a few traits and several skills are completely and utterly worthless now. Some of them that were build defining traits, too.
To he honest I’m not hopeful anything will be fixed in any decent amount of time. We’ll be lucky to get a few insignificant buffs (hi, arcing slice) in the next 6 months.
I doubt Chris is lying I’m actually friends with Chris we used to play in Rethesis together. it’s just easier to get adrenaline in a zerg. the issue isn’t in a zerg style combat but in spvp / roaming (small scale battle where it can be reset easily) which Chris does much less of. he’s a good person and really try’s to help out players. I’ve seen him literally ask in guild chat what changes we would like to see. Ofc Rethesis is dead now and chris and me are still friends were just not in the same guild anymore.
Interesting you say that. I was in rethesis too, almost from the start back on Darkhaven.
Now that the off topic part is over..
I didn’t necessarily say he was lying. Just that he probably can’t say exactly how he feels about the changes as an anet representative and employee.
Anyone with the most basic understanding of the class can see that the changes to adrenaline broke more than it fixed. Aside from pleasing the anti-warrior forum whiners that is. The absolute worst part, is, as I said, that we warned them kitten was gonna get broken weeks before the update.
Did they listen? Nope.
neat I joined with re when they were in kain and teamed with WM and RISE. then followed them to TC. up until the disbanded.
I’m just setting up my 80 warr but don’t know what way to go. I’m mainly pve wanting to dungeon. Is there any guides for builds? any and all advice would be appreciated thanks
you want a 6 5 0 0 3 axe/mace /gs
dual wielding slashing power zerkers power.
rending strikes. forceful greatsword
signet master (sig of rage) not sure for the last one i think sharpend axes.
use a sigil of battle synergizes well with fast hands. you’ll want to only use gs for 100 blades.
i should warn you this is the current meta build and that has been hit hard with this current patch. so it may change.
that buff was ages ago and from what I’ve read on the fourms ( I didn’t really pvp back then) was needed because warriors was simply too easy to kill.
as for you adapt no one needed to really say that but your correct that’s what everyone will have to do. the issue isn’t that people won’t adapt the issue is that the warrior community feels that the extent of the adrenaline nerf was too simply too harsh and are forced to adapt and settle for what they can scavenge together when they feel like they really shouldn’t.
the issue is that people feel like a bunch of people came here and qqed influencing anets actions (I think this may have been the case sadly). while we warriors who made numerous good arguments are simply ignored.
a lot of warriors feel forced into a unfair corner where they genuine worry not so much as to simply worry about this nerf but the nerf to come.
what i’m saying is your thread and your post misses a vital point.
I understand what you are saying. But I feel as though my post is incredibly relevant. People are threatening ArenaNet and others simply because they don’t want to deal with the changes. My post is a reminder that you (the warrior community) should keep your criticisms relevant, and constructive. Seems to me as though your post missed the vital point I was trying to make.
i apologize if i missed the point. i tend to go on long speeches and get side tracked and veer off topic. so i tried to write precisely how i felt and how ik many felt.
Chap might reply to this. I play a warrior (PVT Shout Heal) and to be honest and quite happy with the changes. He knows more than I about balance however so i will bring it up with him tomorrow morning.
Chris
“and to be honest and quite happy with the changes.”
I wonder if that’s how he really feels or what he has to say as a representative of Anet. I doubt they’d let him say on the forum, “well yeah, the adrenaline changes were harsh and we didn’t exactly think them through very far even though people brought these issues up weeks before the update was even released”.
And the decay is only a small part of it. What we really need addressed is the fact that quite a few traits and several skills are completely and utterly worthless now. Some of them that were build defining traits, too.
To he honest I’m not hopeful anything will be fixed in any decent amount of time. We’ll be lucky to get a few insignificant buffs (hi, arcing slice) in the next 6 months.
I doubt Chris is lying I’m actually friends with Chris we used to play in Rethesis together. it’s just easier to get adrenaline in a zerg. the issue isn’t in a zerg style combat but in spvp / roaming (small scale battle where it can be reset easily) which Chris does much less of. he’s a good person and really try’s to help out players. I’ve seen him literally ask in guild chat what changes we would like to see. Ofc Rethesis is dead now and chris and me are still friends were just not in the same guild anymore.
continuing from above
even myself feel let down by anet as if I’ve been completely ignored as to why all these nice numbers warrior’s get really mean so little as compared to other professions mechanic’s and abilities. people who qq really do seem to live in a world of blissful ignorance as to what the warrior is really like. the fact that we see people comparing warrior vs other professions straight is a bit of proof of this.
it’s like reading a book and taking one chapter out of context it largely makes no sense. as such to someone who plays the warrior and sees how valuable stealth clones 4 extra skill sets etc are we feel punished.
to put it simply warrior simply have the worst mechanic in game what is the point of adrenaline nothing other then our burst skills. many of which are truthfully sub par to down right awful.
some like combustion shot are rather good in certain situations but we also have some meh ones. flurry 12 bleeds and a 4 sec immobile that’s great. except it’s not when you get down. your in melee range and the bleeds don’t last long at all so while your inflicting your bleeds your taking physical dps which will likely out dps your bleeds. hench why people cancel flurry for the immobile and use what ever (100 blades.) because of the horrible risk / reward factor.
i’m not getting distracted from the subject but trying to say things like this are clearly on our mind when things like this happen and it does greatly effect how we feel and take nerf’s.
we’ll adapt alright but the thing is when you feel you shouldn’t have too you tend to not really want too and that has a very detrimental affect on your experience in a game. which lets be realistic about this no matter of adapting is going to change that core issue that will effect many of the warrior community.
there I’ve had my say.
