Jump to content
  • Sign Up

Girth.9731

Members
  • Posts

    115
  • Joined

  • Last visited

Posts posted by Girth.9731

  1. > @"Svarty.8019" said:

    > Let's get rid of Unblockables.

    >

    > What's the point? It's not like people are saying "Oh that person is blocking, I'll use my unblockable". That level of gameplay doesn't exist. Unblockable just helps unskilled players with their random ability spamming.

    >

    > /tut /rolleyes

    >

    >

     

    Found the DH main.

  2. > @"Mighty Cole.7849" said:

    > Healing Signet was nerfed too hard. The passive base heal should have been reduced to 326 to match the healing potential of Mending. It would have created more diversity in builds and the only trade off would be whether you wanted to clear conditions or have access to resistance. Mending would still synergize better with Peak Performance, whereas Healing Signet would benefit from Signet Mastery. Right now, it's too anemic regardless of what build you're running.

    >

    > It's never a good sign when the paradigm is, "Choose this skill because it doesn't suck as much as the other skills". :wink:

     

    Yeah Healing Signet was way overnerfed. Believe me, I was one of the last holdouts who swapped to Mending because I loved the gameplay that the passive heal promoted, but Mending is _way_ better than Healing Signet right now. There really isn't even a comparison to be made honestly. I wish Anet would give Healing Signet a little love so I could use it again.

  3. > @"Lan Deathrider.5910" said:

    > > @"Teratus.2859" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Teratus.2859" said:

    > > > > > @"Fueki.4753" said:

    > > > > > > @"Teratus.2859" said:

    > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol

    > > > > > Since most Greatsword skins look stupid anyway, that flailing while running should be no problem.

    > > > >

    > > > > Lol you're not wrong XD

    > > > >

    > > > > > @"Lan Deathrider.5910" said:

    > > > > > > @"Teratus.2859" said:

    > > > > > > I much preferred how Hundred Blades functioned back in Gw1 but alas we have what we have.

    > > > > > >

    > > > > > > Every idea I see that proposes a "fix" for Hundred Blade is often just "make it mobile".. I can understand this but it would look pretty stupid if you were running around flailing a GS around like that lol

    > > > > > >

    > > > > > > I think a better solution would be to rework Hundred Blades so it functions more like Reapers Death Spiral or Rangers Hunters Call.

    > > > > > >

    > > > > > > Death Spiral is a really good skill that hits for x6 in a single second which is only two less than Hundred Blades hits for over 3 and a half seconds so this is definitely practical for a rework of Hundred Blades.

    > > > > > > The problem is though if it functioned like this it would be such a massive damage spike in a very short period of time so it would either need a long and thus predictable cast time or a heavy damage and CD reduction to make it not ridiculously OP..

    > > > > > I'm okay with a massive damage spike.

    > > > > > Nothing stopping Anet from making said damage spike conditional though. Like have it be 6 hits, dealing 0.2 scaling per hit, but if they strike a CC'd target they do 0.5 scaling.

    > > > >

    > > > > I'm mainly trying to avoid a big nerf to the max dmg output of Hundred Blades which I feel would be a certainty if they made it function exactly like Death Spiral.

    > > > > Hundred Blades is a really hard hitting skill with a long cast time trade off as well as a placement lock.

    > > > > Cutting the 3 and a half second cast time to 1 second but still having the x8 critable strikes would be such a huge amount of damage inflicted in such a short time.. it would probably become an insta kill skill against many in the PvP scene.

    > > > > Nerfs would certainly be called for in that case I'd bet.

    > > > Blurred Frenzy deals 8 strikes in one second, it has meh damage but that is because it also evades during that time, so it is overloaded from a competitive viewpoint. Giving 100B a 1s cast time for 8 hits without evade frames is perfectly reasonable for at least a moderate damage ability, and if it has a very obvious windup animation then it definitely deserves high damage.

    > >

    > >

    > > When I was thinking about it I was thinking more a quick horizontal slice animation.

    > > It could work with a buildup though but if it's too easy to see coming it'll never be that viable in competitive as people will always be watching for it.

