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Mikeskies.1536

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Posts posted by Mikeskies.1536

  1. > @Crossaber.8934 said:

    > > @Mikeskies.1536 said:

    > > These would be my suggestions:

    > >

    > > **Spellbreaker**

    > > Full Counter: Radius reduced to 240. Only activates from Direct Attacks. Only triggers Full Counter/Burst traits on successful hit.

    > > Revenge Counter: Conditions copied reduced to 3. No longer grants Resistance.

    > > Slow Counter: Duration of Cripple and Slow reduced to 2 seconds.

    > >

    > > **Defense**

    > > Thick Skin: Threshhold increased to 90% health. Toughness bonus reduced to 150.

    > > Last Stand: ICD of Lesser Balanced Stance increased to 60 seconds.

    > >

    > > **Strength**

    > > Reckless Dodge: Also, blinds enemies hit for 3 seconds.

    > > Brave Stride: Stability gain increased to 3.

    > > Building Momentum: Also, grants 1 Stability for 3 seconds.

    > > Might Makes Right: Healing increased to 150.

    > >

    > > **Heals/Utilities/Elites**

    > > Natural Healing: Cast time reduced to 1 second.

    > > Stomp: Also, grants 1 Stability for 1 second on activation.

    > > Rampage: Cooldown reduced to 90 seconds.

    > >

    > >

    >

    > I like almost everything you've suggested, but what define direct attack that trigger full counter?

     

    An attack that inflicts immediate damage from a skill or trait, rather than a pulsing ground effect (the initial damage would trigger Full Counter, but the pulse damage wouldn't).

  2. These would be my suggestions:

     

    **Spellbreaker**

    Full Counter: Radius reduced to 240. Only activates from Direct Attacks. Only triggers Full Counter/Burst traits on successful hit.

    Revenge Counter: Conditions copied reduced to 3. No longer grants Resistance.

    Slow Counter: Duration of Cripple and Slow reduced to 2 seconds.

     

    **Defense**

    Thick Skin: Threshhold increased to 90% health. Toughness bonus reduced to 150.

    Last Stand: ICD of Lesser Balanced Stance increased to 60 seconds.

     

    **Strength**

    Reckless Dodge: Also, blinds enemies hit for 3 seconds.

    Brave Stride: Stability gain increased to 3.

    Building Momentum: Also, grants 1 Stability for 3 seconds.

    Might Makes Right: Healing increased to 150.

     

    **Heals/Utilities/Elites**

    Natural Healing: Cast time reduced to 1 second.

    Stomp: Also, grants 1 Stability for 1 second on activation.

    Rampage: Cooldown reduced to 90 seconds.

     

     

  3. > @"Unholy Pillager.3791" said:

    > > @Mikeskies.1536 said:

    > > Okay, so. We want Warrior mobility, defenses and offenses nerfed. Got it.

    > >

    >

    > Not necessarily all three, but we're saying they shouldn't _have_ all three. Having two of the three would be acceptable.

     

    Lots of other pvp specs have access to all three...

  4. > @choovanski.5462 said:

    > > @Jeknar.6184 said:

    > > > @choovanski.5462 said:

    > > > @"Chaith.8256" the endure pain hate confuses me tbh. after nerfs it’s only 4 seconds with both trait & utility, & it doesn’t ignore cc or condis. mesmer’s distortion is 4 seconds, & it’s a full invun- which is much better imo. furthermore soulbeast has 15 1/2 seconds of endure pain & it’s widely considered bad. thats half a second off having 4x the duration of endure pain warrior has.

    > > >

    > > > like i (as an engi/warrior main since beta) agree that the endure pain proc is better than S proc. but looking at how much endure pain soulbeast has (almost 16 seconds) i don’t think endure pain is as good as people think it is.

    > >

    > > The problem is that you are comparing only the effects... Yeah, Soulbeast physical immunity stacking is ridiculously high but is a Soulbeast as powerful as a Spellbreaker? Not by a longshot. In fact, I think running any other traitline instead of Marksman (Where the passive signet is) is much more useful for the ranger. And if you are running Black Bear pet, you are giving up powerful skills from Smokescale and/or Gazelle. Warrior in the other hand will always take defense traitline anyway for Adrenal Health, Shield Mastery, Cleansing Ire/Last Stand and he isn't even sacrificing anything for the Defy Pain because everything else in that tier is absolute garbage (Unless you are trying to run some Cull the Weak Mace Shenanigans)

    >

    > i would argue that marksmanship is actually a really strong traitline for power builds, its got opening strike & other buffs that are really strong with GS. if i remember correctly phanta runs it on his soulbeast build, as do others. if i had PoF (still too salty about berserker nerfs to buy it) i would run marksmanship, survival & soulbeast- but i don’t so i cant test viablity myself.

