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Grand Marshal.4098

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Everything posted by Grand Marshal.4098

  1. > @"Telgum.6071" said: > At this point support is the class with most sense for the warrior, a well designed spec could give us a **permanent place** on WvW zergs, a meta build in PvP and with enough luck, a guaranteed place on fractals/raids. We don't need a new DPS spec for that, just some improvements for the current one. Isn't that Support Spellbreaker for open field zergs? Even for GvG groups. There is also a less popular might-share Berserker with battle standard running around for GvGs mostly. Healbreaker in PvP is as meta as it gets, not to mention Burstzerkers always being a glass cannon option which can down in 2 or 3 hits. In any case, as long as this new spec has a traitline dedicated to damage, some decent self-defense and minors that work well, I'll be fine. 3 Support traitlines though is a major no.
  2. WP's vid on a full legendary armor is a good representation of what's going on. Add a frost legion infusion and throw in some colors too and you get that ridiculous aesthetic. I have no idea how people enjoy that. I for one, enjoy giving my characters unique looks that would make sense in the lore (my warrior vigil always has the vigil pauldrons and helmet to signify being a meber of the order, my Charr rev wears dreadnought pieces and has a blood legion banner on their back, my firebrand female uses a scythe staff and wears spearmarshal pieces etc). To each their own, but trying to do a tequatl fight I noticed how 75%+ of the people around were glowing to no end and everyone mounted a "star-infused" or whatever Skyscale, as if they want to block the view with their puke-worthy appearances. Won't lie though. I've bought the shrine guardian outfit and backpiece, alongside the new katana style swords and daggers for my dragonhunter, cause I like her being my single japanese-looking character, being a bit flashier than the rest. TLDR: I want options to not see infusions and particle effects. The LOD option limits them but doesn't remove them I think.
  3. > @"Dadnir.5038" said: > > @"Lan Deathrider.5910" said: > > And FB doesn't get 450 stats from imbued haste but no stat lose? Or Soulbeast getting 200-300 stats while merged with no negatives, which would certainly be thematic for the pet archetypes would they not? Not to mention all the stat gain from Beast mastery that Soulbeast can leverage. > > > > There shouldn't be stat penalties on the especs, and certainly not on only a few. > > FB have no excuse (except maybe being favored by the gods ;) ) but Soulbeast lose the support of it's pet when merged. Beside, for Soulbeast it's part of it's mechanism, not a trait, you could say that it's the equivalent of the 15% increased attack speed of the berserker while in berserk mode. Iirc, this increase in attack speed is non-existent, since it does not stack with quickness, which we gain access to upon entering Berserk. Same for the 3rd Arms GM, Dual Wielding. Therefore no, Soulbeast has an advantage in this comparison.
  4. > @"Lan Deathrider.5910" said: > > @"Grand Marshal.4098" said: > > I read you. So ultimately: > > > > **Minor Adept** _Furious Bursts_ : Burst Skills grant Fury. > > > > **Major Adept 1** _Wounding Precision_ : A percentage of your Precision is converted to Expertise (7%). Critical hits have a chance to inflict Torment (50% chance, 1 stack of Torment for 4 seconds, 3 second ICD). > If there is an ICD then remove the %chance or vice versa. No need for both. > > **Major Adept 2** _Signet Mastery_ : Stacking Ferocity Bonus, reduced recharge for signets, cast Lesser Signet of Fury when striking a foe (180 Precision, 180 Ferocity, 10 Adrenaline) (25 sec ICD, Lesser Signet active for 5 sec). > Wasn't it to remove the Ferocity Bonus and replace it with Lesser Signet of Fury or am I misreading somewhere? > > **Major Adept 3** _Opportunist_ : Increased outgoing damage to Vulnerable Foes (12.5% for 25 stacks of Vulnerability inflicted). > :+1: > > **Minor Master** _Deep STrikes_ : Gain adrenaline under the effects of Fury (2 Adrenaline per 1 sec interval). Fury improves condition damage (+180 Condi dmg). > :+1: > > **Major Master 1** _Blademaster_ : Gain Expertise (120). Gain condition damage while wielding a sword (120). Sword Skills have reduced recharge. > > > > **Major Master 2** _Unsuspecting Foe_ : Increased Critical Hit Chance against CC'd foes (50%). Striking CC'd foes inflicts Confusion on the enemy (3 stacks for 5 seconds, 9 second ICD). > If you want an ICD then make it 5 stacks for 5s. The goal there is to make it a stunbreak trap. Personally I want no ICD and have it be 3s duration. That way you have the option to CC someone, then swap to a high hit rate weapon and put a large stack of confusion on the foe. The skills that can do that are higher CD skills anyway, but then 19 stacks of confusion may be overkill. > > **Major Master 3** _Sundering Burst_ : Burst skills inflict Vulnerability (5 stacks, for 10 sec, 5 sec ICD), your Vulnerability lasts longer (25%) and you heal yourself for every stack of Vulnerability inlficted on foes (45 HP recovered per Vulnerability stack inflicted). > :+1: > > **Minor Grandmaster** _Bloodthirsty_ : Inflict Bleed (1 sec) on critical hits (33% chance). Your bleed lasts longer (15% longer). Heal for a percentage of your outgoing critical damage (7%). > :+1: Although that double dips into Sun and Moon Style > > **Major Grandmaster 1** _Furious_ : Gain bonus adrenaline on critical hits (+1). Gain a stacking Effect (for 10 sec, up to 25 stacks), which improves condi dmg (+10 per stack) and reduces incoming condition damage (0.2% per stack). > :+1: > > **Major Grandmaster 2** _Burst Supremacy_ : Burst skills have an increased Critical hit chance (100%). Consuming adrenaline grants 2 stacks of Unblockable (5s) per adrenaline bar spent. > :+1: > > **Major Grandmaster 3** _Crisis_ : While below the Health Threshold (75%), gain Quickness (5 sec) and Alacrity (5 sec) (20 sec ICD). > :+1: > > kitten is it fun to speculate! > Sure as kitten is. Now you know why I'm constantly permeating through builds in game. > > Current build is Hammer Berserker. Merciless Hammer in Berserk Mode makes me smile when I Fierce Blow spam all the bad players in WvW. > Mhm I updated those minor changes. Decided to maintain the icd for unsuspecting foe and increase the confusion stacks. Signet mastery would basically swap lesser signet of might for fury, therefore the current stacking ferocity bonus would remain. As for the minor GM, perhaps it can be somehow altered and we can go for a sun and moon style combo for blademaster, but ig we can leave it as is for fun. Berserker Hammer builds huh. Sounds very fun to play. The animation of hammer primal burst is probably my favourite primal burst too. And finally, perhaps we could do this whole concept thing with Defense. I have less ideas about defense but 'll try to piece something out based on suggestions throughout this thread. Do you believe other warrior mains would appreciate these changes to Arms? (Just realised how much better it will be to run on my mark and sundering leap with vulnerability heals and dmg traited in arms! what a way to augment almost unused skills!).