    >

    > I think a 0.25s of animation frames of the warrior cocking back the big AF sword before unleashing a kitten ton of damage is enough of a warning for people to get out of the way if they have dodges left. At the same time it would be quick enough to successfully start once you CC someone and get respectable damage in even if the last hit misses.

     

    I think this would be the best direction for the skill to go in. I'm okay with the channeled strike requiring you to stay in place, I think that's part of what makes Hundred Blades cool and unique. What I want to see a 0.5s wind up animation where the Warrior can move followed by a channeled burst of damage over the next 1.5s. I think this would make the skill feel alot more usable in multiple situations while maintaining the theme of the skill. I think the damage should be somewhere around 1.5x an Arcing Slice since this skill would still be harder to land.

  4. I think most Warrior mains can agree that Hundred Blades needs a rework. While the skill is thematically cool, it can quite ineffective against skilled opponents and is very clunky in general. This is not to say that the skill is currently useless, but rather to say that it needs to be updated to fit with the pace PvP in 2021. While there have been numerous suggestions on this forum to either lower the cast time or increase the damage, I want to purpose a simple rework that I feel would dramatically improve the skill's usability while retaining its core theme.

     

    So, here it is.

     

    **Hundred Blades**

    _Following a 0.5s cast time in which the Warrior gathers his strength, the Warrior channels a flurry of 6 attacks in a cone in front of him over the next 1.5s with the final strike dealing additional damage.

    Movement during the channel ends the skill._

     

    Why these changes? I think Hundred Blades should still function as a payoff for CCing an opponent, and thus this rework doesn't change the core idea that Hundred Blades should be used against opponents that can't get out of the way. However, with the current 3.5s cast time we have in game, it is nearly impossible to land the last strike in PvP against skilled players. This rework adds a 0.5s cast time before the strikes begin as a way to provide enemies with a visual indication the Warrior is about to use the skill and to facilitate counterplay. It then backloads the damage over the next 1.5s to reward Warriors who are able to keep their opponents in place during the total 2s that the skill lasts for. This should function to make the skill more usable in PvP and provide counterplay without changing the core idea of what Hundred Blades should be. Obviously, damage numbers may need to be adjusted to keep the skill balanced.

     

    Would this be too difficult for Anet to pull off? Is Hundred Blades fine as is? Let me know what you think.

  5. > @"Ghos.1326" said:

    > Warrior is not even bad, it's just other things are still untouched or not touched enough. quit living in pre-nerf days, nobody likes to get hit with a lvl 1 burst skill on a 6s cd that chunks 11k+ out of your health pool. That was broken, still is broken. Nerf the other kitten that's still OP, then warrior will climb back to where it needs to be without touching it at all. Ez.

     

    I mostly agree with this. I don't really think we need to buff Warrior, but rather nerf a few over-performing specs. This only thing I would like to see is a rework of the dead 300s traits, a few weapons skills updated, and either a rework or a buff to Healing Signet as, in its current state, its unusable compared to Mending.

  6. Man someone should get you on the balanced team. These are some great suggestions. Really love your ideas for Might Makes Right and Winds of Disenchantment, However, I think Mage Bane Tether is pretty much fine as is and applying a daze every second for 5 seconds seems quite insane. Really sad that, at least until the expansion, I highly doubt we will be getting any reworks, especially for Warrior. Also, I like what you suggested for Arms; I think it would facilitate some cool Sw/X - LB builds. I think the problem with Arms in PvP is that its a purely offensive trait line that basically provides no sustain, healing, or damage mitigation. If we want some cool Arms/Def/Disc condi build we would need Arms to be able to compete with the Berserker train line which provides at least a degree of healing and some stability. Since Strength is focused on gaining might and then converting that might to endurance and healing, I think Arms needs a different but similar focus. Maybe we could make Arms focus on stacking conditions rather than might and then healing or gaining endurance based on the conditions you have applied. There is even a skill in GW1 that did this called "Victory is Mine!". I think that would be a good direction for Arms.