    >

    > still, i am just comparing the effects- you are right there. but that’s kind of the point im making. that is, that endure pain is not what’s making spellbreaker so strong. because if endure pain was such a big deal, then soulbeast which has 4x the endure pain of warrior would be a ton better than it actually is. you actually support this when you say black bear (which has a 4s & a 3s endure pain on two separate cooldowns) is not as high value as a damage pet. which means endure pain really isn’t as good as people think it is, because if it was there would be no reason to ever not take black bear.

    >

    > tbh, i think it’s the fact full counter & the spellbreaker traitline being overloaded that makes spellbreaker so OP- not endure pain.

    >

    > as far as the defence line goes, dude- warrior is basically a free kill without it. sure some spellbreakers drop it for strength, but that’s only possible because spellbreaker is so overtuned. if anything being able to drop defence because you have spellbreaker shows that the spec is too strong.

    > warrior has awful build diversity. it needs discipline for fast hands, because all the weapons & warrior’s whole gameplay is designed around it. then it has to take defence, because it’s actually the only line that gives us sustain. tactics is trash, arms is like why, & might makes right is not enough sustain. so warrior has no choice but to take defence & discipline. like the other choices are two trash traitlines, & a damage line- which you need to give up for a specialisation.

     

    Spellbreakers can drop Defense for Strength because of Might Makes Right, not Spellbreaker.

  5. > @"Azure The Heartless.3261" said:

    > > @Aza.2105 said:

    > > > @"Azure The Heartless.3261" said:

    > > > > @Aza.2105 said:

    > > > > Spellbreaker is currently broken. Resistance needs to be shaved and mobility and evade from great sword needs to be nerfed.

    > > >

    > > > If we're going to advocate for spellbreaker nerf, maybe focus on the spellbreaker mechanics instead of advocating changes that hit every warrior build that chooses to use Greatsword.

    > >

    > > Its overpowered. It gives way too much defense. The ability to escape at your leisure? Check! And some evade frames? Check! This is part of the problem with warrior in general. That they can simply escape and heal up and reset the fight.

    >

    > a 450 range .75 second evade is for escaping and fight resetting?

    >

    >

    >

    >

     

    Whirlwind plus Rush is the combo, which is hardly OP compared to Thieves and Mesmers...

  6. Instead of complaining about the state of Power Warrior in PvE, below are substantive suggestions to buff Power Warrior in PvE (both as PS and as DPS). The following changes should make Power Berserker competitive with Condi Berserker, without impacting PvP balance much. Numbers may need to be adjusted slightly based on how the multipliers and stat increases play out. The intent is to generate two builds: pPS - Strength, Tactics, Berserker; and pDPS - Strength, Arms, Berserker.

     

    **Weapons**

    PvE Only: **20% damage increase to all Axe, Greatsword and Dagger skills.

    Greatsword/Berserker - Arc Divider - **Cast time reverted to 1/2 sec.**

    Axe/Berserker - Decapitate - **Damage made equivalent to T3 Eviscerate Burst.**

     

    **Traits**

     

    **Strength:**

    * Restorative Strength: Using a heal skill grants might **and increases damage by 5% for 15 seconds.**

     

    **Arms:**

    * Deep Strikes: Gain condition damage **and ferocity** when you have fury.

    * Rending Strikes: You have a chance to cause vulnerability on critical hits. **Deal 10% increased damage to vulnerable foes.**

    * Bloodlust: You have a chance to inflict bleeding on critical hits, and bleeds that you apply last longer. **Deal 5% increased damage to bleeding foes.**

    * Furious: Critical hits grant bonus adrenaline and gain a stacking condition damage and **ferocity** effect.

     

    **Tactics:**

    * Inspiring Presence: Gain healing power **and ferocity** for each stack of might you have.