  5. What about a Mursaat? Not Lazarus, but someone like Optimus Caliph. He seemed to have high authority over the mursaat and he is more or less a demi god figure like Lazarus. Mursaat aren't friendly either and we can use this legend to justify Mursaat. maybe with a main hand axe? scepter could work too ofc. Edit: I'm also sure that Ane t can easily replicate hsi abilities from GW1 to fit the GW2 theme and status. A power-focused magic caster legend ? That would complement Shiro ideally. We lack that type of dps legend i'd say.
  6. > @"Lan Deathrider.5910" said: > > @"Grand Marshal.4098" said: > > > @"Lan Deathrider.5910" said: > > > > @"Grand Marshal.4098" said: > > > > Just some random stuff I put together for Arms cause I was bored. Gonna leave em here > > > > > > > > **Reworked Arms** > > > > > > > > _Minor Adept: Furious Burst-Bursts grant Fury_ > > > Same as current. Not a bad minor so okay. > > I don't expect a lot from a Minor Adept and given how Burst spam is promoted, I think it's ok as is. (Unless if we say that Fury application A)applies might on it's own application B ) Strips Might from the enemy (overkill)) > > > > —Major Adept 1: Wounding Precision-Gain Precision based on your power (15%). A percentage of the precision is converted to expertise (20%) > > > Interesting. Those conversions are a lot higher than the current ratios, so probably wouldn't happen. > > > I think that precision based on power is interesting, but for an Adept it would have to be 7%. > > > Since this is the condi tree I'd like to see this trait inflict something like torment on critical in addition to the expertise gain. > > Yeah, the only numbers I didn't rly check. I thought, for a condi line that adds some precision as well, so if out of 1k power you get 150 precision, convert 30 of that into expertise. Maybe it should follow Blood Reaction as you said. > > > > > > > —Major Adept 2: Signet Mastery-same but instead of lesser Signet of Might, cast lesser Signet of Fury (180 Precision, 180 Ferocity, 10 adrenaline) (25 seconds) > > > This trait always bothered me since it gave ferocity instead of precision or condition given the tree it is in. Lesser Signet of Fury as you stated is more thematic for the tree. > > > 5s on those state increases correct? > > I'd imagine it would be enough, yes. I also had the idea of a different lesser signet activating according to some parameter, but it was too much thought and would probably end up to strong (for example: lesser signet of fury for foe below heath threshold, lesser healing sig when below 25% health, lesser dolly sig when stunned, lesser endurance sig when you get 5 condis etc). With a rather big CD on all those, but again, too strong even for weaker singets. > > > > —Major Adept 3: Opportunist-Increased outgoing damage to Vulnerable foes (5%) > > > I think 0.5% per stack would be better. Gives Rifle a bit of a boost. > > Even better! > > > > _Minor Master: Deep Strikes-Gain adrenaline under the effects of Fury (2 adrenaline per 1 sec interval). Fury improves condition damage (+100 Condi dmg)_ > > > This I like. It would make Arms a great adrenaline gain line. Keep the +180 condi damage while under the effects of fury though. > > Didn't want to make Fury too strong with the original condi buff, hence the decrease. But if you believe we can keep it I'm in. > > > > —Major Master 1: Blademaster-same > > > > > > > > —Major Master 2: Unsuspecting Foe-same > > > There is an opportunity to apply confusion on hitting a CC'd foes, something that warrior had before but was implemented poorly. > > Dammnit I'm not very creatuve with condi. I'd like to give poison to Blademaster somehow, or weakness. Which would ideally go well with Cull The Weak. > Well my recommendation is because we used to inflict Confusion on interrupt, but the duration was too low to be of real use. Weakness you can get from Body Blow, and I'd rather get confusion back on warrior. > > As for Unsuspecting Foe, how about giving it the 33% chance to bleed on strikes? Does that take away from the overall condition potential? > I think keep it on its current minor slot. > > > > —Major Master 3: Sundering Burst-Burst skills inflict Vulnerability. Your Vulnerability lasts longer (5%) > > > So the same as current but with 5% more vulnerability duration? > > I figured that if this were to synergize with Opportunist, this would be enough. Axe MH, GS aa, Rifle and OH Dagger inflict decent vulnerability already (OH Mace too, but that's hardly used in competetive). Perhaps it would be the same if we kept it with extra vulnerability on critical hit, but I think warrior needs a bit larger of attack window. > > > > _Minor Grandmaster:"Bloodthirsty"-A portion of the damage of your critical strikes heals you (10%)_ > > > Where would you put the 33% chance to bleed on crit? That should go somewhere I think. > > Maybe on a Major Master, as I said above? We could slap it in the Minor GM, but I'm cautious of it offerring too much. Was even considering Singet Mastery for GM tbh. > Or maybe keep it here and change 'Bloodthirsty' to heal you when you inflict bleeding on a foe, something like 200 hp per stack. > > > > —Major Grandmaster 1: Furious-Critical hits grant a stacking condition damage effect (+10 condi dmg, max 25 stacks). Reduce incoming condition damage by 0.2% per stack (5% at max capacity) > > > Mmmm.... The current adrenaline gain on Furious is pretty great and I don't want it to go away even with your proposal to Deep Strike. I'd prefer the current Furious over this personally. > > I suppose +1 adrenaline shouldn't be very broken in the current meta. > > > > —Major Grandmaster 2: "Burst Supremacy"- Burst skills have an increased critical-hit chance (50%) and grant 5 