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Hmmm off the top of my head I am remembering the buff to healing signet. I think that is a buff that is helpful to the warriors in the current meta game. However what do you say is the current meta?
that buff was ages ago and from what I’ve read on the fourms ( I didn’t really pvp back then) was needed because warriors was simply too easy to kill.
as for you adapt no one needed to really say that but your correct that’s what everyone will have to do. the issue isn’t that people won’t adapt the issue is that the warrior community feels that the extent of the adrenaline nerf was too simply too harsh and are forced to adapt and settle for what they can scavenge together when they feel like they really shouldn’t.
the issue is that people feel like a bunch of people came here and qqed influencing anets actions (I think this may have been the case sadly). while we warriors who made numerous good arguments are simply ignored.
a lot of warriors feel forced into a unfair corner where they genuine worry not so much as to simply worry about this nerf but the nerf to come.
what i’m saying is your thread and your post misses a vital point.
Hi … Mesmers lose their illusions when they miss their shatters. Why shouldn’t you lose your adrenaline?
One shatter does direct damage.
One shatter applies confusion.
One shatter is a CC.
One shatter provides distortion.All shatters consume your illusions regardless of whether or not they miss … or if your illusions are killed before they even have a chance to shatter after you’ve pushed the button.
let me explain it nice and simply from the warrior stand point. it’s not that we miss and lose the adrenaline although some including this thread particular will make it seem that way. it’s their is literally no grace period and a variety of ways to leave then reengauge in combat. to put it into perspective today at teq I wanted to see how bad this really was.
I couldn’t fill my adrenaline up by the time I went from a mob to another mob it was empty.
basically guerrilla warfare. worried about a burst disengage a fight VERY briefly all the adrenaline will be gone then start it again. if their was a grace period 10 seconds or even a mere 5 seconds it wouldn’t be such a problem.
now it could be over exaggeration on this I’ve not one spvp or wvw since the update (finshed lvling my guard) but I was appalled by how fast my adrenaline vanished.
losing it on miss I can handle I got out played losing it cause someone reset the fight for 3 seconds not fair.
—————————————————————————-
but their more this change which changes the rules so to speak is being done with the old play book (traits skills) we actually have LOST ability to regen adrenaline hell even in this same patch it happened.
and what is the reward the use of moves that were already nerfed in one or more ways to (balance) the class.
to put it in perspective
merciless hammer lost bonus dps on it’s effect (from 25% down to 20% I think) even though stuns relative short (except skull crack and earth shaker) their basically 1 second. which is about the time to get hit 1 maybe two times via the hammer auto attack)
so now we STILL have nerfs like these (hammer got a 33% dps reduction I think over all since nerf’s have come in.)
put that in perspective how would you feel if your clones had a time limit say 5seconds but before adding this time limit the reduced your shatter skills damage by 30%. it would feel like a slap in the face which is probably how some are feeling right now.
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While it’s incredibly unfortunate that we have to actually try to land our very strong abilities, I think it’s a good change.
Most aren’t QQing about losing adrenaline on a missed bursts. They are QQing about the ridiculous rate of adrenaline loss when our of combat. I walked through and entire map last night testing this out. I never got to fire a full burst since most mobs die before I reach full adrenaline and my adrenaline is lost by the time I get to the next mob which is not far away at all. Going through the entire leveling processing without ever being able to use a full burst seems pretty game breaking.
obviously not gamebreaking enough, u even said ur self that completing content as a warrior is so easy that you dont even get to full adr…
While it’s incredibly unfortunate that we have to actually try to land our very strong abilities, I think it’s a good change.
Most aren’t QQing about losing adrenaline on a missed bursts. They are QQing about the ridiculous rate of adrenaline loss when our of combat. I walked through and entire map last night testing this out. I never got to fire a full burst since most mobs die before I reach full adrenaline and my adrenaline is lost by the time I get to the next mob which is not far away at all. Going through the entire leveling processing without ever being able to use a full burst seems pretty game breaking.
This. in pvp, can’t even make it to keep from svanir/chief to lay a level 1 fire field on anyone capping.
Its alright though.
Why should you be allowed to start off a fight with enough adrenaline to f1? But I agree, it’s fine, we are still predators roaming the map ready to 100-0 classes less fortunate than us.
the issue isn’t starting a fight with f1 (although that is still possible) the issue that were upset or me and a lot others I got respect for on these fourms (Julie warlord to name two) are upset that someone can turn tail run and as soon as they get away. you lose your f1 they can then turn and fight you again.
I really wish arena net would start a one nerf at a time policy.