     

    **Berserker:**

    * Berserk: Gain adrenaline,**~~ an attack-speed boost, ~~**and access to primal burst skills. **Each consecutive hit while in Berserk increases outgoing damage by 1% for the duration of Berserk. This damage bonus resets if a skill fails to hit a target.**

    * Bloody Roar: **Damage bonus increased to 15%.**

  7. > @KrHome.1920 said:

    > > @"Unholy Pillager.3791" said:

    > > > @KrHome.1920 said:

    > > > You can melee a scourge if you don't self apply boons and kite 2 key skills which are the F5 and the elite (both have well noticable visuals). This limits his damage output by about 80%. He is a sitting duck then.

    > > >

    > > > If you play a boon heavy build you should bring some well timed blocks or cleanses (e.g. guardian + its elite specs).

    > > >

    > > > If you play a boon heavy build and can't bring blocks or cleanses you have to go ranged (e.g. rifle engineer + its elite specs).

    > > >

    > > > If you play a boon heavy build and have no blocks or cleanses or ranged options, well.... then scourge counters you (even scourge needs to counter someone). Deal with it or change your build.

    > >

    > > Umm...rifle engineer isn't ranged. It has a 1200 range auto attack, sure, but it's a weak auto attack; all of its actual damage is about 700 range or closer.

    > >

    > > Which is the issue, honestly. Engineers have neither reliable ranged damage, nor a way to sustain themselves without boons. Gyros come close, but even then you have to take alchemy and stack might to be effective.

    > Rifle engineer has a ton of CC. It has been a hardcouter to core necro years ago and pushed the class out of pvp. It can almost do the same with scourge and its embarrassing stability options.

    >

     

    I'm pretty sure a Holosmith can wombo a Scourge pretty easily. I wouldn't be surprised if the Holosmith's cc/burst combo kills Scourge outright.

  8. Scourge still has strong damage output, it just can't face tank a point and expect everyone to die instantly now. Players are probably becoming for accustomed to not fighting while Desert Shroud is up and not running through Trail of Anguish.

     

    Also, as Scourge, you should probably stick near your team when running to mid. It is all to easy for Thief and Warrior to jump on Scourge and down them quickly.

  9. > @Darknicrofia.2604 said:

    > > @kKagari.6804 said:

    > > I'm predicting a nerf to Righteous Instincts, from 50% to 33%.

    >

    > Scourges ruining sPvP? Better nerf core guard.

     

    Well, Guardian/Dragonhunter hits like a truck with Greatsword and probably has the highest power damage output in sPVP currently.

     

  10. > @choovanski.5462 said:

    > > @Impact.2780 said:

    > > > @Abelisk.4527 said:

    > > > For Guardian it is actually Valor, but that isn't the case anymore since Firebrand offers the same level of sustain. The symbolic build does not run Virtues and Bunk FB does not necessarily need Virtues--it could take Valor. My power FB build uses Radiance/Honor.

    > > >

    > > Firebrand bunker takes Virtues. Core hammer takes virtues, and always has. Even outside of meta builds, DH took virtues. Menders symbol DH took virtues.

    > > Valor is taken with meditations, and meditation guard (AKA hammer guard, medi-trap DH) has always taken virtues.

    > >

    > > As for warrior, it has indeed always been Discipline and Defense. Now that I think about it, Cleansing Ire is a Defense trait, which was key for hambow and shoutbow's self-cleanse.

    >

    > yeah, warrior has always got the short end of the stick. two mandatory lines. devs won’t ever concede to the warrior forums pleas for baseline fast hands tho.

    >

    > rn, it’s basically 3 mandatory lines with how OP spellbreaker is. FC needs nerfs, but leave core alone hot dang.

     

    I mean, I was Platinum last season as Strength, Discipline, Spelbreaker, running DD / Greatsword, with only Featherfoot Grace as a resistance source and with no Endure Pain. Only really struggled when there was more than one Scourge. There are other ways to play at least up to Platinum level.

  11. > @"Azure The Heartless.3261" said:

    > If you get marked, be prepared to dodge.

    >

    > You win.

     

    I think the problem is the Deadeye's are marking ambient creatures/objects for Malice, then unloading Death's Judgements on unsuspecting players. Unmarked Death's Judgement crits for 12k with full Malice stacks on 2700 amor.

     

    Mark should really expire if the Marked target is greater than, let's say, 3000 units away.

     

     

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