stacks of Unblockable (25 seconds) > > > Why not just keep the current 100% chance and just add on an extra rider? Also those 25s of unblockable are way out there in duration. > > > How about: > > > Burst skills have 100% chance to crit. > > > Consuming adrenaline grants 2 stacks per bar adrenaline spent of Unblockable (5s). > > > > > > This means that your bursts have 100% crit chance as current, and are unblockable in addition to a few followup attacks, or some multiple hit burst hits. > > This sounds more practical. A T3 Burst granting some unblockables aye. What an excellent counter to guardians and their focus 5. And since it's based on consumed adrenaline and not landing the burst, there is some good tactics we can use. Would you count entering Berserk Mode as such an instance? It would be cool to pop Berserk (basically consuming adrenaline to convert it to 10 Rage) and have our first burst be unblockable if traited. > Well Berserk counts as a T3 bursts and Primal Bursts count as T1 bursts so they would behave as such. > > > > —Major Grandmaster 3: "Crisis"-While below the Health Threshold (75%), attack speed increases (15%) and you gain Alacrity (5 seconds every 20 seconds) > > > Hmm... Make it instead so that you gain quickness and alacrity when struck below 75% for 5s with a 20s CD. > > > > > Don't you think that quickness overlaps too much with Heightened Focus? Maybe maintaining a flat increase in attack speed is better? > Well Heightened Focus is a pretty garbage trait to be honest. They cut the duration too much in competitive play. Giving another quickness source is not a bad idea. > > P.S. I separated this into Condi (upper) line, Ferocity/Power dmg (middle) and a more general quality of life (lower) paths. But I'm still confident that the condi path can and should have, slow, confusion, torment and weakness applications. Perhaps getting rid of Blademaster or overhauling it entirely to fit these condis. > I can see torment on applying a critical hit via Wounding Precision, but that would only be what is on the trait then. That or applying some number of stacks when you apply a movement impairing condition. I can see confusion on Unsuspecting Foe for reasons stated above. Weakness we can get from elsewhere already. Slow isn't really a core warrior thing and I think we should keep it like that. > > > > Edit: Was thinking of popping a "inflicting vulnerability heals you" just like you write in the main post. But would it actually be beneficial? Would it be too much to have 2 ways to heal in this specialization? Is our vulnerabilityy coverage enough to heal us? (There is also the option "For every 5 stacks of vulnerability you inflict gain a boon (vigor, or might for some strength synergy?)" > > Either or really. I was thinking along the lines of the fact that we have several sources of +10 stacks of vulnerability, some of which can hit multiple foes. That coupled with the proposal to turn the Rifles into a 600 range cone AoEs means that you could camp Rifle and get high amounts of self healing with that version of the trait. I was meaning it to be a small source, not a large source. Ideally it would be run with Might Makes Right and/or Mending Might, but not as a replacement. If were feasible as a replacement for MMR for example then you would have Arms/Str/Tact bunker builds using Might, Vulnerability, and Vigorous Shouts to never die, hence the small amount of healing that I suggesting on Sundering Bursts. > > A non might based source of healing to nudge sustain upwards some, but not in an oppressive way. I read you. So ultimately: **Minor Adept** _Furious Bursts_ : Burst Skills grant Fury. **Major Adept 1** _Wounding Precision_ : A percentage of your Precision is converted to Expertise (7%). Critical hits have a chance to inflict Torment (50% chance, 1 stack of Torment for 4 seconds). **Major Adept 2** _Signet Mastery_ : Stacking Ferocity Bonus, reduced recharge for signets, cast Lesser Signet of Fury when striking a foe (180 Precision, 180 Ferocity, 10 Adrenaline) (25 sec ICD, Lesser Signet active for 5 sec). **Major Adept 3** _Opportunist_ : Increased outgoing damage to Vulnerable Foes (12.5% for 25 stacks of Vulnerability inflicted). **Minor Master** _Deep Strikes_ : Gain adrenaline under the effects of Fury (2 Adrenaline per 1 sec interval). Fury improves condition damage (+180 Condi dmg). **Major Master 1** _Blademaster_ : Gain Expertise (120). Gain condition damage while wielding a sword (120). Sword Skills have reduced recharge. **Major Master 2** _Unsuspecting Foe_ : Increased Critical Hit Chance against CC'd foes (50%). Striking CC'd foes inflicts Confusion on the enemy (5 stacks for 5 seconds, 9 second ICD). **Major Master 3** _Sundering Burst_ : Burst skills inflict Vulnerability (5 stacks, for 10 sec, 5 sec ICD), your Vulnerability lasts longer (25%) and you heal yourself for every stack of Vulnerability inlficted on foes (45 HP recovered per Vulnerability stack inflicted). **Minor Grandmaster** _Bloodthirsty_ : Inflict Bleed (1 sec) on critical hits (33% chance). Your bleed lasts longer (15% longer). Heal for a percentage of your outgoing critical damage (7%). **Major Grandmaster 1** _Furious_ : Gain bonus adrenaline on critical hits (+1). Gain a stacking Effect (for 10 sec, up to 25 stacks), which improves condi dmg (+10 per stack) and reduces incoming condition damage (0.2% per stack). **Major Grandmaster 2** _Burst Supremacy_ : Burst skills have an increased Critical hit chance (100%). Consuming adrenaline grants 2 stacks of Unblockable (5s) per adrenaline bar spent. **Major Grandmaster 3** _Crisis_ : While below the Health Threshold (75%), gain Quickness (5 sec) and Alacrity (5 sec) (15 sec ICD). Damn is it fun to speculate!