Nerf the greatsword 3 times, adrenaline twice, off hand long sword, and signet of rage.
if they want to do a major change like the adrenaline change then that is up to them. But whatever happened to their policy of “shaving” changes. Someone at arena net isnt fully human bacause i dont know anyone who shaves with a rusty chainsaw.
i’m kinda fuming over the off hand longsword nerf why in heaven did they nerf it cause it can have a 100% up time of torment yah it can. with + duration items which is how I figured that was supposed to work. then adding torment to the Mesmer auto attack. kinda feels like a slap in the face personally.
My primary character at launch was a Mesmer. I still enjoy playing it. I have no pity for you when it comes to generating your resources and losing those resources when you use your Class Ability.
Come talk to Mesmers when your adrenaline disappears because a stray AOE or bouncing attack hit it once.
I just recently created a Warrior and am leveling it up despite the *-fest people are having over the patch. It’s ridiculous.
If people are going to gripe … at least do something useful like: “To compensate for this, here is a build that still works”.
Instead, all I see is “changes are making me have to change” … duh.
if you want to talk like that mesmers can generate clones fairly easily via dodging and they get stealth… and they just recently (well not recent) nerfed your vigour on crit trait which means you guessed it even more clones.
You left out “mending” entirely…………….
Either way you missed my point. I was speaking in relation to healing signet, not in comparison too it. We all know HS is great. It is why every one is spoiled. This is why I specifically mentioned them in comparison to the other healing skills across the board on similar cool downs.
The problem is not that the other skills are poor, because they are not. (with the exception of mending cast time)………….The problem is that healing signet is too good in comparison.
[/quote]
warlords right on this rather people want to admit it or not. it’s not the adrenaline loss on miss that’s the issue it’s the loss if your out of battle. many profession can through one or more ways disengage shortly from battle causing the warrior to lose his adrenaline fast and the effects are fast. take what I say with a pinch of salt because it’s not like I was in spvp or wvw and testing this out I just finshed lvling my 6 80 which took priority. (I was killing mobs at teq and genuinely shocked by what I found)
however at the rate we lose adrenaline it won’t take long for someone to abuse that to really cause a ripple effect that even good warriors may struggle with.
now I could be over exaggerating but I do think if the effects are going to be so harsh then a grace period (10 seconds as Julie previously suggested) should had been considered.
with that said I don’t agree that all warrior heals other then sig are useless. hell in spvp I tend to prefer mending. although i’ll agree totally that ad rush need rework. you either lock your self out of your burst skill to heal or you waste your heal and can use a burst skill I don’t like that… at all.
had to shorten my reply
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One the one hand. yeah. until people discover a way to counter them power rangers are gonna be pretty effing strong.
On the other hand…They have been ridiculed in PvE,TPvP and downright hated…verbally assaulted….and otherwise degraded in WvW for a long time now. As such (and as a ranger main) I am going to THOROUGHLY enjoy….every….kitten ….second… of everyone elses crying.
that was dark and scary…. I LIKE IT!!!!!!!
sounds like if I do any pvp in my warrior i’ll need to bring my reflects though X D.
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the adrenaline change was likely to make the warrior more of a warrior…. yah that’s redundant but think about it warriors are fighters and truthfully warriors kinda remind me of berserkers (the ancient irl warriors that existed).
that’s not to say the change was good. I think it’s going to be god dear annoying as fudge although I think / hoping it’ll be manageable. although the comments of some other warriors that I quite respect do not assure me in the slightest on this. I’ve not had a chance to really do anything with my warrior I decided to finsh caping my gaurds lvl and working on recruiting for the pve guild i’m in.
the damage nerf is a lot like final thrust i’m guessing anet decided that 100% may have been too much and wanted to becareful to not over buff the warrior. warriors are quickly becoming a bottom tier perfession I do genuinely fear.
anet is nerfing skills that SHOULD NOT be nerfed and quite harshly. we are becoming a tanky class with little to no bite. that’s not whining that just what i’m seeing in the balance and my opinion which i’m entitled too. i
When you get an elixir that gives you a random RnG chance for one of the elites you call trash or the worst warrior elite, you call me.
at least that elixir has a SLIGHTLY shorter cd. i’ll agree with you in 99% situation it sucks it’s a waste it’s beyond a worthless skill. it is arguably better then rampage because you can use it quicker. not sure if that’s something to brag about though don’t think it is.
ok i’m going to start by saying I play both theif and war although not much theif lately (or war for that matter) but i’lll just go on and say.
I don’t like the adrenaline nerf although it’s not the nerf that got me in a jiffy with this coming patch sigh
as far as thieves reveal after failing a stealth attack. it’s honestly not that bad. ok you miss your revealed you got to kite / avoid damage for a small amount of time till you can re stealth it’s really not that hard to do. kite for what 10 secs?.
as far as my warrior perspective i’m more annoyed at the adrenaline change not so much upset. ok we have to hit our burst if we miss we’ll have another shot very shortly. it’s not like it’s the end of the world to miss 1 burst and have to recharge.
as far as major draw back yah dps may take a slight hit due to having to rebuild adrenaline in pve. ofc we do have 2 skills that will help with that. with all that said warrior’s overall dps just isn’t that great.
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