  7. Depends what you want to play. If you are just interested in open world content then it doesn't matter and pick what you enjoy playing the most.

     

    For PvP/WvW, Core and Spellbreaker are probably what you want to be playing. Not that Berserker can't be effective in PvP, but I would argue its certainly not as powerful as most of the Core/Spellbreaker builds out there. There are great Berserkers in the game who can make it work, but again you will have a harder time being effective in PvP as a Berserker.

     

    If you are interested in high end fractals or raids, you definitely want to be picking Berserker. Berserker can act as a great pure DPS spec or, more commonly, as a DPS/support hybrid spec known as Bannerslave which virtually every group will want.

  8. > @"gmmg.9210" said:

    > Just a reminder that Warrior is still the worst class in PvP. Let ANET ban me idc, it has to be said. Been getting nerfed for almost a decade and it needs to end.

     

    Eh, warrior really isn't _that_ bad honestly. Sure, Healing Signet needs a buff, some of the old 300s traits need to be reworked still (pure laziness on Anet's part...), and a few weapons skills need touching up, but a good warrior can still compete at any level of PvP. Its more the fact that a few classes are still slightly over-performing even though last patch did help address that. If you really think warrior is "terrible" you may need to spend some more time practicing with the class. I've made posts before talking about how Anet refuses to address warrior's problems and they just get deleted - as will this post most likely. Anet either knows about warrior's problems and refuses to fix them or is so out of touch they aren't even aware they exist; I'm not sure which is scarier.

  9. > @"sneakytails.5629" said:

    > So I ran the build last night while roaming. The value of this build is sticking to your target and pretty much locking them down, they will blow all of their stun-breaks (even the 4 stun-breaks I run are not enough), heal, and movement abilities, but you can follow them and crush them into fine sand particles. This build can obviously stun lock opponents as well, and with other allies especially high DPS, it can end fights pretty quickly.

    >

    > As I mentioned above I have fought this build before, If you run a non meta build/weapon set you should really never win against it. I would describe it as "suffocating" to play against, but that's what this builds job is.

    >

    > Is this my preferred play-style? no its not. Would I run this build again? I might. I can see the value of this in WvW at say a really important camp that you are trying to protect, holding certain areas like ruins, the CC guy in a small scale group, etc.

    >

    > Therefore most of my critiques are personal. Both from playing against, and with the build.

    >

    > Personally I never liked Rampage, but its earlier versions were hella strong. The current version kind of sucks, having all the damage removed from CC really hurts the value and we lost the health increase, I find this forces me to use the skill earlier, or I can find myself in one shot territory upon skill exit from taking damage in Rampage mode. Personally I find Shield Bash, Stomp, Bulls Charge, Disrupting Stab and Full Counter (especially with certain traits) to be more than enough CC on this build. It's already twice what i normally run.

    >

    > I do prefer banner because there are many important stomps that you have to make in order to win in small scale fights. You have limited time to do this before the fight flips and you loose. I found myself in Rampage during some of these moments. Since the CC skills no longer carry the damage they used to have its pretty much not likely to cleave downs this way.

    >

    > You do gain a lot of CC with having Bulls Charge, Stomp, and Rampage but I feel you do loose a good bit of utility with having 3 CC skills on the bar. Especially with the damage cut from them.

    >

    > Overall I do prefer Discipline Spellbreaker, I feel bursting more often is important with one bar f1's, as well as a faster weapon swap to get those bursts when you need them. A lot of times you can get 3 off in short order with a successful FC. Most of the time you can spam 2 just from swapping. I feel this ups the damage significantly and it feels more fluid to play, and that's fun for me. Example below.

    >

    > [gw2skills.net/editor/?PKwAgiFlJwwYWsQWJe0X+vdA-zRIYR0xfIlKC6VK0yCwoHiQsHeLjusB-e](http://gw2skills.net/editor/?PKwAgiFlJwwYWsQWJe0X+vdA-zRIYR0xfIlKC6VK0yCwoHiQsHeLjusB-e)

    >

    > I threw Girth's build on one of my empty gear/build templates. I can see using it again.