  7. > @"Skyy.5380" said: > Everyone ignores my monk idea : D > I WANT THAT ANYWAYS; fist your enemies to death. or fist them so other can kill them or ah whatever > > > @"Skyy.5380" said: > > I was reading about a monk spec in another thread and I really got into it. My idea of a great support build as a new elite specc would be a NO WEAPON "Monk" that as an class mechanic can swap between ying & yang (names are optional). > > > > The Warrior already has almost all weapons available in the game so a no weapon variant would make sense. Being able to upgrade your fists and/or getting fistweapons (foci as option) if no weapon would be 2 problematic. > > > > The idea is that you can swap between ying & yang to alter between offensive and defensive boons (instead of a weapon swap). Ying offers you 5 unique skills that give protecting boons like Regeneration, Aegis and maybe Resistancew. Yang offers you 5 unique skills, more damage orientated that offer offensive boons like Might, Fury and Quickness. As an "Adrenalin" skill you could get something that can refresh the durations of your boons or renew it therefore used at the CORRECT TIME can be massively benefitial but requires some game knowledge to register those moments. > > > > The elite skill could be some kind of stationary healing source; Massive heal output for a short time but stationary so people have to stand close by (I stole the idea of wow's Tranquility on druid). Correctly used can outsustain even heavy boss damage in raids, wasted punishes you with a long cooldown (even possible to discount cooldown if yo heal (not overheal!) certain amounts to make it harder to master). > > > > This makes it very interesting to play in raids/fractals. It can't be able to maintain all boons on max stats (by weapon swapping) tho because that would be way 2 overpowerd. You rather have to choose if you want offensive or defensive boons on that specific time. Offensive boons deals way more dps passively and actively due to the nature of the weapon skills, protecting boons therefore less dps, more heals/cleanses etc. > > > > The concept of a Monk fits well into cantha's theme, I'm not sure if warrior is the correct place to put it tho. > > It's crucial for warriors to get a new weapon. It allows for more buildcraft. Some of our weapons are redundant in competetive (all OH but Axe), Shield and Warhorn aside. As for "marrying" warrior with Guardian (cause Guardian's have defense magic used by Monks), I'm not a fun of the idea. Right now the 2 biggest contenders for warrior are: Double PistolWarrior/Elementalist-like spec (cause of fields), or Staff-Spear Warrior/Thief-like spec (a duelist) Monk is an idea too, but unarmed, double foci or double scepters are a step beyond in imagination.
  8. > @"Sigmoid.7082" said: > > @"Grand Marshal.4098" said: > > Basically, the sooner they say some stuff, ideally getting an opinion from the community to make changes before final release, the more issues may be solved. > > But since this ain't happening, the probability of receiving a product with issues is high. > > Of course, because everyone's opinion is different. Something someone's sees as an issue could be a complete non-issue to someone else, even a benefit. Its literally impossible to please everyone. > Not talking about story bits or what can only appeal to the eye, rather, mechanics and how the game functions. To prevent more bugs from apppearing in this old engine, player testing should be a thing. Yes, opinions differ, but trying to release a complete expansion is objectively the goal. For what it's worth, even when EoD gets release, we will probably be given the excuse of yet another time crunch which forced poor implementation of new features. You don't have to please everyone. But that's not an excuse for not going after "perfection". I really hope EoD is gonna be good in all aspects, don't get me wrong.
  9. People saying Anet will make reveals when they got a ready product... ... But not considering that people are dissapointed in this silence from the company, because even when that reveal happens, it is possible that we will not receive said product as intended? Basically, the sooner they say some stuff, ideally getting an opinion from the community to make changes before final release, the more issues may be solved. But since this ain't happening, the probability of receiving a product with issues is high. At this point, I personally don't care, but people should also not be negative towards those who want to see what they invest their time and money in. Only reason the announcement was made early was because IBS started doing bad, covid appeared, sales obviously dropped since economies collapsed and Anet had to push that red emergency button to keep the few customers it has. The promise of an expansion.
  10. > @"Lan Deathrider.5910" said: > > @"Grand Marshal.4098" said: > > Just some random stuff I put together for Arms cause I was bored. Gonna leave em here > > > > **Reworked Arms** > > > > _Minor Adept: Furious Burst-Bursts grant Fury_ > Same as current. Not a bad minor so okay. I don't expect a lot from a Minor Adept and given how Burst spam is promoted, I think it's ok as is. (Unless if we say that Fury application A)applies might on it's own application B ) Strips Might from the enemy (overkill)) > > —Major Adept 1: Wounding Precision-Gain Precision based on your power (15%). A percentage of the precision is converted to expertise (20%) > Interesting. Those conversions are a lot higher than the current ratios, so probably wouldn't happen. > I think that precision based on power is interesting, but for an Adept it would have to be 7%. > Since this is the condi tree I'd like to see this trait inflict something like torment on critical in addition to the expertise gain. Yeah, the only numbers I didn't rly check. I thought, for a condi line that adds some precision as well, so if out of 1k power you get 150 precision, convert 30 of that into expertise. Maybe it should follow Blood Reaction as you said. > > > —Major Adept 2: Signet Mastery-same but instead of lesser Signet of Might, cast lesser Signet of Fury (180 Precision, 180 Ferocity, 10 adrenaline) (25 seconds) > This trait always bothered me since it gave ferocity instead of precision or condition given the tree it is in. Lesser Signet of Fury as you stated is more thematic for the tree. > 5s on those state increases correct? I'd imagine it would be enough, yes. I also had the idea of a different lesser signet activating according to some parameter, but it was too much thought and would probably end up to strong (for example: lesser signet of fury for foe below heath threshold, lesser healing sig when below 25% health, lesser dolly sig when stunned, lesser endurance sig when you get 5 condis etc). With a rather big CD on all those, but again, too strong even for weaker singets. > > —Major Adept 3: Opportunist-Increased outgoing damage to Vulnerable foes (5%) > I think 0.5% per stack would be better. Gives Rifle a bit of a boost. Even better! > > _Minor Master: Deep Strikes-Gain adrenaline under the effects of Fury (2 adrenaline per 1 sec interval). Fury improves condition damage (+100 Condi dmg)_ > This I like. It would make Arms a great adrenaline gain line. Keep the +180 condi damage while under the effects of fury though. Didn't want to make Fury too strong with the original condi buff, hence the decrease. But if you believe we can keep it I'm in. > > —Major Master 1: Blademaster-same > > > > —Major Master 2: Unsuspecting Foe-same > There is an opportunity to apply confusion on hitting a CC'd foes, something that warrior had before but was implemented poorly. Dammnit I'm not very creatuve with condi. I'd like to give poison to Blademaster somehow, or weakness. Which would ideally go well with Cull The Weak. As for Unsuspecting Foe, how about giving it the 33% chance to bleed on strikes? Does that take away from the overall condition potential? > > —Major Master 3: Sundering Burst-Burst skills inflict Vulnerability. Your Vulnerability lasts longer (5%) > So the same as current but with 5% more vulnerability duration? I figured that if this were to synergize with Opportunist, this would be enough. Axe MH, GS aa, Rifle and OH Dagger inflict decent vulnerability already (OH Mace too, but that's hardly used in competetive). Perhaps it would be the same if we kept it with extra vulnerability on critical hit, but I think warrior needs a bit larger of attack window. > > _Minor Grandmaster:"Bloodthirsty"-A portion of the damage of your critical strikes heals you (10%)_ > Where would you put the 33% chance to bleed on crit? That should go somewhere I think. Maybe on a Major Master, as I said above? We could slap it in the Minor GM, but I'm cautious of it offerring too much. Was even considering Singet Mastery for GM tbh. > > —Major Grandmaster 1: Furious-Critical hits grant a stacking condition damage effect (+10 condi dmg, max 25 stacks). Reduce incoming condition damage by 0.2% per stack (5% at max capacity) > Mmmm.... The current adrenaline gain on Furious is pretty great and I don't want it to go away even with your proposal to Deep Strike. I'd prefer the current Furious over this personally. I suppose +1 adrenaline shouldn't be very broken in the current meta. > > —Major Grandmaster 2: "Burst Supremacy"- Burst skills have an increased critical-hit chance (50%) and grant 5 stacks of Unblockable (25 seconds) > Why not just keep the current 100% chance and just add on an extra rider? Also those 25s of unblockable are way out there in duration. > How about: > Burst skills have 100% chance to crit. > Consuming adrenaline grants 2 stacks per bar adrenaline spent of Unblockable (5s). > > This means that your bursts have 100% crit chance as current, and are unblockable in addition to a few followup attacks, or some multiple hit burst hits. This sounds more practical. A T3 Burst granting some unblockables aye. What an excellent counter to guardians and their focus 5. And since it's based on consumed adrenaline and not landing the burst, there is some good tactics we can use. Would you count entering Berserk Mode as such an instance? It would be cool to pop Berserk (basically consuming adrenaline to convert it to 10 Rage) and have our first burst be unblockable if traited. > > —Major Grandmaster 3: "Crisis"-While below the Health Threshold (75%), attack speed increases (15%) and you gain Alacrity (5 seconds every 20 seconds) > Hmm... Make it instead so that you gain quickness and alacrity when struck below 75% for 5s with a 20s CD. > Don't you think that quickness overlaps too much with Heightened Focus? Maybe maintaining a flat increase in attack speed is better? P.S. I separated this into Condi (upper) line, Ferocity/Power dmg (middle) and a more general quality of life (lower) paths. But I'm still confident that the condi path can and should have, slow, confusion, torment and weakness applications. Perhaps getting rid of Blademaster or overhauling it entirely to fit these condis. Edit: Was thinking of popping a "inflicting vulnerability heals you" just like you write in the main post. But would it actually be beneficial? Would it be too much to have 2 ways to heal in this specialization? Is our vulnerabilityy coverage enough to heal us? (There is also the option "For every 5 stacks of vulnerability you inflict gain a boon (vigor, or might for some strength synergy?)"