    >

    >

    >

    >

    >

    >

    >

    >

    >

    >

     

    Hey man, really appreciate the detailed feedback. Been trying to spread this build around the warrior community so I'm glad to hear you gave it a try. I agree Rampage can be overkill and I often time swap between it and Signet of Fury. I could also see using banner for group play in WvW but I'm more of a roamer so I don't typically bring it. You hit the nail on the head with your analysis though, this build requires you to be on top of your opponent applying pressure 24/7. You don't want to kite away to heal or anything like that. If you can't weapon swap or your skills are on cooldown you should be chasing them and auto-attacking. I've always enjoyed the more sustain focused and durable warrior builds (a "brawler" if you will) which is why I searched for so long to find something that fit that archetype for me. I generally feel that I can out sustain just about anyone in a prolonged fight if I play well and keep up the pressure, which is exactly the build I was trying to create. At least for me, the key to really mastering this build is 1. Getting used to constantly apply pressure 2. Learning to work auto-attacks into your damage rotations (a lot of warriors I see don't do this) 3. Making sure you are careful to not waste/miss burst skill 4. Making the most of your 100b damage by using it after landing a FC to proc No Escape. If you do decide to spend some more time with the build let me know and I'd love to hear how it goes.

  10. > @"Red Haired Savage.5430" said:

    > Run something similar in WvW for small scale, I'll have to give the warrior runes a shot. I do love the stomp though, sooo much more satisfying than bull's charge. Especially since they made the CD on par with bull's charge in competitive modes.

     

    Yeah the runes are something I have been experimenting a lot with. In WvW I tend to rune Rune of Fireworks for the movespeed, but Rune of the Warrior works well there too. The reduced CD on weapon swap just feels so good on this build once you play with it a while.

     

    And yeah Stomp is super fun and actually super strong right now. A 24s CD stunbreak these days would premium on its own - then you add the stability, gap closer, and CC? Phew, thats a good skill. Any time I rune a Strength based build these days I find myself using Signet of Stamina - Stomp - Bull's Charge.

  11. > @"sneakytails.5629" said:

    > I will try it in WvW roaming. It's really hard to tell on paper without details. Pretty sure I have fought this before, cant remember exactly when though.

    >

    > [gw2skills.net/editor/?PKwAceRlVwwYWsQGJe0XevdA-zVIYR0xfKVpACTE0rEIahgRPEhYP8WG91C-w](http://gw2skills.net/editor/?PKwAceRlVwwYWsQGJe0XevdA-zVIYR0xfKVpACTE0rEIahgRPEhYP8WG91C-w)

    >

    > That's what I have been running for years in WvW. I have Variations on Core and Spellbreaker using GS/X-SH. I would rather have more stun-breaks, and the higher toughness combined with the Damage Reduction really helps. Once I break a stun I am sitting near 4k armor when DR is considered. The healing nerfs to Doly and RR hurt though.

    >

    > TBH I am sick of Rampage/Bulls Charge/GS on every build.

     

    Hmm. That is an interesting take on SB. I for one have generally stuck to the GS + X/Sh meta for all power builds so to see Axe/Axe + Rifle is definitely unique. I'd have to try it and see if I have success. I would take RR on my build because its an excellent trait, especially if you are running Stomp and another stunbreak. However, without Cleansing Ire I can't cleanse conditions or gain enough adrenaline reliably since I am dropping Discipline.

  12.  

     

    > @"Lan Deathrider.5910" said:

    > Reducing the channel time to 2s would bring this to 3.6/2s = 1.8 with the final strike and 1.4 without the final strike, either of which would be more in line with how other skills with similar purposes perform. I think this sort of change would help the skill without clunky rework of the animation and improve the flow of the weapon and actually let the skill shine in execution rather than on paper.

     

    I've been advocating for a reduction in 100b's cast time for months now. Anet is either unwilling to change 100b or doesn't recognize that it needs changing.