  11. Just some random stuff I put together for Arms cause I was bored. Gonna leave em here **Reworked Arms** _Minor Adept: Furious Burst-Bursts grant Fury_ —Major Adept 1: Wounding Precision-Gain Precision based on your power (15%). A percentage of the precision is converted to expertise (20%) —Major Adept 2: Signet Mastery-same but instead of lesser Signet of Might, cast lesser Signet of Fury (180 Precision, 180 Ferocity, 10 adrenaline) (25 seconds) —Major Adept 3: Opportunist-Increased outgoing damage to Vulnerable foes (5%) _Minor Master: Deep Strikes-Gain adrenaline under the effects of Fury (2 adrenaline per 1 sec interval). Fury improves condition damage (+100 Condi dmg)_ —Major Master 1: Blademaster-same —Major Master 2: Unsuspecting Foe-same —Major Master 3: Sundering Burst-Burst skills inflict Vulnerability. Your Vulnerability lasts longer (5%) _Minor Grandmaster:"Bloodthirsty"-A portion of the damage of your critical strikes heals you (10%)_ —Major Grandmaster 1: Furious-Critical hits grant a stacking condition damage effect (+10 condi dmg, max 25 stacks). Reduce incoming condition damage by 0.2% per stack (5% at max capacity) —Major Grandmaster 2: "Burst Supremacy"- Burst skills have an increased critical-hit chance (50%) and grant 5 stacks of Unblockable (25 seconds) —Major Grandmaster 3: "Crisis"-While below the Health Threshold (75%), attack speed increases (15%) and you gain Alacrity (5 seconds every 20 seconds)
  12. > @"Lan Deathrider.5910" said: > > @"draxynnic.3719" said: > > > @"Grand Marshal.4098" said: > > > > @"draxynnic.3719" said: > > > > > @"Grand Marshal.4098" said: > > > > > As long as it's fun to play and allows me to solo all PvE maps i'll be fine with it being whatever tbh. The support role hindering with your capabilities is what I believe drives people off. Just because you won't be able to score kills while zerging or PvPing, doesn't mean you won't be able to do almost all PvE (aside from high end stuff). > > > > > > > > And I don't think this is necessarily going to be the case. Most of the existing support elite specs can also put out a lot of damage if they build for it, and in some cases they're better off in open world and solo content because they can self-buff. > > > > > > It is just that warrior is lacking in roaming right now. Berserker is unviable, or super tight to play with (and that's for 1v1 situations almost strictly), and Core shares the same build as spellbreaker. Not enough buildcraft. So a warrior spec which does well only as a support in wvw would not be seen as a fun option to many warrior mains (I've asked at least 20 warriors in the past 2 weeks and they all replied with a no to a pure support role). It's clearly subjective and won't affect Anet's decision though, so it's pretty pointless to have any arguments about whether people will like it or not. As long as Defence gets buffed to match the compatibility of Strength, Tactics and Discipline and as long as Arms get reworked in a more general damage role with perks for the warrior (not used only in gunflame builds) I won't rly care, cause the existing specs and Core will see new builds coming up. > > > > That's a fair observation, I'd have to admit - the support-oriented specs don't seem to be doing well in the roaming meta at the moment (except druid, interestingly) - possibly because they often rely on fields and otherwise have relatively static playstyles. I'd probably attribute that to core/spellbreaker/berserker not doing as well as it should, though - buffs to the core lines, as you say, would probably be a more appropriate response to that problem. > Arms and Defense need to be revamped at this point. All the warrior specs would benefit from that and would roam better as a result. Can't wait for the day (if it ever comes) when I'll play an Arms, Defence Spellbreaker, or a Defence, Arms Berserker! Arms can be waaaaay more than some pure condi buffs. Something more akin to Revenant's Invocation is what I have in mind for Arms. A good merge of current Arms with Invocation features (centered around bursts) would be amazing! Arms becoming a contender with Discipline would allow for so much buildcraft! And naturally, what we have said before about Defence. An actual defence role, with no need to use cleansing ire on hit, rather on adrenaline spending + no 5 minute CDs + meaningful trait for Stances + a revamp on major adepts and major masters (cull the weak, sundering mace etc). If I had these changes, I would not care if the new spec did 0 damage. I would be able to make tons of new builds with the existing specs. Edit: funny how a major adept in Invocation heals and provides stability on stunbreak, but warriors need RR to heal on stun break and Eternal Champion on Berserker for stability on stun break. Edit 2: Ferocious Aggression and Deep Strikes, taking the respective slot of minor master in both traitlines....wth Anet...7% flat dmg modifier for Rev, +180 condi dmg for warrior...Did they confuse the traitlines or what.
  13. > @"Kodama.6453" said: > > @"Konrad Curze.5130" said: > > > @"Grand Marshal.4098" said: > > > Spellbreaker has 2 adrenaline bars but can only use T1 bursts. So Grandmasters like Cleansing Ire, Berserker's Power lose a lot of their potential from Core builds. > > > > > > As for Berserker, the inability to use bursts outside of Berserk Mode and when it's activated you get a tooughness penalty on top of the fact that your bursts are T1 bursts again, is a bit of an overkill for the spec in competetive. I really hope for some balance on Berserker. As in: F2 to exit Berserk Mode, no toughness penalty (if not a toughness buff, like 100 extra toughness), or lower Berserk Mode CD. Berserkers on CD are sitting ducks waiting to be killed. > > > > > > P.S. Whatever the new spec is, I wonder if they go for T1 bursts again, or if they will maintain the T2 and T3 bursts on it. What will the trade-off be hmm. > > > > Berserker is easily the most stupidly, horribly designed spec on the whole game > > > > It's essentially a warrior with only 2 trait lines 30-40% of the time > > Honestly, I don't get why some people have such a huge problem with how the berserker trait line functions. > Holosmith goes even further than this class, the **entire** trait line is built on the photonforge, not a single trait in that line works without the photonforge at all. > > Yet you don't read people complaining all the time "holosmith has no trait line 50% of the time!".... Issue with Berserker is how it is a warrior only during Berserk. Warriors are sustained via Bursts. When Berserk is on CD and you need to build 30 adrenaline to re-activate it, you lose access to bursts. Don't get me wrong, I always play Berserker as a roamer. I find it fun. But compared to Core and SPellbreaker , it severely lacks in the sustain department, despite not dishing out huge damage. To do that, you run glass canon builds and need a firebrand with you. Any warrior espec should be a good solo roamer. Warriors are meant tot ake care of themselves. In any case, toughness penalty+time gated T1 bursts (Adrenal Health, Cleansing Ire, Berserker's Power get affected) greatly tones down it's potential. Savage Instinct on Berserk is all you got to survive. On top of that, awfully predictable f1 skills and subpar utilities. Holosmith utilities >>>>>>>>> Berserker utilities In any case, this can be fixed with little tweaks on Berserker, but what needs to be fixed rn is core.