     

  13. Long time warrior player here. I love this class and have played it exclusively since 2012. I've made plat in multiple season and I'd say almost 80% of my game time has been spent in dueling servers over the past 8 years. Recently however, if you are like me, you've been struggling to find a good warrior build that is both fun to play and competitive in PvP/WvW. I've tried just about everything - core, strength SB, stunbreaker, healbreaker, condi berserker, but nothing really seems to work all that well. After a few months of testing, I think I have arrived at a truly formidable PvP/WvW build for warrior. It has excellent sustain, a good amount of cleansing, good pressure, mobility, and plenty of CC. It looks a little unorthodox, but after months of testing this is the absolute best build I could come up with for 1v1s and small scale PvP/WvW fights. If played well, there are very few matchups you can't win.

     

    http://gw2skills.net/editor/?PKwAEh7lJwqYKsEGKOWPpvbA-z5gfI9KByXFkxQQUDA

     

    So here is the main build. There are of course a few variations you can make to fine-tune it for certain matchups, but this is the best overall configuration I could come up with. I won't go into detail describing all my reasoning, but trust me... try this build.

     

    Would love to get your feedback if you try the build. Let me know what you think!

  14. > @"Smoosh.2718" said:

    > I'd love to see 100b act like the revs Unrelenting Assault but provide no evades, so you can still be interupted during the cast, but become mobile in the form of cleaving across a target while dashing.

    > It would be fitting to its name in the sense of dashing and attacking quickly. However I doubt this would ever come to be as it requires a new animation sadly.

     

    I think the most we can ever realistically hope for is a decrease to its cast time.

  15. > @"Lan Deathrider.5910" said:

    > > @"KryTiKaL.3125" said:

    > > > @"Lan Deathrider.5910" said:

    > > > > @"Aveigel.2601" said:

    > > > > Spear...250-300 close range melee combat, a flurry in a cone for 450-800 range, an aoe knockdown sweep with a slam followup, a piercing evading dash...would be awesome, that's not even burst XD

    > > >

    > > > I put something together a while ago for Spear: https://en-forum.guildwars2.com/discussion/101823/elite-spec-taichou

    > > >

    > > > See what you think about those weapon skills.

    > >

    > > In regards to this, I think Spear (in this hypothetical situation) definitely needs to be some kind of option that you can take besides Greatsword. A side option as opposed to it either being flat out better or flat out worse because its...well because it isn't Greatsword. This is just for consideration on your take on it, but it likely needs skills that would invariably match Greatswords in terms of how it provides mobility and defenses like how GS3 is an evade.

    > >

    > > If diversity is a goal in the game, in that they at least want one build viable per Elite Spec (which I think is what Cmc said at one point as being the ideal goal, though I could be misremembering that) then something needs to be done about providing a weapon option that is on par with Greatsword. Dagger did that with Spellbreaker to a certain extent, its actually a viable option to take instead of Axe or Mace (Mace was an option for a time during HoT with Berserker). The thing is you could also argue that maybe it could also be built as a defensive option for Warrior so as to be an option aside from X/shield, but I don't have an inkling as to how that would be accomplished for a 2h weapon that seems like it would be a primarily offensive weapon.

    > >

    > > I also don't know how I feel about the Paper Bombs aspect of that, interesting but not quite sure how that would play out in actual execution.

    >

    > Well there is some AoE weakness midway thru the AA chain and an AoE blind that pulses twice that when traited via FGS has a 9s CD, so there is damage mitigation built in, just not an evade. I did envision it as a compliment to GS though and wrote it with that in mind.

    >

    > The bombs would boil down to cast times. Bear in mind that I wrote them to blast themselves on use and that I augement blast finishers on the traitline.

     

    If spear is going to be a 2h weapon, I believe they will make it condi focused on bleeds, cripples, and maybe vulnerability (spear in Guild Wars 1 inflicted alot of cracked armor). If you think about, we don't have a 2h melee condi weapon so there is some space there to add something unique.

  16. > @"Seb De Tyra.3421" said:

    > Hey all, I'm new to the game and want to get into PvP. I was just looking for someone to give a quick summary of each class and how they're doing currently.