  14. > @"ZarexWolf.5637" said: > > @"Kodama.6453" said: > > I am biased towards the plaguedoctor, since alchemy is my favourite thematic from the engineer. Also Anet removed alot of chemical warfare when it comes to thematics from the engineer over the years. > > > > The alchemy trait line used to be about aggressive usage of chemicals just as well as the supportive nature of it. Acid coating, acidic elixirs, deathly mixture, etc. All this stuff got removed to reshape alchemy as a purely supportive trait line in the end. > > I would like these thematics to return and an alchemy based elite spec would be the best way to achieve this. > > > > Also it would fill an interesting thematical niche for the engineer elite specs in my opinion. The hightech and mechanical aspects of their thematics are already covered thanks to scrapper and holosmith. Having the chemical aspects of the class represented in an elite spec would be great in my opinion to give some thematical variety between the specs. > > > > A sapper wouldn't really achieve that in my opinion, it would just be another spec that builds stuff with most likely a mechanical design, just like the scrapper. Hell, even the names are kitten close, just a cr is differentiating sapper from scrapper, lmao. > > > > And the part about environmental scars... I think this works perfectly fine for Cantha. Cantha wasn't just Shing Jea, Kurzick and Luxon. A huge part of the map back then has been Kaineng, which already in times of GW1 has been a huge city with overpopulation, slums, and other social problems. I can imagine that Kaineng has grown over the years and became a very "steampunky" and polluted city, tbh. > > Honestly, I can see plague doctor being a thing for Engineer. Alchemy did take a dive in fairness, but maybe Plague Doctor can rectify that? Also curious if the image used for it will display another Charr or an Asura this time. I agree and I'm not even an engi main. I like the idea so much, that I run around with a Crapper or Core build dedicated to the elixirs and the elixir gun, with double pistols ofc, treating it like a "toxic waste management" type of deal lmao. I even wasted gold for the LS1 backpack which is the injection used in the tower of nightmares, and ofc an aqua breather as to not inhale that gas. Laughs aside though, I am a difficult player when it comes to playing condi builds, but this spec I would definitely play a lot! Now it's up to each one of us how it will function, what skills and mechanic it will get etc, as long as it's fun.
  15. So basically small packs of unique appearance combos to fit into a certain theme? Similarly to how we get those outfit/dye/backpiece combos to fully change the character's cosmetic appearance into some theme? Well I wouldn't mind it tbh. But this feature being probably on the expensive side of things will definitely not appeal to players who don't have enough gold to convert/wish to spend money on the gemstore. Okay now you got the appearance of a Mordrem Guard as a sylvari, an Awakened Occultist as a human, an Ash Shama as a charr, a Son of Svanir as a Norn, or an Inquest as an asura. But you want to return to your old character. The original one. What happens to your kit? Is it a one time thing? How can you save your appearance if it's not? New tab in the hero panel with bought kits? If you want to alter the appearance of your current kit, do you buy a new one? If not, isn't it unfair to be able to customize your unique character appearance for free (when talking about the customization features available in said kit, Mordrem/Awakened etc)? Did I understand this correctly? In any case, you are basically trying to give us (cause Anet won't see probs) a solution to not adding new races. Which is commendable and an interesting take. But I'm afraid that for practicallity reasons only (the questions asked earlier) Anet will most probably make some new tonics and call it a day. Mounting with battle tonics would require transformations to change as a system since mounting is a transformation, so all in all, it's just as much effort I'd say. Would I want this? Hell yeah!
  16. Guild Wars Sins? Hell yeah I'm in!
  17. > @"Jski.6180" said: > Today would be the preview if we where getting are normal February update. The days not over but so far nothing. Bold of us to assume Anet cares at this point. Let's see how EoD will do. The guys working on it say classic stuff that needs to be said, cause contracts "we are very excited to work on this! We are trying our best!" etc. It's sad, but no Balance pathc will come until the expac comes and I'm sure they'll go for an undecover patch, with no input from players, which will result in the same shitshow. For christ's sake, they hardly work on IBS, a release which future players will have to pay for if without an acc already. One could only wish for meaningful changes in the traits, but naaaaah. Probably going to be CDs, nerfs etc, without addressing any issues such as boon uptime and condi spam.
  18. > @"kharmin.7683" said: > > @"Grand Marshal.4098" said: > > Only way I can see dual scepter work on warrior would be as short-staves which can be wielded at the same time (animations would depict the warrior using both weapons in every single move, although this could work as a mechanic for the spec). So it's not full on staff which is used by Core Rev and Daredevil, but it's also not a caster weapon or similar to Mace. > > > > Like some form of sticks used to fight. > > > > Edit: A lot of spinning with dem sticks > > I would think that this might entail a lot more work, to have both main and off-hand weapons animated for every attack. My experience is that off-hand weapons are only animated for their specific skills (4, 5). That is the case. I was trying to get some creative idea with scepters. I would not imagine someone wielding 2 sticks the same way they would wield sword, or axes. For example, offhand axe on warrior has "dual wield" feel. The chop in skill 4 with both axes and skill 5 a tornado with both weapons. Something like these 2 skills but also for AA and skills 2 and 3. In any case, it would be nice of anet to start promoting their game more. At least to veterans. Would love to see some glimpses of the professions. Maybe a name or a theme.