     

    Warrior - Core is awful. Berserker is undertuned and Spellbreaker is close to balanced but needs some love. Warrior, however, has a high skill caps so if you build correctly and play very well they are serviceable. Needs a slight buff to it's sustain for the class to do what it says on the tin.

     

    Guardian - Overall I'd say its balanced. Firebrand still offers great support to any team comp and Dragonhunter feels good to play at the moment. I've also seen some pretty cool hammer builds on Core. Overall, the class feels like it does what its supposed to do, but it isn't oppressive.

     

    Revenant - Power Shiro has a high skill cap, but may be slightly overtuned damage wise at the moment in the hands of the right player. Mallyx has a much lower skill cap and is mostly balanced I'd say. If anything, a slight damage nerf to Shiro builds may be appropriate.

     

    Ranger - Core power is balanced. Soulbeast is undertuned and... whats that other one again? Oh yeah, Druid. I nearly forgot it existed and I think Anet may have as well... I honestly don't know you fix Druid at this point.

     

    Thief - Deadeye and Daredevil are both undertuned and need some love. Core is very overtuned. Its mostly a few offending blind skills that are making Core so oppressive, but once Anet guts those Core will likely suck as it usually does.

     

    Engineer - Core is terrible, borderline unplayable. I'd argue Scapper is mostly balanced and does what its supposed to do. Holo, however, is clearly overpowered and will need significant nerfs to either its damage or its mobility to be brought into line.

     

    Necromancer - Reaper is another one of the main offenders at the moment. Its not as busted as Holo, but it could use a small trim on its damage or CC capabilities. Core is a very lower skill cap and slightly over tuned, and (never thought I'd say this) Scourge might be the worst class in the game.

     

    Elementalist - Core is unplayable as per usual. Auramancer is the best support in the game, but I'm not sure if it needs to be nerfed or other support specs like Firebrand and and Druid need to be buffed. Weaver is balanced or maybe slightly undertuned. Again, its a class with a pretty high skill cap so in the hands of the right player it can be quite effective.

     

    Mesmer - Uh, yeah... Just don't play it right now. Worst class in the game. Balanced team must have fired all their Mesmer players.

  17. > @"Lan Deathrider.5910" said:

    > > @"Girth.9731" said:

    > > Spear.

    > >

    > > Now, before you freak out, let me explain my ridiculous theory.

    > >

    > > Many of you new to the Guild Wars franchise may not realize this but Guild Wars 1 (yes, I still play it from time to time) just celebrated its 15 year anniversary. As part of this celebration, a bunch of new content was added to the game; part of which were the _Anniversary Weapons_. These new weapons were unique to Guild Wars in that it allowed professions who didn't previously have the appropriate weapon attributes to allow the weapon to be effectively wielded, to wield the weapon using their _own profession's attributes_ (sound familiar?). So now you are asking yourself, why does this matter? Well, I believe Anet may have used this update to tease future elite spec weapons in Guild Wars 2. Why do I think this?

    > >

    > > They added a Hammer that scales off Holy Damage which is specific to the Monk (equivalent of the Guardian).

    > >

    > > They added an Axe that scales off Energy Storage which is specific to the Elementalist.

    > >

    > > They added Daggers that scale off Leadership which is specific to the Paragon (equivalent to the Spellbreaker).

    > >

    > > They added a Shield that scales off Fast Casting which is specific to the Mesmer.

    > >

    > > Coincidence? Probably. But maybe, just maybe...

    > >

    > > _They added a Spear that scales off Strength which is specific to the Warrior._

    > >

    > > we will be getting the Spear next expansion...

    > >

    > >

    > >

    > >

    > >

    > >

    > > P.S. Please don't take this post too seriously

    >

    > Too late. My spear shall pierce the heavens.

     

    Pierce away, brother.

  18. > @"TeqkOneStylez.8047" said:

    > There is a pistol theory going around too because of a line from the trailer or something talking about samurais fearing infantry.