  19. Only way I can see dual scepter work on warrior would be as short-staves which can be wielded at the same time (animations would depict the warrior using both weapons in every single move, although this could work as a mechanic for the spec). So it's not full on staff which is used by Core Rev and Daredevil, but it's also not a caster weapon or similar to Mace. Like some form of sticks used to fight. Edit: A lot of spinning with dem sticks
  20. > @"Lan Deathrider.5910" said: > > @"Grand Marshal.4098" said: > > > @"draxynnic.3719" said: > > > > @"Grand Marshal.4098" said: > > > > As long as it's fun to play and allows me to solo all PvE maps i'll be fine with it being whatever tbh. The support role hindering with your capabilities is what I believe drives people off. Just because you won't be able to score kills while zerging or PvPing, doesn't mean you won't be able to do almost all PvE (aside from high end stuff). > > > > > > And I don't think this is necessarily going to be the case. Most of the existing support elite specs can also put out a lot of damage if they build for it, and in some cases they're better off in open world and solo content because they can self-buff. > > > > It is just that warrior is lacking in roaming right now. Berserker is unviable, or super tight to play with (and that's for 1v1 situations almost strictly), and Core shares the same build as spellbreaker. Not enough buildcraft. So a warrior spec which does well only as a support in wvw would not be seen as a fun option to many warrior mains (I've asked at least 20 warriors in the past 2 weeks and they all replied with a no to a pure support role). It's clearly subjective and won't affect Anet's decision though, so it's pretty pointless to have any arguments about whether people will like it or not. As long as Defence gets buffed to match the compatibility of Strength, Tactics and Discipline and as long as Arms get reworked in a more general damage role with perks for the warrior (not used only in gunflame builds) I won't rly care, cause the existing specs and Core will see new builds coming up. > > I solo'd two mesmers (Mirage and a Chrono) at North camp in Alpine yesterday with my Berserker, never dropped below 30% hp the entire fight. Had a fun time ripping them apart. Roaming is what you make it out to be, small tweaks to your setup can have surprising results and get you victories where you would have been defeated before. > > Any support spec would also have viable DPS within it for at least one of the game modes. Strength+Arms or Strength+Discipline together would be enough to create a DPS with whatever personal DPS the new spec brings. > > Besides its not like Ranger and Guardian didn't have 'support' skills prior to Druid and Firebrand, so having things like shouts or banners does not preclude Warrior getting a support espec. > > You are right @"Grand Marshal.4098" that Defense needs to be fixed and that Arms needs a strong rework though, hopefully before EoD goes live. I also run Berserker roamer cause it's fun tbh. Pop that Berserker stance on berserk mode with decapitate spam after some cc chain and you got some easy kills. But Berserker does not survive as long as core does in fights despite Savage Instinct unfortunately. I wonder if for the new spec they stick to the original 3 bars of adrenalie, so Cleansing Ire and Berserker's Power can be more useful again.
  21. > @"draxynnic.3719" said: > > @"Grand Marshal.4098" said: > > As long as it's fun to play and allows me to solo all PvE maps i'll be fine with it being whatever tbh. The support role hindering with your capabilities is what I believe drives people off. Just because you won't be able to score kills while zerging or PvPing, doesn't mean you won't be able to do almost all PvE (aside from high end stuff). > > And I don't think this is necessarily going to be the case. Most of the existing support elite specs can also put out a lot of damage if they build for it, and in some cases they're better off in open world and solo content because they can self-buff. It is just that warrior is lacking in roaming right now. Berserker is unviable, or super tight to play with (and that's for 1v1 situations almost strictly), and Core shares the same build as spellbreaker. Not enough buildcraft. So a warrior spec which does well only as a support in wvw would not be seen as a fun option to many warrior mains (I've asked at least 20 warriors in the past 2 weeks and they all replied with a no to a pure support role). It's clearly subjective and won't affect Anet's decision though, so it's pretty pointless to have any arguments about whether people will like it or not. As long as Defence gets buffed to match the compatibility of Strength, Tactics and Discipline and as long as Arms get reworked in a more general damage role with perks for the warrior (not used only in gunflame builds) I won't rly care, cause the existing specs and Core will see new builds coming up.
  22. > @"Samug.6512" said: > I hate it: > 1. Scrapper already is heavily steampunk-themed. > 2. Oh nu another minions specs go away > 3. Even ANet admitted minions are dumb and reworked Scrapper, thankfully so. > 4. "hop into a golem" is basically a worse version of Holosmith > 5. If I understand correctly, this spec relies on picking something up from the ground? Well I would like to remind you this also is a mechanic that already exists and nobody uses - on revanent (most people are not even aware it's there...) and engi (again thankfully, on engi it is present only on one trait and F5 on core, situational at best) - also, was on medkit, nobody used it, medkit got reworked, now it's meta for support engi. > 6. Another power spec on engi, it would add lots of variety to all engi builds... > > This spec has literally everything I would like **NOT** to see added to the game I don't disagree, but it's commendable that they went this far to present this idea. Very well made and leagues superior to your basic "here is my espec theory" thread. Very nice work from them. Doesn't matter if they propose something good, I wish we see more people from the community go creative like this. For example I wouldn't want a monk warrior. Too passive. I want a duelist warrior, but still good presentation.
  23. As long as it's fun to play and allows me to solo all PvE maps i'll be fine with it being whatever tbh. The support role hindering with your capabilities is what I believe drives people off. Just because you won't be able to score kills while zerging or PvPing, doesn't mean you won't be able to do almost all PvE (aside from high end stuff).
  24. They recently changed the tool tip for Lich Form. Don't expect them to touch upon a skill/trait so soon after such a big change. EoD balance patch will be nuts!
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