    >

    > Personally I want fists, Spear, or the samurai spec, but not a pistol. If we get pistol its just gonna be pistol + shield ,with a bad auto attack , probably 900 range , number 2 skill will cripple, and 3 will be an ammo skill that applies invuln or something else not new.

    >

    > And then there won't be a burst skill because this time we're going for 0 bars of adrenaline because they all have to be different and 4 is broken.

    >

    > Oh and to top it off, the weapon will be condi.

     

    That's why I am rooting for Spear; Pistol would almost 100% be your standard medium range condi weapon. I think a one-handed spear would be super cool. I hope they turn it into a physical damage focused sword equivalent with lots of mobility and cripple. I'd also be okay with staff, which also seems possible considering the Chinese-themed Canthan setting of the next xpac.

  19. Spear.

     

    Now, before you freak out, let me explain my ridiculous theory.

     

    Many of you new to the Guild Wars franchise may not realize this but Guild Wars 1 (yes, I still play it from time to time) just celebrated its 15 year anniversary. As part of this celebration, a bunch of new content was added to the game; part of which were the _Anniversary Weapons_. These new weapons were unique to Guild Wars in that it allowed professions who didn't previously have the appropriate weapon attributes to allow the weapon to be effectively wielded, to wield the weapon using their _own profession's attributes_ (sound familiar?). So now you are asking yourself, why does this matter? Well, I believe Anet may have used this update to tease future elite spec weapons in Guild Wars 2. Why do I think this?

     

    They added a Hammer that scales off Holy Damage which is specific to the Monk (equivalent of the Guardian).

     

    They added an Axe that scales off Energy Storage which is specific to the Elementalist.

     

    They added Daggers that scale off Leadership which is specific to the Paragon (equivalent to the Spellbreaker).

     

    They added a Shield that scales off Fast Casting which is specific to the Mesmer.

     

    Coincidence? Probably. But maybe, just maybe...

     

    _They added a Spear that scales off Strength which is specific to the Warrior._

     

    we will be getting the Spear next expansion...

     

     

     

     

     

     

    P.S. Please don't take this post too seriously

  20. Hi there,

     

    After making a somewhat unproductive post last week about the state of Warrior, I decided to hop back into the game again and see how the class felt. To my pleasant surprise, it wasn't as bad as I had remembered a few months ago. Despite this, there are certainly a few changes that I think need to happen. I intend to go through each weapon, utility, and trait that needs a change and explain what needs to be changed and why. Obviously, any number changes I give are just ballparks so don't get your panties in a wad if I suggest something that seem a bit over-tuned. Feel free to comment with something I missed or if you feel one of my suggestions didn't make much sense, but lets try to keep it civil. For the sake of being somewhat brief, this post will only address the weapon skills. All that being said, here are my humble opinions on what needs to change for the Warrior.

     

    **Weapons**

     

    _Greatsword_

     

    1. Hundred Blades - Reduce the cast time to 3s.

    Explanation - This is one of the hardest skills to land in the entire game. Its a melee range, channeled skill that roots you in place for 3.5s. As is, you will rarely ever be able to land this skill in its entirety on an opponent, even after landing a hard CC like Bull's Charge. By reducing the channel time, the skill would have a bit more payoff and you would have a chance of landing the entire skill on an opponent. I feel a slight reduction in its channel time would be safe.

     

    _Longbow_

     

    1. Fan of Fire - Narrow the size of the cone.

    Explanation - At the moment, the cone of arrows shot by this skill spreads so quickly that you have to be at virtually melee range in order to hit your opponent. This feels very strange on a ranged weapon.

     

    2. Arcing Arrow - Reduce the physical damage by 90%. This skill now applies a 0.5s daze. Add 5 stacks of confusion for 4s and 6 stacks of vulnerability for 8s.

    Explanation - Arcing Arrow just doesn't fit very well into the Longbow kit. Changing it to a condi skill will give the Longbow a more focused and clear identity. I like the idea of it inflicting vulnerability and confusion as I always imagined the skill as this big arcing arrow that explodes when it hits the ground, cracking the armor of anyone nearby and disorienting them. If timed correctly, would be a good way of amplifying your damage after condi-loading your opponent.

     

    _Rifle_

     

    1. Killshot - Allow this skill to be cast while moving.

    Explanation - With a 1.25s cast time, this skill has a huge tell. Considered that the damage you get for that cast time is pretty good, but not insane, I think that allowing the Warrior to stay mobile while casting the skill would be a good change.

     

    _Axe_

     

    1. Eviscerate/Decapitate - Increase the might gained to 5 stacks but for 3s.

    Explanation - At the moment, these skills grant a measly 1 might for 5s. At one stack of might, it just doesn't have any real impact on how you are going to play the weapon. By increasing the might gain to 5 stacks but shortening the duration, it gives the player incentive to try and land some damage after hitting their burst skill. Additionally, it also provides more identity to the Axe as being the in-your-face, raw damage weapon and opens more opportunities for synergy.

     

    _Sword_

     

    1. Flurry - Replace it with Final Thrust. Reduce the physical damage by 90%. The skill now inflicts 6 stacks of bleeding for 8s when the target is above 50% health and 12 stacks of bleeding for 8s when the target is below 50% health.

    Explanation - Flurry just doesn't work. Final Thrust should replace it and be converted to a purely condi skill to solidify the identity of the Sword as a condi weapon. I want to see Sword become a weapon that's all about mobility and chasing your opponent down, not sitting there swinging your sword in the air for ages.

     

    1. Final Thrust - Move it to the Burst slot and replace it with a new skill called "Gash" with a 10 second cooldown and 0.5 second cast time. Gash inflicts 4 stacks of bleed for 8s. If the target is already bleeding, Gash will also inflict 10 stacks of vulnerability for 8s.

    Explanation - As a bit of homage to GW1, this skill would fit very nicely into GW2 in my opinion. I think it would be cool to have a weapon with skills that benefit from being used in a particular order. You could auto attack to inflict some bleeding and build up adrenaline, use Gash to inflict some vulnerability, and then land Final Thrust for a nice condi burst that would synergize with the vulnerability you just inflicted.

     

    _Torch_

     

    1. Flames of War - Completely rework the skill. Increase the cooldown to 30s. You now take no damage from conditions and increase your outgoing condition damage by 3% for each condition on you for the duration of the skill. Apply 1 stack of burning to yourself for 5s upon activation. Any opponents who hit you while Flames of War is active, will be inflicted by 1 stack of burning for 5s.

    Explanation - I feel this skill is very lackluster at the moment and needs a big change to be turned into something cool. Removing conditions just doesn't fit the theme of Berserker IMO. I like the idea of turning yourself into this flaming Berserker who, for a short while, gets enraged by conditions and turns them into outgoing damage while spreading fire to anyone who trys to touch him. Maybe its too much, but I like it.

     

    Well, that's all I have for the weapon changes. Weapons that I omitted are those that I feel are mostly fine as is.

  21. > @"quaniesan.8497" said:

    > I just started to play my warrior again that I created years ago as a mule, on and off for while. Out of boredom maybe.

    > Anyways, I find the new core warrior ...more elite than any of the elite specs.

    > I dislike how all elite specs refuse the warrior of stage 3 burst skill.

    > Strength is almost mandatory with crazy buff in damage, up to 21% buff .

    > Discipline is mandatory QOL I feel like.

    > That leaves either an elite spec, or any of the rest of the core trait lines. I find either tactics or arms offer better incentives than any of the elite lines.

    > Spellbreaker offers a second burst but limited to level 1 adrenaline, their traitline is kinda meh.

    > Berkserker feels off. The 300 toughness penalty doesn't feel justifiable vs. any incentives the trait line has to offer.

    > I understand my experience with warrior is limited after all the recent updates, but is this what you all feel about warrior or am I missing something about the 2 elite specs?

     

    Get out while you still can. Anet doesn't want Warrior to have sustain anymore. This class is dead and will remain dead.

×
×
  • Create New...